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Official SWGB 2 GB.com Thread


Guest DarthMaulUK

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Names are important.

Don't start calling a tech lvl ''the golden age of the galaxy that makes no sense with the game''

 

Just play at Fastest Speed if you want it to be fast geez!

Sometimes you're gonna want it to be slowlier'cause you can't catch up with everything.

 

The comp does not automatically updates things(if I understand what you're talking about).

 

And it shouldn't be so.

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I was thinking that the command center could have more buildable units besides a medic and worker in Galactic Battlegrounds 2. Maybe they can have different kinds of droids that will specialize in collecting certain resources. That way 4 different droids that specialize in a specific resource for each civilization.

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Joe - thats not funny

 

Actually i was thinking should command center's become cities? If so, i would follow the RoN example of having cities research civic technology (ie pop cap increases) and also being responsible for the pop cap (the more cities you have, the larger your pop cap).

 

I would also include the idea of being able to capture cities (reduce the cities hp's to 0, then the player with most amount of units gains control, and if not challenged by the original owner, it becomes your city)

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Windu- Cities? I don't like it, it sounds like Civilization. It would be a total nightmare to and bring the cities HP to zero. + SWGB was build each building, not a build a city. Imagine the costs as well their will be major changes if that is done.

 

But usuallly change is good.

 

everyone else- Fine fine, forget the idea.

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Windu-Your cities idea doesn't fit SWGB. We are supposed to have small settlements/bases not entire cities. And with people wanting everything to be according to the right scale and all, Cities are going to be too small. Besides we already had an agreement a while ago about trade cities.

 

Joes-Way too complicated. You're saying you want a less complicated game sometimes and now you bring this up.

I'm sorry if I sound harsh but that's it and it's sometimes annoying.

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luke, eizo - the idea is pretty sound (with capturing i mean), and isnt that difficult. The whole city idea depends on the scale of SWGB2, if it is SWGB scale or a big bigger, i would keep command center's, but if it is on a much larger scale, i would change them to cities.

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One more thing, for anyone who is interested, i have overhauled my SWGB2 idea including new ideas from myself and also the feedback, mainly from Corran and Vostok (still in Microsoft Word, and hence looks shocking when posted here).

 

Like before, if anyone would like a copy, send me a private message or email me and i will send you a copy.

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No new information right now. All the projects are secret until E3 2003. I think that is May 13-16. Lucasarts has put some information on it's E3 webpage concerning other projects like Star Wars Galaxies, Star Wars Jedi Knight Jedi Academy, Secret Weapons of Normany, Gladius, and Full Throttle Hell on Wheels. They are suppose to release more information on Star Wars Knights of the Old Republic, Star Wars Rogue Squadron III: Rebel Strike, Wrath, and a Humorous Action Game in the next three weeks. Plus there is another Game they are showcasing at E3 but it is a secret. We are all hoping for Galactic Battlegrounds 2 or another Star Wars Strategy Game for PC.

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Hi again everyone. For all of those who didnt know, i have an updated idea for SWGB2 as follows. As it will come out looking rather odd, i can provide anyone with a Microsoft Word-format copy that makes a whole lot more sence, just send me a private message with your email address and i'll send it to you.

 

Confederacy of Independent Systems-

Unique Abilities-

Start with ½ pop cap already useable

Can automatically see allied LOS

Workers work 10% faster

Can produce Nexu, Reek, and Acklay at Animal Nursery

Mechs reload time ¾ of normal

Nova trading load 25% more

Weapons Colour = Purple

Unique Building-

 

Infantry-

Geonosian Worker

Geonosian Medic

Super Battle Droid

Super Plasma Droid

Super Rifle Droid

Super Command Droid

Geonosian Warrior

Sith Knight

Mechs-

Commerce Guild Cargo Hovercraft

Super Battle Droid on Confederacy Speeder Bike

Dwarf Spider Droid

Homing Spider Droid

Hail Droid

Geonosian Canon

Aircraft-

Geonosian Fighter

Geonosian Bomber

Confederacy Transport

Ships-

Confederacy Utility Trawler

Confederacy Frigate

Confederacy Cruiser

 

