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 Post subject: Only Tech - CO Project
PostPosted: Sat Oct 06, 2007 8:48 pm 
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:skill: This CO repairs at half cost. Enemy repairs half the HP at full cost.
- Applies for both property repairs and BBoats.

Power Meter: :smallstar::smallstar::bigstar::bigstar::bigstar::bigstar::bigstar::bigstar:
Powers include Default +10/+10 bonuses.

:power: Pressure :smallstar::smallstar:
Enemy units with less than 10HP recieve 1MD (dmg can kill)

:super: Crimson Pain :smallstar::smallstar::bigstar::bigstar::bigstar::bigstar::bigstar::bigstar:
- Enemy units built last turn have their HP halved.
- Enemy units on one of their own properties are damaged instead of repaired this turn. Repair cost still apllies. No resupply.
- All enemies have their fuel and ammo drained based on their current terrain stars they're on and can't be resupplied in any way. For Air units it's deduced for the terrain below them.
(4 stars -25%, 3-2 stars -50%, 1 star -75%, no stars result in full drain. Air units are included, Naval units got plain 50% drain, 25% on ports. Drain is rounded down.)
Note: Powers like Terrain Tactics don't affect this. Turbo Charge and Overdrive override the resupply clauses.

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Last edited by Kanzer on Thu Feb 07, 2008 3:07 am, edited 19 times in total.

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PostPosted: Sat Oct 06, 2007 11:22 pm 
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:power: Pressure :smallstar: :smallstar:
1 Lethal Mass Damage (this damage can kill)


You shall bleed for this! *readies knife*

Two stars? Are you trying to make the game no fun?!

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PostPosted: Sun Oct 07, 2007 2:19 am 
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lol totally true, 1MD is worth 2.5 stars, 2 if bland, but that's no bland and has an added effect (lethal).

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PostPosted: Sun Oct 07, 2007 3:14 am 
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I'd say make it universal damage.

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 Post subject:
PostPosted: Sun Oct 07, 2007 3:43 am 
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D2D is far inferior to sonja.


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PostPosted: Sun Oct 07, 2007 3:44 am 
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Counters have been done many times before. You need a new d2d, or to make him bland. =3

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PostPosted: Sun Oct 07, 2007 3:53 am 
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Yeah I thought about bland at first but I changed to an almost bland, dunno why.

I'll change to bland for now.

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PostPosted: Sun Oct 07, 2007 4:39 am 
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what a boring SCOP

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 Post subject:
PostPosted: Sun Oct 07, 2007 4:47 am 
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Almost double turn, still.

Enemy can only move, deploy, capture, wait and stuff. But not fire.

You can.

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 Post subject:
PostPosted: Sun Oct 07, 2007 5:27 am 
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I will nay any mass damage for less than 4 stars

Whoever said it was worth 2.5 didn't know what they were talking about, it's a full 3, and even then I don't want it happening at 3 star intervals.

Taking the most annoying power effect in the game and making it spammable = not a good combination


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PostPosted: Sun Oct 07, 2007 5:59 am 
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x0_000 was the one who priced 1MD at 2.5 in his topic of random bits of useful information.

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 Post subject: Re: Only Tech - CO Project
PostPosted: Sun Oct 07, 2007 10:40 am 
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Kanzer wrote:
:skill: Bland.

Power Meter: :smallstar::smallstar::smallstar::bigstar::bigstar::bigstar:
Powers include Default +10/+10 bonuses.

:power: Pressure :smallstar::smallstar::smallstar:
1 Lethal Mass Damage (this damage can kill)

:super: Cease Fire :smallstar::smallstar::smallstar::bigstar::bigstar::bigstar:
Nobody can choose Fire command until this CO's next turn.
At the begining of this COs next turn, 1HP Universal Healing (affects allies and enemies).

Please discuss concepts and power cost, I'm unsure about SCOP meter lenght.

COP: Interesting. I don't really mind it at 3.5 stars like that (3 stars since he's bland). I know some people will loathe this idea, but I think it's fine.

