I actually started this thread to ask if there was anything I said I'd add but didn't, so I wasn't expecting quite so many new suggestions put forth. haha Always good to hear new ideas, though!
Let me try to address everything.
There could be a mine layer/sweeper.
I'm not crazy about the idea of stealth objects. Plus, just like with turrets, the enemy may lose the front line(s) of a charging force, but some will get through if enough are sent. That's what I did with your line of turrets. In the end, you just have to have backup plans for dealing with someone charging into your territory.
I don't know how you would go about this, but in reality, troops on the defensive would dig in and would be harder to attack then troops on the move.
This is already accounted for in the Daily Cycle attack algorithm, for the purpose of adding some realism. When the random factor is thrown in, the defending unit has a slightly lesser chance of reducing as low as the attacking unit, giving defensive units a slight overall advantage.
what might be an option is to "insert" units into turrets.
You could just place land units (infantry or otherwise) on the same sector and the strength of both will combine to fight an attacker.
would it be possible to have the maps completely gray except for the region you occupy and the immediate 10 squares around your nation?
This is more appropriate for a mission-style war game, like Command and Conquer. I want Global Triumph to feel more like a general standing over a huge map moving little models of tanks into position to decide how to out maneuver his opponent.
You can do the same thing now by visually scanning.
I agree with parandiac that it would dramatically impact naval attacks. If, though, I create radar vehicles with a limited range, perhaps even low strength and armor and make them expensive, it would probably limit people to using them only in very important areas.
1. Walls, or other defensive structures
I think anything beyond using turrets and land units would be too much micromanagement for my intent with the game.
I'd suggest 1 extra level of zoom that shows twice as many sectors as the typical view.
Show the strength of units directly in their picture
why not render the sectors slightly different shades of gray to match.
With the current structure of the game, these updates could make the game exceptionally slow for many users. In a version 2.0, though, these updates will likely be possible. (As I've developed this version, I've kept in mind ways I can improve the format in a future version.) As for the variable brightness, I'll likely have an option for users to display the background incidating either the type of terrain or the sector value.
Air Drop?
One of the important aspects of this game is that, assuming you have sufficient defenses up, you could potentially leave your country alone for a couple days if you know no one's at your front door. Someone being able to parachute right over your front line negates that.
Air Transport?
This is an interesting idea. I'll think about this one.
The maps can have like 2-4 people on like 10x10 islands in a world thats only 50x50.
I'll keep this in mind, too.
I also had the idea of having a tournament map with existing worlds that users can "claim," so the object is to fight and overtake each other instead of first grabbing land. Going really elaborate, maybe a huge map of Earth where people are randomly assigned an actual country.
Often I want to attack a particular enemy unit not a given sector. it would be good if I can tell one of my units to attack another
This gets into the game having to decide and alter the paths of units, which could even potentially screw up other attacks you have set. It also negates people having to form good defensive/offensive lines.
I think being able to target air attacks by unit functions well. It forces more strategy.