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 Post subject: CO#7: The Fog-of-War CO
PostPosted: Sun Aug 03, 2008 2:57 pm 
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Joined: Sat Jul 07, 2007 6:06 pm
Posts: 816
Location: New York
The Seventh CO up is the Fog-of-War 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#7: The Fog-of-War CO
D2D: +1 Vision Range for all units. 1.5x Counter Attack power for all units.
COZ: Radius 2, +10/+10 for all units.
COP: +1 Vision Range, Adds FoW for 1 turn, penetrating vision(Woods/Reefs), Counter-Attack occurs before enemy's attack, Hidden HP.

In-Depth Reasoning Behind:
-D2D: Hidden HP would make the D2D too powerful in this kind of game, what with XO's being one of the paths we may take. This keeps it in line, with a boost that's ok outside of FoW too.
-COZ Radius: 2 is good for the COZ Effect given.
-COZ Effect: A somewhat strong, global effect makes this CO not gimped outside of FoW. Kinda like a Bland with a smaller, more powerful COZ.
-COP: It seems excessive, but it should be fair, since First Strike Counterattacks is a very powerful ability. Not to mention FoW for 1 turn, AND Hidden HP can make for a very mind-game-like annoying combo for your enemy, especially when you get first strike on the counter. Should be fair overall, especially with the good COZ.


1: Nerf COP.
2: Nerf COZ Effect.

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

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