Galactic Empire-

Unique Abilities-

Air units cost 5% less

Trading fee costs 15% less

Outposts built 10% faster

Mechs built 10% faster

Upgrades for mech units cost 10% less

Weapons Colour = Green

Unique Building-

Starfleet uplink

Infantry-

Imperial Worker Droid

Imperial Medic Droid

Stormtrooper

Repeater Stormtrooper

Rifle Stormtrooper

Imperial Officer

Dewback Cavalry

Sith Knight

Mechs-

Imperial Cargo Hovercraft

Scout-trooper on Imperial Speeder Bike

Probot

AT-PT

AT-ST

AT-AT

Aircraft-

TIE Fighter

TIE Interceptor

TIE Bomber

Imperial Shuttle  Imperial Lander

Ships-

Imperial Utility Trawler

Imperial Frigate

Imperial Cruiser

 

Galactic Republic-

Unique Abilities-

Medic moves and heals 35% faster

Outposts heal garrisoned units 33% faster

Food at the animal nursery generated 20% faster

Jedi 10% faster

Weapons Colour = Blue

Unique Building-

Clone Factory

Infantry-

Kaminoan Worker Droid

Jedi Medic Droid

Clone Trooper

ARC Trooper

Clone Rifle Trooper

Clone Commander

Jedi Knight

Jedi Master

Mechs-

Republic Cargo Hovercraft

Clone Trooper on Imperial Speeder Bike

AT-XT

AT-TE

SPHA-T

Aircraft-

Jedi Starfighter

Gunship

Dropship

Ships-

Republic Utility Trawler

Republic Frigate

Republic Cruiser

 

Hutt Cartel-

Unique Abilities-

Can produce Rancor at Animal Nursery

Slaves are free, come with Mobile Resource Center

Slaves gather all resources 10% slower

Command Center / City adds 20% more to pop cap

Resource Center can pack-up, move and re-deploy

Weapons Colour = Red

Unique Building-

Moisture Farm

Infantry-

Slave Worker

Hutt Medic Droid

Gamorrean Guard Trooper

Gamorrean Guard Rifle Trooper

Bounty Hunter

Sith Knight

Mechs-

Hutt Cargo Hovercraft

Landspeeder

Desert Skiff

Hutt Sail Barge

Jawa Sandcrawler

Aircraft-

 

 

Rebel Alliance-

Unique Abilities-

Workers collect food 5% faster (including farms)

Farms have +35 food

Farm workers carry +1 food

Outposts gain +1 range and LOS

Can pack-up and move Command Center

Can ‘sell’ all buildings

Weapons Colour = Red

Unique Building-

Ion Cannon

Infantry-

R2 Droid Worker

Rebel Medic Droid

Rebel Trooper

Rebel Repeater Trooper

Rebel Sniper

Rebel Rifle Trooper

Rebel Officer

Tauntaun Cavalry

Bothan Spy

Jedi Knight

Mechs-

Rebel Cargo Hovercraft

Rebel Trooper on Swoop Bike

Aircraft-

X-wing

A-wing

Y-wing

Airspeeder

Medium Transport

Ships-

Rebel Utility Trawler

Rebel Frigate

Rebel Cruiser

 

Naboo-

Unique Abilities-

Building hitpoints 10% higher

Workers collect nova and ore 5% faster

All ships can submerge

Sea Transports 20% faster

All ships cost 20% less and build 20% faster

Shipyards cost 25% less, built submerged

Can build Command Center / City underwater

Weapons Colour = Green (Royal Naboo), Blue (Gungan)

Unique Building-

Royal Canon

Infantry-

Gungan Worker

Royal Naboo Droid Medic

Gungan Trooper

Royal Naboo Sniper

Royal Naboo Rifle Trooper

Royal Naboo Officer

Gungan Kaduu Cavalry

Jedi Knight

Mechs-

Royal Naboo Cargo Hovercraft

Royal Naboo Flash Speeder

Royal Naboo Gian Speeder

Gungan Artillery

Gungan Fambaa Shield Generator

Aircraft-

Royal Naboo N-1 Fighter

Royal Naboo Transport

Ships-

Gungan Utility Trawler

Gungan Bongo Frigate

Gungan Cruiser

 

Trade Federation-

Unique Abilities-

Start with max population cap

Worker can heal all units (no medic)

