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 Post subject: CO#9: The Naval Combat CO
PostPosted: Sun Aug 03, 2008 3:08 pm 
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Joined: Sat Jul 07, 2007 6:06 pm
Posts: 816
Location: New York
The Ninth CO up is the Naval 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#9: The Naval Combat CO
D2D: 100/115 Sea Units, -1 Sea Unit Fuel Consumption, 100/85 Air Units, 100/100 Land Units and Infantry.
COZ Radius: 3
COZ Effect: +15/+0 for all Sea units.
COP: 1 Mass Damage, Cuts fuel and ammo by 1/3rd.

In-Depth Reasoning For:
-D2D: This makes his ship units, which usually travel far from the CO unit, have more defense. Very helpful for keeping landers and subs alive a bit longer. His Air units get a massive defense nerf instead of an offense nerf to make his first strikes not suck, but if his air units are attacked, they will suffer big time.
-COZ Radius: Ships are usually spread out.
-COZ Effect: Extra firepower to get the 1HKO's will help a lot. Considering his D2D doesn't boost offense, this gives his naval units more powerf when he's in the area, and when he's not, they still have their defense. Considering the cost of the high end naval units, the boost is warranted.
-COP: Drake returns with MD to make him useful in battles without boats. Fuel and Ammo reduction is only 1/3rd, as any more reduction would be pretty harsh, considering his D2D and COZ bonuses already.


1: Different COP
2: Nerf COZ effect.
3: Swap Air values.

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

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