Ooh, hello again people of the forums- two posts so close in proximity,what a treat! Basic Tower/Bot: Basic/bot AA would keep the missile AA system, it would have high damage, tracking shots (that has a high velosity) with low aoe. It would specialize against either smaller groups of air or more high healthed air units. Also, medium - long range. Advanced Tower/Vehicle: Advanced/Tank AA would work in the opposite respect. It would have lowered damage with a pretty decently sized aoe, large coverage but low damage; no tracking. It would specialize against large groups rather than singular units (specifically against large groups of low health units.) Also, small - medium range. Edit: Added range. Edit2: Sorry I had not made this clear enough, I mean: basic tower aa and basic bot aa then advanced tower aa and basic vehicld aa, mixed. Changed.
So advanced AA > basic air units, basic AA > advanced air units? I don't quite see why you need to lower the damage for advanced. Just increase the cost to compensate for the AoE potential so you don't need to build a whole lot of them for them to be effective.
What I want from Advanced AA Vehicles and bots are two different types of units. Make the Advanced AA Vehicle a flak cannon and make the Advanced AA Bot a long range missile bot with a low rate of fire. Two different roles, two different specialties.
Well that's essentially what I suggested though not advanced since at the moment there is no advanced vehicle/bot AA. Oh and btw, when I say basic/bot I mean- basic aa as well as the basic bot aa. Then the advanced/vehicle means, advanced AA as well as basic vehicle AA. The reason it would have hampered damage is because has a wider area of damage, why build something that can only hit one units at a time when I can build something with more damage and a larger aoe? Cost? Not really much of a problem in PA...
Then why not just build 2 side-by-side? They'll have the same DPS and cost as a tower that was twice as expensive, except they'll also deal less overkill, and therefore will be better at dealing with an incoming stream of units. Trying to counterbalance AoE with damage is not a good idea, because AoE damage can stack, making the effort moot. At least with cost balance you can make building several less economically viable, so long as 1 already deals overkill.
I do see your point... I'm not sure I guess your idea does make more sense, the only problem I have is what's the problem with it costing just a couple hundred extra metal? I'm worried it'll be more of a tiered system like in Supcom where the next version is a direct upgrade but only costs more.