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 Post subject: CO#3: The Infantry CO
PostPosted: Sun Aug 03, 2008 2:34 pm 
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Joined: Sat Jul 07, 2007 6:06 pm
Posts: 816
Location: New York
The Third CO up is the Infantry 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#3: The Infantry CO
D2D: 105/100 Infantry. 90/100 Direct Combat Units. 1.3x Capture Bonus.
COZ Radius: 3,
COZ Effect: +20/0 to all Infantry Units.
COP: +2 Infantry Movement, +25/0 Infantry Units.

In-Depth Reasoning For:
-D2D: Capture Bonus means infantry can't be as beefy away from the COZ as people would want them to be.
-COZ Radius: Infantry tend to be spread out a bit during capture phases, and infantry are weak in general on the offensive, warranting a radius 3.
-COZ Effect: Lost of extra firepower in the COZ for the Infantry.
-COP: Victory March's instant capture should not even be considered, but higher movement and more attack for Infantry is perfectly fine. +2 movement makes the Mech able to get to the enemy and hurt them, easily. And the extra power makes them and even regular infantry even more powerful.


1: Weaken COP's attack bonus.

I spit out random words and phrases that may make absolutely no sense. Live with it.

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