Yes, I read it, but then was disturbed and answered some hours later and forgot. Sorry.
As excuse a summary of suggestions for the turrets (in order of need):
- guns/missiles not auto-filling to maximum (5-10 is enough/should be configurable per entity in the game)
- bounding boxes like poles/furnace
- rotating size if not symmetrical, so gun turrets can be placed much more condensed
- arrows for orientation when placing
- filling state visible
- trying to fix the "shooting in curves"
- but I like it meanwhile
- I mean also, that the orientation of a turret should play a more important rule, so I think the heads should rotate a little bit slower.
And something to think about:
a good defense need also
- non-weapons, e.g. walls, lights, radar, repair... Things which improve the weapons.
- supply for weapons is the very best use-case of "constant mixture of items" we have, because currently you can have one side of a belt with bullets, the other with missiles; but when thinking for example to flamethrower turrets or artillery turrets or ..., you may need 2 belts, but this is expensive. It's much cheaper to built only one belt in a circle and fill it at one point with the right balance of items.
- mix of weapons, only lasers should be soon lonely lasers.
- some help to built this up, some robots, which "make the rest", something like blue print... Dunno.
- offense! Robots which actively can run outside to support weak points