No-Mod Server changes.

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Dark.Cloud
Posts: 787
Joined: Tue Jan 06, 2009 2:52 am
Location: Charlotte, NC

No-Mod Server changes.

Post by Dark.Cloud » Thu Jul 25, 2013 4:37 am

I have some suggestions for changes for no-mod servers. Ragnarock in particular since thats the server I currently reside.

1. Recombine tacticals into battle scanners, but make it to where nukes don't track avenger.

2. Shields like they used to be, start at 20$ and increase at a slow or medium pace.

3. Manual sorting for holdings, like manual grouping.

4. Abolish commodities market and replace it with a research power boosting research. Like Advanced Architecture, but for research power.

5. Make vulture range longer than range of lasers, especially since NPCS dont tear down laser walls anymore.

Vulture and battlescanner/avenger changes for NO-mod servers only, the others could go either way.

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Party
Posts: 16
Joined: Wed Feb 14, 2007 2:40 am
Location: Behind you!

Re: No-Mod Server changes.

Post by Party » Fri Jul 26, 2013 10:39 pm

Yes! for #5, lasers OP

Zangetsu
Posts: 50
Joined: Fri Nov 16, 2012 10:08 pm

Re: No-Mod Server changes.

Post by Zangetsu » Tue Jul 30, 2013 7:58 pm

Dark.Cloud wrote:I have some suggestions for changes for no-mod servers. Ragnarock in particular since thats the server I currently reside.

1. Recombine tacticals into battle scanners, but make it to where nukes don't track avenger.

2. Shields like they used to be, start at 20$ and increase at a slow or medium pace.

3. Manual sorting for holdings, like manual grouping.

4. Abolish commodities market and replace it with a research power boosting research. Like Advanced Architecture, but for research power.

5. Make vulture range longer than range of lasers, especially since NPCS dont tear down laser walls anymore.

Vulture and battlescanner/avenger changes for NO-mod servers only, the others could go either way.
me likes defo number 4 makes no pol cols so much better meaning u can play the game rather then having to clean and get bored

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