Workers collect ore 50% faster

Workers collect carbon 20% slower

All research costs 10% less

No resource trading fee

All military units 10% cheaper

All military units built 10% faster

Weapons Colour = Red

Unique Building-

Droid Control Facility

Infantry-

Battle Droid

Plasma Droid

Rifle Battle Droid

Command Droid

Grapple Droid

Sith Knight

Mechs-

Droid Cargo Hovercraft

Battle Droid on STAP

Droideka / Destroyer Droid

AAT

MTT

Aircraft-

Droid Starfighter

Droid Bomber

Federation Lander

Ships-

Droid Utility Trawler

Droid Frigate

Droid Cruiser

 

Wookiee’s-

Unique Abilities-

All infantry can move through forests

Workers collect carbon 5% faster

Workers automatically gain basic training

Outposts gain 10% greater LOS and hitpoints

Outposts and turrets gain +3 anti-aircraft range

Infantry gain 5% greater LOS

Weapons Colour = Red

Unique Building-

 

Infantry-

Wookiee Worker

Wookiee Medic

Wookiee Trooper

Wookiee Repeater Trooper

Wookiee Rifle Trooper

Wookiee Officer

Wookiee Berserker

Jedi Knight

Mechs-

Wookiee Cargo Hovercraft

Wookiee Anti-Aircraft Mech

Ships-

Wookiee Utility Trawler

Wookiee Frigate

Wookiee Cruiser

 

Units-

Infantry- (Trooper Recruit  Trooper  Hvy Trooper Elite Trooper)

Confederacy – speed = 2, firepower = 4, armour = 3

Empire – speed = 3, firepower = 3, armour = 3

Federation – speed = 5, firepower = 3, armour = 1

Hutts – speed = 3, firepower = 2, armour = 4

Rebels – speed = 4, firepower = 3, armour = 2

Republic – speed = 1, firepower = 5, armour = 3

Naboo – speed = 2, firepower = 2, armour = 5

Wookiee’s – speed = 3, firepower = 3, armour = 3

Trooper – good all-round unit, fairly quick, good firepower, very mobile

Repeater Trooper – infantry support unit, better firepower than

Standard trooper, can only fire when deployed

Rifle Trooper – missile unit, good vs Mechs and aircraft

Officer / Commander – same abilities as RoN’s general

ARC Trooper – less HP’ s and firepower, but faster and greater LOS than standard trooper, can cloak and can place small charges on enemy vehicles and buildings

Bounty Hunter – quick, well armed and armoured anti-infantry unit, very good vs Jedi / Sith, expensive but gives you credits every time a target is killed

Sniper – fast, lightly armoured anti-infantry unit with long range, heavy firepower but long reload time

Plasma Infantry – fast, lightly armoured anti-infantry unit with short range, heavy firepower, short reload time. Instantly clears garrisoned buildings but explodes when killed, injuring nearby units

Jedi/Sith Knight – fast, strong, melee unit

Wookiee Berserker – same stats as GB

Geonosian Warrior – fast, hovercraft melee unit

Jedi Master – slightly slower but more powerful, expensive, hp’s than Jedi Knight

Federation Grapple Droid – cheap melee unit, can hold target unit in-place

Empire Dewback Cavalry – speed between Gungan cavalry and infantry, good hp

Rebel Tauntaun Cavalry – fast Recon unit unaffected by terrain, light armour

Gungan Kaduu Cavalry – similar to Tauntaun Cavalry but slower, more armour

Rebel Bothan Spy – cloaked spy which gives you enemy information (eg if placed in enemy barracks, you see what infantry units are being built or queued, if in command center you can see all enemy units LOS etc)

Mechs- (Light Mech  Mech  Hvy Mech)

Cargo Hovercraft – used to generate Credits through trading lanes between spaceports, also used to transfer resources to other players (if hovercraft is destroyed, the resources are lost)

AT-AT – slow, heavily armoured unit with 2 heavy (anti-building/mech/aircraft)

and 2 light (anti-infantry/aircraft) lasers mounted in the head, can only fire from front, can carry 10 troop slots, can fire at aircraft

AT-ST – fairly fast, medium armoured unit with 2 medium lasters, can only fire from front, no troop carry ability good all-round

