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 Post subject: CO#8: The Air Combat CO
PostPosted: Sun Aug 03, 2008 3:04 pm 
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Joined: Sat Jul 07, 2007 6:06 pm
Posts: 816
Location: New York
The Eighth CO up is the Air 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#8: The Air Combat CO
D2D: 105/105 Air Units, -1 Air Unit Fuel Consumption, 95/95 Sea Units, 100/100 Land units and Infantry.
COZ: Radius 2, +15/+15 for all Air Units.
COP: Non-Infantry units may take action again. -50/0 to all units.

In-Depth Reasoning For:
-D2D: This makes all air units more powerful than normal, and have longer air time. Sea units get a nerf in power and defense in order to make them less valuable unless your CO is in the area with his default boost. Land units are normal.
-COZ Radius: 2 is fine here, and 3 might be too powerful.
-COZ Effect: Air units get no terrain defense, so additional defense helps a LOT, along with the extra attack. The air units will be as powerful as the Expensive Powerful CO's units, without the monetary investment. But of course, the other units arn't also as powerful.
-COP: Lightning Drive essentially, should be balanced.


1: Nerf COZ Effect,
2: Nerf COP attack more.

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

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