Another potential option, that I think would be less fiddly though potentially less satisfying is:
- Make MkI, II, and III main combat (needler, laser, MLRS, Missile, Flak, Lightning, Sniper, Spider; leaving the HBC untouched for now) turrets per-planet cap. Halve their caps. Halve their K cost. Maintain same cap-energy cost (so double the individual unit cost).
- Have Sniper and Spider turrets be separate lines with mkI, II, and III.
- Add MkIV turrets for each of those lines that are gained through Knowledge, and have a galaxy-wide cap. The tooltip for these will need to be fairly clear about the difference from the lower marks.
- Have MkV turrets also be galaxy-wide-cap, probably with a higher cap than currently or some other buff to keep them a capture/hack choice that's roughly as attractive as fabricators.
- Remove the restriction against having MkV and other-mark of the same turret line on the same planet.
So far, I have to say that I love Keith's idea, but I could see a few minor changes. I would buff the total cap on the Core Turrets to at least equal to the new cap of Mark I-III turrets. As for making Turret Controllers more attractive, perhaps you could change their name to Advanced Turret Controllers, and capturing them gives you BOTH MK IV and Core versions of the turret for that controller. Naturally that means you wont be able to unlock Mark IV via knowledge, but that also keeps it inline with how most of the game already runs. Only the AI has access to Mark IV and Core technology, and you need to steal it from them. However, I do feel that the number of controllers needs to be halved. Right now some of the controllers are just so lackluster I never really want to bother with them. How about merging them like this.
Needler & Laser
Missle & MLRS
Spider & Flak
Sniper & Lightning
The first two are rather obvious, they share a common theme. Needler and Laser are both mid-ranged, great against their respective targets. Missile and MLRS are both missile based weapons, the first long range, single target, and the second is short ranged, multi-target. The second two are where the pattern shifts. There is NO FREAKING WAY that Spider and Sniper should be on the same controller. They are powerful alone, together it would be too much. So I put them with the brawling range turrets. Flak is generally considered the weakest turret, so I put it with one of the strongest. Sniper is nearly as powerful as Spider, and Lightning is, IMO, barely better than Flak.
Combining these ideas, where Advanced Turret Controllers gives both MK IV-Core turrets, as well as giving 2 different turret types, seems best to me. It would allow you to still make super powerful chokepoints, but it requires you to steal tech from the AI to do it, either via hacking or capture.
Another alternative to the current Mk V versions of the turrets, you could have the Core Turret Controllers be special turrets - Mk V Forcefields, Widow-tractors, Engine Damage/Riot, Implosion, etc - Stuff that you can't get any version of through K.
However, this idea also seems pretty freaking sweet. IMPLOSION TURRETS!!!! You could call them Experimental Turret Research Centers. The only real downside I see here, is that it would mean giving up Core Turrets. Still, IMPLOSION TURRETS!!!! Also, if you get Core Forcefields, would they come with the same benefit that the AI ones have, IE do NOT reduce firepower?