AT-PT – fast, light armoured unit with 2 light lasers, excellent v infantry

Probot – hovercraft unit, long LOS, 1 light laser for self-defence, weak

Speeder Bikes – fast, cheap scout unit with no armour and 1 light laser

STAP – slower than Speeder Bikes but with no armour and 2 light lasers

AT-TE – armour, speed, cost etc in-between AT-AT and AT-ST with 4 light lasers (2 front, two back) for all-round fire, plus 1 heavy laser in top turret, can carry 5 troop slots, can fire at aircraft

AT-XT – all-round unit, s2 medium lasers, stats slightly less than AT-ST

SPHA-T – very large, very slow, heavily armoured artillery, good range, 1 very heavy laser, 6 light lasers (2 on each side, 1 at front, 1 at back)

Hailfire Droid – fast, agile missile unit, good vs Mechs and aircraft

Homing Spider Droid – similar to AT-XT but faster and less armour

Dwarf Spider Droid – stats similar to AT-PT

MTT – large, very heavily armoured, 2 front light lasers, can carry 20 troop slots

ATT – well armoured, 2 light lasers at front, 1 heavy laser in turret, stats in- between AT-ST and AT-TE, can fire at aircraft

Droideka – fast shielded anti-infantry, better than AT-PT, 2 light lasers at front

Gian Speeder – fast, medium armour, 2 light laser in front, 2 medium lasers in turret, can fire at aircraft, can carry 1 troop slot

Flash Speeder – very fast, light armour, 2 light lasers in turret, can carry 1 trooper

Fambaa Shield Generator – large, slow, unarmed mobile shield generator

Gungan Artillery – cheap, fast, short range artillery, large splash damage radius

Geonosian Canon – similar to Gungan Artillery but longer range, slightly less firepower

Landspeeder – cheap, unarmed, unarmoured scout unit, slower then speeder bikes but seen by enemies as a civilian vehicle

Desert Skiff – cheap, fast anti-infantry unit with 2 light lasers

Hutt Sail Barge – large, slow, well-armoured mech with 1 large laser and 6 light lasers around hull, can fire at aircraft

Jawa Sandcrawler – similar to MTT but with no weapons and is cheaper

Wookiee AA Mech – specialised anti-aircraft mech, long range, fast and powerful

Aircraft- (handled like RoN, aircraft at airbase which is then ordered to attack)

X-wing – best firepower, good vs aircraft and infantry, can self- repair to 50% health, has shields, 4 fighter lasers

A-wing – fastest aircraft, good vs lightly armed troops and bombers, has shields, 2 fighter lasers

Y-wing – medium speed, armoured bomber, poor vs fighters, excellent vs buildings and ships, can self-repair to 50%, has shields, 2 bomb bays

Rebel Airspeeder – fast, agile, heavily armoured, unshielded anti-mech unit, 2 medium lasers

TIE Fighter – cheap, quickly built fighter, good firepower but poor armour and no shields, 2 fighter lasers

TIE Interceptor – cheaper, quicker to build than A-wing but no shields and slower

TIE Bomber – medium speed, no shields, cannot self-repair, cheaper and built faster than Y-wing, poor vs fighters, excellent vs buildings, 2 bomb bays

Imperial Lander – standard transport but with 2 light lasers

Jedi Starfighter – most agile fighter, best fighter vs aircraft, slightly faster than X- wing, has shields, can self-repair to 50%, poor vs Mechs, 2 fighter lasers

Republic Gunship – fast, armoured, agile aircraft can carry 4 troop slots only, good vs Mechs and troops, 2 rocket launchers, 2 medium lasers

Republic Dropship – fast, agile, armoured but unarmed assault transport, can carry 6 Mechs slots only

Naboo N-1 – best all-round fighter, has shields, good mech attack, can self-repair to 50%, slightly greater range but less armour than X-wing, 2 fighter lasers, 1 proton torpedo launcher

Geonosian fighter – good range, 1 fighter laser, no shields, cannot self-repair, 1 fighter laser, can decrease opposition aircraft agility

Federation Fighter – short range, fast, cheap fighter with good armour, no shields, cannot self-repair, 2 fighter lasers, can perform VTOL manoeuvrers

