8 hours, flying shooter junk.
Drafted up and tested two types of shooter junk. The first would fall to the ground, embed slightly and wait for player input. When shot it would wait a fraction of a second then explode dealing damage to anything around it. Putting sequential bullets into the shooter would cause the explosion to be slightly delayed, add damage to the explosion and increase it's radius. At a max # of shots, the shooter explodes without delay. This was too involved and played poorly with the inaccuracy of later guns. The current iteration, lands embeds and then explodes after a timer of a few seconds. Hitting a damage threshold on the shooter before the timer expires will cause it to become friendly, the explosion will not damage the player. Additionally the timer stops and instead the shooter scans its explosion radius for enemies. If it detects three or more enemies within that radius it will explode in one second. This is less involved, set and forget, the player can make better use of it if with more careful play.
Solved turret health bars not showing up when close to the turret.