Yet another silly Pumpkin's idea! (soon renamed DumbKing)
Read the title of this thread twice: why not? I'm expecting you to tell my how and why my idea is lame.
But first, I need to explain this idea.
Fact is: I never unlock turrets. I once unlocked gravity, spider and HBC in a spire campaign (I love the galactic tower defense the game become then) and recently the tachyon turrets because I pushed myself out of my tracks and fought a stealth-master. Beyond that, I play with full cap of free MkI and spend all my Knowledge between fleet and starships, sometimes economic upgrades or some FFields, rarely a fortress or the ZSTManipulator. Sometimes I find a core turret controller but I barely never go for it.
My suggestion: K-lock most MkI turrets (in my idea, only the needlers, counter-sniper and tractors MkI would be K-free), and adjust the K-prices to let the full line cost unchanged.
Actually, for the classic turrets (non needler, non sniper), MkII cost 750, MkIII cost 1,250 more (2,000 total) and MkIV 1,500 more (3,500 total).
Example #1: MkI cost 500, MkII cost 750 more (1,250 total), MkIII cost 750 (2,000 total) and MkIV untouched.
Example #2: MkI cost 500, MkII cost 500 more (1,000 total), MkIII cost 1,000 (2,000 total) and MkIV untouched. (Maybe better.)
Trying to make place for a K-cost for MkI without dramatically changing total cost of higher mark.
This is intended to make players more able (or forced?) to personalize their turret choices. For instance, I prefer lightning turrets over flak turrets, just because I find the lightning effect fun and beautiful. I often use sniper/missile on lightly defended planets because I sometimes prefer not going turtle and Kahuna-style tractor/FField/flak/lightning in front of a wormhole or in the path of the AI. While I love this Kahuna-style and use it often, sometimes I prefer playing sit-on-the-bedrock AIP and archipelago-style conquest. I think the long range sniper/missile combo fit this play style. And it's a matter of style and taste. Gravity/mines in the way + spider/sniper away + OCStation paranoid-away from the wormholes could be another style: "you may pass to the deeper planets, but you'll be crippled on the way". (I once used that and it was fun!)
Also, what's the difference between needlers and laser turrets? What's the fundamental difference between flak and lightning? I feel it's a matter of taste, but while they are all K-unlocked from the start (at MkI), I feel there is no taste to express here.
In my current Core Dive game (go check the AAR) I'm playing way ahead of my usual AIP level, and still I feel like spending K in turrets is useless. Maybe I lack some FField or some tractors for all the frontiers, but full MkI is far enough to hold 250 ships waves at 200 AIP (just the tachyon because stealth-master).
I expect (hope) this little twist to let high AIP/difficulty unchanged but give more opportunity for players at 7/7, 200 AIP, 20 planets in middle-game (or below; this sounds average, doesn't it?) to express their tastes, build unlock strategies and push themselves out of their tracks by fighting setups unusual to them. I'm very happy this stealth-master forced me to use tachyon turrets and military OCStations; I would (barely) never use them, else. I learned why there is tachyon turrets and not only decloakers, and how military OCStations are usefull outside of intense defense fights. However, I still don't get the difference between flak and lightning or between laser and needlers, and I feel it's because the game never forced me to use one rather than another, and I think it would if unlocking some MkI turrets would be a choice and not a default.
Don't loose your time telling me I'm wrong. I know I am. Tell me why! Tell me how!