SCOP: Well, this could be problematic. First, he can activate it after he's done attacking for the turn. Second, although it's probably underpowered for its price, strong defensive CO powers should not be under 7 stars, IMO. Third, he can still capture and all. I'm not sure where to go from here; it's nice and simple as-is, but stopping the action for 6 stars isn't good.

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PostPosted: Sun Oct 07, 2007 10:45 am 
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lol, helen

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 Post subject:
PostPosted: Sun Oct 07, 2007 11:36 pm 
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He doesn't stop every action, enemies can capture, repair, supply, deploy and all. Just they can't fire. It's kind of a weaker Lightning Strike since you can fire twice, but still your enemy can rebuild a meatshield in between and all will heal 1HP before the second strike.

Also: both Helen powers were MD and stat boost weren't they? I vaguely remember her skillset, she died short after I came here.

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 Post subject:
PostPosted: Mon Oct 08, 2007 1:43 am 
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I think she was like 100/90 d2d with 3MD for 5 stars. I forgot what her COP was.


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 Post subject:
PostPosted: Mon Oct 08, 2007 6:08 am 
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Last version I knew was bland with both MD powers.

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 Post subject:
PostPosted: Thu Oct 11, 2007 2:08 pm 
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I like the COP, gives MD a twist and makes it differant.

The SCOP I think should have a little more "oomph" to it. Personally, I see it as a way for the enemy to reinforce his units easily, or for you to capture an HQ safely in 2 turns. Perhaps nobody should be able to capture either(But then you can still capture can HQ in 2 turns... lol). That'd make it more annoying for the enemy too(Since when were Cities taken over by force during cease fires anyway? =P).

Just my 2 cents. I do like that COP and find it justifiable at 3 stars.


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 Post subject:
PostPosted: Thu Oct 18, 2007 12:02 am 
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I would like to get some more comments and suggestions on this Tech before adding a Creative Section to it.

AFAIK some seem to like the COP but the SCOP, while propably good, seems boring. Any help, please?

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 Post subject:
PostPosted: Thu Oct 18, 2007 1:47 am 
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Lethal MD = no. Simply because a player can theoretically win a game by activating a COP.

Helen's last stats:
D2D: Bland
xxxXX
COP: 1 MD, 120/110
SCOP: 2 MD, 110/110

Pity too. I spent way too much time on her bio.

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 Post subject:
PostPosted: Thu Oct 18, 2007 1:52 am 
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I can win matches by using Max Force or something and finishing off my opponent's last units :\

How's this any different in principle?


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PostPosted: Thu Oct 18, 2007 3:16 am 
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Because with Max, you still had to use units to go kill the enemy's remaining units? Not that large hordes of 1HP units occur often unless one is using or is against Julia. It seems like using a CO Power to win isn't a good idea though.

Anyway, fast MD has been tried before and I personally don't like it myself.


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 Post subject:
PostPosted: Thu Oct 18, 2007 5:05 am 
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ThrawnFett wrote:
Lethal MD = no. Simply because a player can theoretically win a game by activating a COP.


If all your remaining enemies are 1HP units.. the game's already won...

CoconutTank wrote:
Because with Max, you still had to use units to go kill the enemy's remaining units?


And with this, you have to use your units to reduce the enemy HP to 1 if you want to win using the COP.

But seriously, how many 1HP units are on the field? 1-2 each turn? Would it be possible to keep the 3 star COP by tearing off Default Bonuses or something?

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 Post subject:
PostPosted: Thu Oct 18, 2007 7:00 am 
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I dunno, how necessary is 1MD for 3 stars? To be honest the part about Helen that really rubbed me wrong was 2MD for 5 stars, but I'm not fond of 1MD for 3 stars either.


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PostPosted: Thu Oct 18, 2007 10:03 am 
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Kanzer wrote:
If all your remaining enemies are 1HP units.. the game's already won...


Wrong, because you need to be able to reach all the enemy units. If there's one out of reach, the enemy can buy new units on the next turn...

