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 Post subject: CO#2: The Direct Combat CO
PostPosted: Sun Aug 03, 2008 2:28 pm 
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The Second CO up is the Direct Combat CO.

1: All COZ have a default +10/+10 that will effect all units.
2: When a COP is used, the COZ is applied to all fielded units.
3: Using the COP will drain HALF of the COZ 'bar'. Each half of a bar charged increases the radius of the COZ by 1. A full bar gives 2 more radius, and it can't be increased beyond that.
4: COZ radii will be 2 or 3. 1 is gimped as we all know from the past, and 0 is basically either going to be broken or suck, as in Tabitha's case. 4 is too big. 2 or 3 work, and stats will be raised or lowered a bit based on that.


CO#2: The Direct Combat CO
D2D: 110/100 Direct Combat Units. 90/100 Indirect Combat Units. -1 Indirect Range. 100/100 Infantry.
COZ Radius: 2,
COZ Effect: +20/0 to all Non-Infantry Direct Combat Units.
COP: +1 Move for Non-Infantry Direct Combat Units, +10/0 for Non-Infantry Direct Combat Units.

In Depth Reasoning for:
-D2D: Simple, it beefs up Direct Combat units while weakening Indirect Combat units. The range reduction won't hurt as much if Move+Fire for indirects is implimented, so an indirect damage reduction is placed in to make it a true weakness.
-COZ Radius: 2 will work, since it's going to be a lot of power coming from the COZ Effect.
-COZ Effect: +20/0 to Non-Infantry Direct Combat units is a lot. Combined with the Default Boost and D2D, that's +140! Merits the smaller radius.
-COP: Max Force, essentially. +1 move, and a power boost. The power boost can't be more, or else it's way too powerful, considering that the COZ effect is very strong. Call it balance.

Alternatives:

1: Weaken the D2D slightly.
2: Weaken the COZ Effect slightly.
3: Beef up the COP's damage boost.

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