Talk:Defense Turrets Stats/@comment-70.71.107.184-20120624045335/@comment-70.71.107.184-20120723045940

Another consideration is that some Upgrades will complete a "Mission" with a large reward. That means that particular choice is likely better than the rest and should show higher on the Chart.

EG: Upgrade one "Crystal Mine" to L8 and get 500,000 XP; same for most Upgrades, except for "Staging Area" is 200,000 XP, and Troops are 100-500,000 XP (plus (usually) 10-20 more of those Troops).

EG: Upgrade the Tech Lab to L10 and get 350,000 XP and a 2.5-Hour Accelerator (valuable).

EG: Upgrade your Barracks to L9 and get 2,000 XP plus a 15-Min Troop Energizer. (a smaller reward but maybe better than the other choices).

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Another variable to consider in the "formula" is 'burning damage'. When an Incendiary Turret hits a Troop it continues to cause damage as the Troop continues to burn. A couple of hits may cause 10 seconds of burning which may ultimatley lead to the Troop's demise.

This is a "special ability", much like the ability of some Defensive Turrets to target multiple Troops ("Tesla Tower" and "Heavyweight Turret"). It is probably better to Upgrade a Defensive Turret with a 'special ability" as opposed to one without (though Upgrades to "Gun Turrets" are an excellent choice based on the cost/time and resulting improvment from the Upgrade, even thoough they have no "special abilities").

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It is with all those things to consider that a neat little Chart (that showed which choices you should prefer, and in which order), would come in handy.