Ok I will admit I have only read the first two pages of the thread but i think i got the gist to put in a few suggestions.
Firstly, i do agree that "auto" turrets need to be either a researched (Late game) item that isn't as reliable as it is currently. (Accuracy penalties, and damage nerf among other possibilities) by requiring research and producing a sub-par turret would be fairly balanced for a unmanned machine.
Secondly, Bring in different defensive elements. I liked the idea of pillboxes/bunkers as well as high-ground to increase range and damage factors. This allows more variety in utilizing the colonists in a effective manner. Hell, a manned 'turret' sounds perfectly acceptable to me with a few limitations.
Thirdly, make said defenses something that CANT be manned at all times. Something akin to a 'stand down' vs a 'scramble!' state where it takes time for colonists to get their defenses up and running. (IE takes time to load and prep a MG or maybe a Gauss cannon requires a charge prep time)
I feel that Turrets do indeed cheapen the feeling of RW a bit however i don't think they should be completely cut since they feel very much in-universe and lore friendly. by scaling them back and focusing on new elements that require colonist input, it brings a much needed balance.
Firstly, i do agree that "auto" turrets need to be either a researched (Late game) item that isn't as reliable as it is currently. (Accuracy penalties, and damage nerf among other possibilities) by requiring research and producing a sub-par turret would be fairly balanced for a unmanned machine.
Secondly, Bring in different defensive elements. I liked the idea of pillboxes/bunkers as well as high-ground to increase range and damage factors. This allows more variety in utilizing the colonists in a effective manner. Hell, a manned 'turret' sounds perfectly acceptable to me with a few limitations.
Thirdly, make said defenses something that CANT be manned at all times. Something akin to a 'stand down' vs a 'scramble!' state where it takes time for colonists to get their defenses up and running. (IE takes time to load and prep a MG or maybe a Gauss cannon requires a charge prep time)
I feel that Turrets do indeed cheapen the feeling of RW a bit however i don't think they should be completely cut since they feel very much in-universe and lore friendly. by scaling them back and focusing on new elements that require colonist input, it brings a much needed balance.