No.090 / 280Action & reflex · Defense & waves

Keeping Turrets Supplied

A turret without ammo is a statue; the supply line is the defense's lifeline.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Economy · Optimization
FactorioNo.090Factorio

01The core loop

Action → feedback → next choice
  1. 01Build turrets
  2. 02Produce ammunition
  3. 03Lay supply lines
  4. 04Monitor stock and bottlenecks

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    The line has 8 turrets each using 10 rounds per minute; the ammo factory makes 60 per minute.

  2. T2

    Turn 2 · The player chooses

    Instead of expanding production, the player routes supply first to the 5 turrets facing the enemy nest.

  3. T3

    Turn 3 · The feedback

    Those 5 stay full while the other 3 run dry, and a flank attack breaks through there.

  4. T4

    Turn 4 · The next decision

    They build a second ammo machine and add a buffer chest on the flank.

How it plays

Turrets consume ammo continuously, delivered from production lines; break any link and they stop firing. Different ammo types have different effects, so upgrading ammo upgrades the whole defense. Ammo icons on turrets, empty alerts and items moving on belts are the main feedback.

What the player weighs

  • Spend production on ammo, or on expansion and research.
  • Supply centrally by belt, or stockpile locally at each turret.

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Factorio
F

Factorio

P1

Gun turrets need ammo, which players feed automatically with belts and inserters; laser turrets use electricity instead, turning supply into a power-grid problem.

Mindustry
M

Mindustry

P2

Turrets take items like copper, graphite or silicon by conveyor as ammo, with each changing damage and effects, tightly weaving defense into production.

The difference worth noticing

Factorio offers power as a way around ammo logistics; Mindustry makes ammo choice a direct part of defense strategy.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Keeping Turrets SuppliedDefense & waves+

Let refining byproducts become cheap ammo, so players choose between feeding them to the defense or recirculating them into production.

Prototype this combo in Yoroll

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Prototype complexity
Who plays
Solo decisions
  1. 01Gather resources by day
  2. 02Invest in buildings and units
  3. 03Repel enemies at night
  4. 04Count losses and replan
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Prototype complexity
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Prototype complexity
Who plays
Solo decisions
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  3. 03Watch damage distribution
  4. 04Adjust based on leaks
Bloons TD 6 · GemCraft - Chasing Shadows
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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