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 Post subject: CO#4: The Indirect CO
PostPosted: Sun Aug 03, 2008 2:39 pm 
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Joined: Sat Jul 07, 2007 6:06 pm
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Location: New York
The Fourth CO up is the Indirect 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#4: The Indirect Combat CO
D2D: 105/100 Indirect Combat Units. 85/100 Non-Infantry Direct Combat Units. 100/100 Infantry. +1 Range for Indirect Combat Units.
COZ Radius: 2
COZ Effect: +15/0 to all Indirect Combat Units.
COP: +1 Range for Indirect Combat Units, +5/0 for all Indirect Combat Units.

In-Depth Reasoning For:
-D2D: +1 Range, with Move+Fire units, won't be as valuable, so it can be added. But it's still a large bonus, so Direct Combat units MUST take a large toll in damage to make up for it and the small Indirect Comabt Unit boost.
-COZ Radius: The type of effect this guy gets in the D2D warrents the 2.
-COZ Effect: Not too much power for the Indirects, else it's too powerful. But a nice portion is still able to be given.
-COP: +1 Range, on top of the +1 Range given in the D2D, should be very valuable. Extremely small damage boost to Indirects is given to help in the 1HKO situations, and because range isn't as valuable. But more can't be given because then it'd really be crossing into the Overpower Territory.

Alterantives:

1: Buff COP.
2: Nerf COZ Effect.

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