While I was reading and thinking over this thread, a completely different idea appeared to me..
It is to
significantly increase the radius of a turret's collision circle (or whatever it actually is), forcing a more staggered placement.
A couple things that led me to this:
1) We are discussing the "tower-defense" aspect of the game, as it's advertised. In all of the actual tower defense games, building space is a limited resource, and with good reason - why would you put your towers in different places if you could find a single one that's best? But in AI War, it's a non-factor, you can place truly ridiculous amounts of firepower on what amounts to a 25-square-foot-area (tm). I really think this is one of those cases where seemingly complete freedom just collapses in on itself, leaving an obvious best solution. (And AoE damage, which is the usual counterbalance to stacking stuff up in one place, is a very rare concern when defending)
2) Back when I was playing Starcraft II, I've seen a lot of discussion focused on pinpointing why it fells so different from the original Starcraft. One of the most interesting realizations was how much the difference in unit pathing impacted the feel of the game. In a nutshell, SC2 units use a better pathing algorithm that has a side effect of making the units form up in tightly packed balls. In SC1 the way unit pathing works is way less efficient, and the units tend to stagger much more. Because of this battles were larger in size and took more time to resolve despite armies actually being smaller on average.
It seems like this effect could be translated into AI War. Not for the mobile units, of course, we neither need nor can afford that. But for the turrets it makes sense.
Some of the implications:
a) Can't place a lot of turrets around a point without getting diminishing returns. You either have to sacrifice some of the range or put it out of range, which leads to..
b) It makes sense to have defense in depth -
on a single planet! Positioning becomes both more interesting and more important. Munitions-Booster turrets anyone? Yeah, you can't have that with how things are right now, can you?
c) The battles can play out over a larger area, too, which is cool by me. Not sure if anyone honestly likes the 25-square-foot-area (tm) effect even if they like their single chokepoint (yeah, that's me)
d) The higher marks give you a higher defensive density because they take up the same amount of space, and it sure looks like they need some more incentives
e), no, E) It looks way more badass!
I mean, check this out
Taking a shot of Whipping Boy One at this point would be futile unless I showed you about 10 images at close-up. Otherwise it's just a giant green blob of stuff. I'm not sure even the close-ups would do it justice though. Ignore the CPA. That's literally just an annoyance at this point, utterly ignorable.
Giant green blob? Sounds exciting *yawn*. Now imagine actual spread-out defensive formations. Now imagine them firing all at once. There's people that do this already even with no restrictions,
I'm always trying to set my defences in a very orderly, symmetrical and aesthetically pleasing manner
therefore it matters!
Alright, that's all I have for now, feel free to make holes in it!