Federation Lander – can carry twice the amount of other transports

Transport – slow, lightly armoured, lumbering transport, can carry 10 pop slots

Ships- (Light Ship  Ship  Hvy Ship)

Frigate – general purpose anti-ship, anti-air warship

Cruiser – long range coastal bombardment warship

Transport – units automatically transform into transport when crossing medium or deep water (slowly cross shallow as normal units but more vulnerable)

Buildings-

Barracks – builds all infantry units, researches infantry technology

Mech Factory – builds all mech units, researches mech technology

Airbase – builds all aircraft units and stores Fighters & Bombers, researches aircraft technology

Resource Center – drop-off point for resources, researches resource technology

Mobile Resource Center (HC) – resource center that can pack-up, move and

Re-deploy with its own force of slave workers. If mobile resource center is destroyed, slaves join the side that destroyed it

Animal Nursery – adds food periodically to your total when animals inside

Farm – produces food which must be collected by a worker, does not run out, limit of 4 farms per Command Center / City

Command Center / City – builds workers & medics, increases population cap, civic technology researched here (ie increases to pop cap). If hp’s reduced to 0, side with most amount of forces near command center / city gain control as in Rise of Nations

Spaceport – used to create trading lanes, also used to buy and sell resources with / for Credits

Mech Repair facility – fixes Mechs when placed inside facility for free, three times as fast as worker

Field Hospital / Droid Maintenance Facility – heals all Infantry units when placed inside for free, three times as fast as medic / worker

Outpost – defensive structure, can garrison allied units, can hold limited resources

Turret – small anti-ground, anti-air base defence structure

Power Generator – generates a certain amount of power for allied buildings, no distance limit (similar to C&C series)

Advanced Power Generator – generates more power than Generator but is more expensive and has less Hp’s

Shield Generator – creates a shield around all buildings & units near it, shield effect is instant

Observation Tower = small, cheap, unarmed, long LOS, can detect cloaked units

Observation Buoy = sea version of Observation Tower

Starfleet uplink (GE) – gives access to Star Destroyer bombardment, must recharge

Clone Factory (GR) – creates clone of every infantry unit produced

Royal Canon (N) – long range base-defence weapon, very good vs large targets, powerful but slow rate of fire

Droid Control Center (TF) – gives all combat Droids greater speed and rate-of-fire for a limited time within a certain radius, must recharge

Ion Canon (RA) – disables all enemy units and causes aircraft to crash within a certain radius, must recharge

Moisture Farm (HC) – provides a constant stream of Credits

Resources- (do not run out, can only be collected by a certain no. of workers)

Credits – gained from mining Nova, used in all constructions

Nova – mined from the ground, delivered as credits

Metal – mind from ground, used to build Mechs, aircraft, buildings, and ships

Food – gained from animal nursery or animals such as Ronto, Dewback etc

Unit population slots-

Trooper = ½

All other Infantry / Medics / Workers = 1

Light Mechs = 2

Medium Mechs = 3

Heavy Mechs = 4

Aircraft / Ships = 2

 

KEY: (GE) – Galactic Empire, (GR) – Galactic Republic, (HC) – Hutt Cartel, (N) – Naboo, (TF) – Trade Federation, (RA) – Rebel Alliance, (CIS) – Confederacy of Independent Systems, (W) – Wookiee’s

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hey! i have got a weird idea:

 

Wat if all troops could have secondary functions? (republic gunship- lasers+rockets) You would have to accesss the from a little box that pops up when you select a unit. (republic gunship would eventually run out of ammo and begin to fire lasers.)

 

I know this idea has been brought by many ppl. but I never read a post that explains how it would be used.

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eizo- Everybody(ok not everybody be some people) think it's a little too complicated in the heat of the battle r you would be really pissed when you run out of ammo in the middle of a big battle and you ose because of that.

 

Windu- All of your ideas aren't for Unique civs. It's all pretty generic.

 

I won't start with everything 'cause well that sums up pretty much eveything.

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luke - thats bull. Exactly how are the civs all generic? Each has its own different set of infantry, at least 2, normally 3 infantry unique units, plus all of the mechs are unique.

