... are kind of silly overpowered right now.
For the standard turrets, they largely obsolete the existing turrets. When I can build 96 mk V missile turrets for the same cost as mk I (and building them prevents building mk I), why would I ever build mk I? For that matter, except in very specific circumstances why would I ever spend the knowledge to unlock higher marks? A mk V cap is better than a mk I and II cap combined. Spending more knowledge to get mk III and stacking all three caps on one planets comes out ahead in raw firepower, but not so much that it's worth the k.
Snipers are totally obsoleted if you get the controller, and AFAIK so are Spiders (making that unlock a total waste if there's a Spider controller anywhere within reasonable reach).
I'm really not a fan of how this particular mechanic is working out. Getting a mk V ship fab doesn't make the other marks useless to the point of feeling foolish for paying to unlock them. But that's exactly how I felt when I got the missile turret controller in my current game: "Damn, wish I could get a refund on mk II." In the future I'll probably avoid unlocking those kind of turrets entirely until I know that I can't or won't get to their controller at any point during the game, because it's not fun to take what should be a good moment (capturing a desirable thing) and instead feeling foolish for having unlocked something earlier.
In that vein, here's a few alternate ideas, just to get a discussion going. Feel free to hate them.
- Halve the caps on the controllers. For the more standard turrets, that would make using caps of the mk II and III's stronger and at least give some justification for the knowledge cost.
- Put the controllers back to where they were originally in terms of 1/4 the current caps and letting them be built anywhere, but keep the lower m+c costs.
- Change it so that building normal turrets on a planet lowers the available cap of controller turrets. Say building a mk III counts for 0.333 of a mk V, so building three of them lowers your available controller cap by 1.
- Change the turret controllers so that each one unlocks 1/8th of a cap of every mk V turret. In this case you can't use one of them to replace standard turrets at a chokepoint because there just isn't enough of the given type (thus solving my issue of feeling foolish for paying for mk II missile turrets, or spider turrets at all), but it's actively helpful everywhere. It also makes more of them useful all the time, because capturing another one would raise the cap. The distributed defense side of it is actually improved IMO, because instead of getting a lot of one kind of firepower you're getting some of every kind of firepower at once, on every world you want to defend.
I'm partial to the last one, myself.
It's something of a departure from how capturables currently work, but so are the current controllers.