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 Post subject:
PostPosted: Thu Oct 18, 2007 11:20 am 
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I have never come across a situation where my opponent (or me) has 1 HP units running around and also still able to produce more units. If a game makes it this far it's a rout outright or more readily available HQ capture.

even Hyper Repair is more practical now that it has a solid offense boost, my main concern isn't the lethality but the cheap MD. Unfortunately if you bump it up a star Drake can do largely the same thing and even more stars and then you're competing with Olaf and such.

Lethality or no it's plain old mass damage :\


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 Post subject:
PostPosted: Fri Oct 19, 2007 5:19 am 
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The point was just a cheap MD COP, the lethality was a little add.

Anything else with the SCOP?

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 Post subject:
PostPosted: Sun Oct 21, 2007 9:09 pm 
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Well I think I'm gonna start with the creative Section and stuff. I'll care more about balance when I finish my work with Norvell.

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 Post subject:
PostPosted: Mon Oct 22, 2007 7:35 am 
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Well I just had a new idea for a SCOP and I felt like putting it here. It breaks in some way the simplicity of the original skillset but, what the hell.

New SCOP Proposition wrote:
:super: Crimson Pain :smallstar::smallstar::smallstar::bigstar::bigstar::bigstar::bigstar:
- Enemy units built last time are paralyzed.
- Enemy units on one of their properties are damaged instead of repaired this turn. Repair cost still apllies.
- All enemies have their fuel and ammo drained based on their current terrain stars they're on and can't be resupplied in any way.
(4 stars -25%, 3-2 stars -50%, 1 star -75%, no stars result in full drain. Air units are included, Naval units got plain 50% drain, 25% on ports.)
Note: Powers like Terrain Tactics don't affect this.


Any opinions?

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PostPosted: Mon Oct 22, 2007 8:04 am 
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i like it better than Cease Fire. the last effect of the power=air rape. it seems a little over powered for seven stars, add one or two more stars and then we'll talk.

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 Post subject:
PostPosted: Mon Oct 22, 2007 9:01 am 
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u moron

the SCOP isn't like Lightning Strike

It's like Counter Break

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PostPosted: Mon Oct 22, 2007 11:09 am 
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Doesn't Yukio or Varlot have a power that paralyzes enemy units built last turn and damages them?


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PostPosted: Mon Oct 22, 2007 11:34 am 
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That's Yukio's SCOP, yeah.

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 Post subject:
PostPosted: Mon Oct 22, 2007 8:17 pm 
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Shit.

Then, first clause changes:

New SCOP Proposition wrote:
:super: Crimson Pain :smallstar::smallstar::smallstar::bigstar::bigstar::bigstar::bigstar::bigstar:
- Enemy units built last time are converted into funds again.
(Units disappear, enemy recieves only 75% of their cost back)

- Enemy units on one of their properties are damaged instead of repaired this turn. Repair cost still apllies.
- All enemies have their fuel and ammo drained based on their current terrain stars they're on and can't be resupplied in any way.
(4 stars -25%, 3-2 stars -50%, 1 star -75%, no stars result in full drain. Air units are included, Naval units got plain 50% drain, 25% on ports.)
Note: Powers like Terrain Tactics don't affect this.


Also price increased by a star.

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 Post subject:
PostPosted: Tue Oct 23, 2007 5:15 am 
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it is still better than the old SCOP.

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PostPosted: Tue Oct 23, 2007 6:37 am 
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New SCOP is evil. :twisted: I like.

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 Post subject:
PostPosted: Tue Oct 23, 2007 6:48 am 
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Evil?

I like that.

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 Post subject:
PostPosted: Tue Oct 23, 2007 7:53 am 
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Wait, are you saying that all air units get all their fuel drained? Or is it also based on the terrain below?

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PostPosted: Tue Oct 23, 2007 8:12 am 
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Based on the terrain below them. And yes, it can make them crash next turn due to lack of fuel.

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 Post subject:
PostPosted: Tue Oct 23, 2007 8:44 am 
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"LOL my airforce is gonna win"
"SCOP what airforce"
"OMG HAX"


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 Post subject:
PostPosted: Tue Oct 23, 2007 8:52 am 
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Uh lol -EDITED.

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Last edited by Kanzer on Wed Oct 24, 2007 2:04 am, edited 1 time in total.

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