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Okay now this is exactly what I'm warning against. Right here. If you loved being AFK for most of the battle, there is something wrong. I'm sorry, but we're going to disagree on this. The controllable turret was the ONLY part of that setup that I'm endorsing. the rest of it, in my opinion, needs to go.
If a person can AFK it means that either the encounter they are facing was not designed for it, or the person is overly prepared for the encounter.
Simply put, enemies can be designed to counter automated turrets. Swarm enemies in particular are good at overrunning single target turrets, tank type enemies are good against ones built for splash damage, and support type enemies could be designed to energy leech a turret (turning it off in the process) or take control of the turret and using it against the player.
In Firefall we did not have enemies within a given species good at taking down turrets, actually for the most part they ignored turrets to go straight for players or the thumper. Letting the turrets do their destruction.
I can see there being 3 types of turrets, small turrets that can be deployed in large numbers, medium sized turrets that are the most flexible, and large turrets that require a player to man them but capable of holding the most powerful of weapons. I can see those turrets being customizable too.
Something we should probably avoid however is turrets that can be stuck to ceilings/walls. Those are the ones that screw with AI the easiest, they are the easiest ones to keep alive, and because of those 2 facts they are also the best turrets for beefing up a defense.
Any turret we use should easily be under threat by the mobs so we as players have to take care of them as much as they help take care of us.