 

Furthermore all aircraft are unique, and the natural abilities of each civ makes the civs unique. In addition to the unique building that every civ gets, some are denied certain units (ie no wookiee aircraft, no Hutt ships etc) and i would like to add that it is a template, and the whole point of putting it on this forum, and sending it to you, was TO GET FEEDBACK so it could be improved.

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Windu, what Luke's Dad means, and what myself and Corran meant with your last document, is that you're still thinking in a generic manner.

 

For example, Trade Federation mine ore 50% faster. 50% faster than what? By saying x% faster or x% slower, you are acknowledging that there is a basic, generic speed/cost/build time/whatever. The rest of the list is all well and good, but it is these percentage bonuses that throw me, they are based on a generic standard when there should be none.

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Aye to what Vostok said. I haven't actually reviewed the entire document (I'll do so when you email it to me), but a brief glance at the first paragraph (Confed Unique Abilities) shows that, precisely as in your last document, you are still working in a generic manner.

You give the Confed some unique abilities. But the point is that all abilities are unique. The point is that pop caps are different, as are setting with allies LOS, worker speed, etc. Nexus, Reeks and Acklays are just some of the Confed's arsenal of entirely unique units- that you put them in the special abilities section makes it seem quite like GB1. And each civ has a single designated 'unique building'. If there were unique unit sets, it's clear that all buildings would be unique.

Now, this is only from the aforementioned brief glance, but this does seem quite a bit like GB1- basic generic sets, with unique bonuses changing many units, but not actually making them unique unit sets.

If you want generic unit sets, that's fine. Well, it's not fine (we'll argue with you about it), but the point is that we'll actually be officially arguing. But you cannot say that the document you just posted has fully unique civilisations, and that it is a huge leap forward from GB1.

 

(Don't take that to mean that I don't want it in Word... :p)

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luke- yes it is annoying, but I mean that once your run out of the secondary weapon ammo you would switch to the regular gun, the basic gun would have infinite ammo.

 

everyone- Look the civs need to be a whole lot more unique thats all, sheesh..... (you guys make it sound so complicated)

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Vostok, Corran - it is totally impossible to make a game such as this (ie with 8 civs) and not have generic units. Take for example the worker's. How do you make them unique? In each civ they have the exact same role to play (except the Hutt Cartel) so then to give them some variety, you add natural abilities.

 

This means that although the unit is generic, it has abilities that the other generic;s dont have. For example the Rebel worker collects food faster than all other workers. This helps to diversify the generic units while keeping system requirements down.

 

I would also like to ask the question, what is the difference between a generic Rebel worker who collects food 5% faster than other workers, and a unique rebel worker who does standard worker things but collects food 5% faster? There is no difference.

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It's quite simple that everything can be a lot more unique. For example, her are some examples of very unique basic workers.

 

Galactic Republic: Uses Gather Droids, which can do everything at a medium rate, but later in the game gets Construction Droids, whch are larger, more expensive and great at constructing buildings (they do it faster, the building costs a bit less, etc).

Gungans: Workers are amphibious (can swim in water, albeit slowly). Also have a small Swamp-creating ability.

Naboo: Speedy workers, exceptionally good at getting credits.

Empire: Can build tradition worker droids and Slaves, which are more expensive, but better at getting resources.

Rebel Alliance: Workers are cheap droids that cost no pop, but aren't as good as many other civs at constructing buildings.

Yuuzhan Vong: Servants gather resources, while special creatures are built at the CC and then can instantly transform into their specific building. (Ie a Training Center Worm, costs training center money and takes training center build time, but is a unit which is moved to the designated place and then morphed into a building. Cannot morph back)

And so on.

 

These are just a few ideas, not only based on what I've heard before, but simply off the top of my head. Now, I don't necessarily like all of these ideas, but they serve quite well as an example that everything can be quite unique.

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Windu, you miss the point. We are pointing out that your list is a GENERIC list, not a UNIQUE list. We are not saying it sucks, merely that you do not fully grasp the concept of "unique unit sets".

 

Here's why:

what is the difference between a generic Rebel worker who collects food 5% faster than other workers, and a unique rebel worker who does standard worker things but collects food 5% faster?
The first is a droid that is based on a generic template, with a slight difference being that it collects food faster. The second can not exist: if everything is unique, everything collects food at different rates, so the phrase "5% faster" is meaningless (5% faster than what?)
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