I'm thinking there could be a lot more laser related tech:
* Laser sights for weapons. Advantages: Increases accuracy with no TU cost. Disadvantages: Makes yourself more visible to whoever you're pointing at, at the very least. In dusty/dark conditions paints a nice line right back to you, so every enemy around notices you're there. Makes automatic defenses detect you much more easily and shoot at you with greater accuracy.
* Anti-laser armor. Some sort of tech wonder, which reflects the wavelength used by the laser. Perhaps some opportunity for extra complexity here. Armor can be tuned to one wavelength (though works against all others, just worse), weapons can be fabricated in different wavelengths (higher more expensive). Advantage: very good anti-laser protection, better than any other armor. Disadvantage: Sucks vs everything else as it's a complex and delicate assembly, it reflects light so it again makes you very noticeable.
* Dropship-mounted laser turret, for combat assistance. Advantage: More accurate, longer range, and more powerful than a soldier's weapon. Disadvantage: Can be disadvantaged by placing it at door level, so that elevation differences noticeably hinder it. Can't move, attracts fire towards dropship, which should take damage. Enough damage means the dropship explodes in a big fireball. Any damage taken must be repaired at the base, which takes time.
Gameplay idea (perhaps should be discussed separately). If the dropship explodes, everybody nearby is killed. Easiest way is assuming it's a complete mission failure. Alternative: Whoever remains can fight the aliens. Then back to the geoscape and it turns into a rescue mission. Aliens will try to drop in there as well, or attack a base to maximize advantage.
* Laser turret at base: Defense against alien invasion. Same thing as on dropship, works so long there's power. Specifically a laser because accuracy and non-explosive tech minimizes base damage. Doesn't run out of ammo, works off the base's power supply. Stops working if the base's generator is destroyed (assuming the base can survive that).
* Portable turret: Stays where put and shoots enemies. Advantages: Large ammo capacity, automatic, decent accuracy (but worse than a fixed/dropship turret). Disadvantages: Expensive, takes the whole backpack, heavy, takes many TUs to deploy. Decently armored but far from invulnerable. Can be picked up, but again at a high TU cost. Works automatically, so may not shoot at what you want. Doesn't shoot during the turn it's been deployed (charging up, etc).
The idea is that this should work as an unmoving soldier putting all TUs into reaction fire. Can't be told what to shoot, and always shoots during the enemy's turn. Deploying it is a lengthy enough affair that it consumes enough TUs to make whoever deploys it a sitting duck. Additionally, the turret spends the first turn preparing, so this doesn't help whoever set it up. This should make it a strategic defensive weapon, but hard to use offensively.
Comments?