This is something I’ve been thinking about recently after the whole FOB turrets discussion. Since @Lyons just came up with the same idea independently, I’ve decided to post it here.
So, first of all, we all know the problem with that upcoming FOB rework, so hopefully it won’t get pushed upon us in that state.
Thus the big question is this - how do we still have the FOB turrets to slightly help marines in the FOB, but still keep some risk and gameplay around the FOB, without prolonging the rounds inorganically and without causing any automatic cancer megaFOBs?
I’m thinking of the following system:
Marines get a moveable generator that they set up in the FOB. It can feed only a limited number of turrets for a limited amount of energy. Each turret shot takes a bit of energy from the generator. Both max energy and energy gain on it is subject to balancing. The generator can be destroyed, but then repaired and has a computer where you can see the state of the entire system.
Marines start with 3 deployable turrets that they can put around the FOB. Those turrets are somewhat tanky and basically need say three xenos to take out without any deaths. They can be repaired if not completely destroyed. If destroyed, req can buy more, but there’s a specific limit on the generator that won’t allow more than a certain number.
So in practice those turrets would stop a hive dive, but only for a limited time and the real xeno push would just cause them to run out of energy(almost like in that movie deleted scene) in a few minutes. Plus they would still need some babysitting.