Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 .. 65 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Harvey James
Prospero's Sight
13
|
Posted - 2012.09.12 12:47:00 -
[1291] - Quote
How about instead of new modules you fix all the broken /unused ones? micro anything is unused meta 4 stuff is often better than t2 mods weapon upgrades like bc's heat sinks etc have a bunch of meta's some like 10 or so with little point of their existence as they don't offer anything worthwhile often using more CPU than t2 which is rather odd. Drone damage amps don't have meta options either and drone dmg rigs now that would be useful new mod to have. Why do all missile launchers use the same pg besides a few t2 versions whereas guns differ wildly. There are so many glaring inaccuracies that have to fixed first surely? |
AnarConn
Soul Snatchers SpaceMonkey's Alliance
4
|
Posted - 2012.09.12 13:50:00 -
[1292] - Quote
Jade Imp wrote:I've always had this idea of a new ship and modules to go with it that would be along the lines of a destroyer from WW2 in the atlantic. This T2 destroyer hull would have a modified scanning array and probe launcher that allows it to get on grid with cloaked targets in system, but not ontop of them. Once on grid they would have a 15km or so area of effect "smartbomb" like module that would deloak anything hit. Their scanners and probe would get them withing probably 20km or so of the target at max skills. This would allow them to hunt down cloaked targets in system but if the person cloaking is active it would still be almost impossible to catch them.
Also once on grid the destroyer can use their modified directional scanner to get a good idea of what direction the cloaked ship is in relation to them.
Because of the excessive electronics involved in this shiptype It has a rather weak tank and cannot of course drop bubbles of it's own and would need a gang backing it up to even take on a bomber. It should have enough tank to survive a few hits for the gang to get there but not enough to hold the target indefinatly.
I quite like the idea of a stealth hunter, as it is now its way to easy to slap on a cloak on ships and have no threat to you whatsoever unless u mess up by warping to something that decloaks you or accidently hit decloak. a glasscannon destroyer/friagte would prolly be best suited hulls for this whose sole purpose is to quote jade imp here are get a approximate of where they are and give ppl a slim chance of hunting em down, obviously need modules to support this and for this hull only or perhaps a revamped version of directional scanner of sorts to give a idea of where the target is
perhaps a cone like mid slot modul that for a very brief period of time consumes all cap from the stealth hunter and makes it inoperable for a brief period of time, or a highslot mod that gives the pilot a ghostlike view of stealth ships so he then needs to relay this to his comprades, give them directions where to go to decloak them |
Faltzs
RADIO RAMPAGE Indecisive Certainty
3
|
Posted - 2012.09.12 17:07:00 -
[1293] - Quote
Tracking Links,
There is little benefit from using this module it drains more cap and gives no better bonus that a tracking computer, (unlike remote sensor boosters). Furthermore the need/desire to remote sensor booster or remote eccm is far more common.
Needs some love. |
Dagus Rex
Crimson Collective
0
|
Posted - 2012.09.13 02:22:00 -
[1294] - Quote
I'm sure someone has already suggested:
A Coolant System - Low-slot, Active. Could consume some material gained from Ice-Mining. (Helium, Hydrogen, Nitrogen, Oxygen)
Would require Thermodynamics (3) -> Cryogenics
Wouldn't this add a fun extra dynamic to PvP? Players would have to gauge the benefits of overloading vs the bonus of damage modules.
|
Dr Ted Kaper
Etoilles Mortant Ltd. Solyaris Chtonium
8
|
Posted - 2012.09.13 02:46:00 -
[1295] - Quote
Two original module ideas: Damage Reflecting Module- Converts incoming damage into offensive damage. Stats: Explosion Radius- <10km Reflected Damage- 50% HP- 3000
What the following stats mean is that for every 6000 incoming damage the ship will only take 3000 damage, while the other 3000 damage is redirected at all the opponents under 10km from the ship. After 3000 damage has been reflected the module will be destroyed, this means that every module can only deal 3000 damage. If this module only fits in high slots, then it might even be irrelevant unless the ship is specialized to use it. Since even a ship with all 8 high slots full of these can at best deal 24000 damage, anything with a higher ehp than 24000 is going to easily kill the ship.
'Jurisdictor' Remote Protocol Override Device- Can control 2 high slots of any other ship. Only 1 module of this type can be fit to a ship at a time. 98% reduction in velocity when active. VERY high mass to discourage use in WHs. Only has 50% chance of being effective. Cannot activate the target's weapons on the target. Uses lots of capacitor to discourage use while using guns or other capacitor hungry devices. User must have the needed skills to operate the opposing modules, which makes T2 equipment less vulnerable than T1. I've posted this idea before and the biggest problem is how the server will manage the situation, and the huge advantage it will provide to a well thought out fleet. A solution to the OP problem is to have a specific ship class which can use this, that cannot fit guns and is not well tanked. However I think it will add depth to fleet pvp. |
michaeltward
Rock Hunters
0
|
Posted - 2012.09.13 03:52:00 -
[1296] - Quote
I saw around that ccp wanted to make tracking disruptors work on missiles now i dont think this idea is entirely a good one and i will exsplain why.
Missiles (all types) have less dps than guns but for this dps loss we get far greater range than guns.
If they make td's work on missiles sudenly our dps could be cut down even more than it already is compared to guns.
I think if they make td's work on missiles it should be a different td module for missiles only.
Here is how i think this module should work it should be mid slot like all ewar and not be a targeted system so in a fight you turn it on and leave it on if people are firing missiles at you. This module would try to disrupt any missile fired at you some missiles could go haywire some may just shut off and the rest may do less than there total dps.
This module would not effect any missiles not fired at you so if your buddy is next to you and gets fired at there will be no disruption to the incoming missiles.
Here is why i think this module would be better than an ordanary td being able to disrupt missiles. 1 - There are not that many pvp ships out there that solely use missiles (there may be more than i think but there is no way its even close to 50/50 with guns) 2 - if an ordanary td could disrupt missiles the number of pvp ships using missiles would drop even more. (because we already lack the dps compared to guns a td would just ruin our time) 3 - A dedicated td module for missiles would mean that only people who know there going up against missiles would use it and there for in the small gang and solo pvp enviroment missiles would almost be uneffected. |
Aaron Greil
Royal Imperial Navy Reserves
21
|
Posted - 2012.09.13 06:13:00 -
[1297] - Quote
Feedback array: 3 versions, small, medium, and large. Utility high slot, active module
This module can target another ship within range (similar or longer range than neuts). Incoming cap drain (from a neut) or cap boost (from a cap transfer array) can be redirected to a targeted ship on a point for point basis. Different meta levels are capable of handling different maximum amounts of cap per cycle, but in general, one of these mods can always handle at least two unbonused neuts of the same size class.
This mod would provide a solid defense against neuts, or could be used for friendly neut "chains" allowing for tactical gang options. Only one ship would be required to have neuts, and could direct that neuting power to other gang members perhaps in more advantageous places on the field. It would also add to the versatility of logistics, essentially adding extra range to cap transfer arrays by using friendly ships as stepping stones. |
Dan Carter Murray
117
|
Posted - 2012.09.13 06:54:00 -
[1298] - Quote
t2 Crystals that do full spectrum damage equally (Lower dmg than using current me/therm crystals).
T2 Crystals that change dmg output over time based on enemy resistances.
Also, some midslot module for industrial ships (badger, iteron, hoarder, etc.) which prevents locking unless within xxx distance.
add highslot to freighters and module for them which puts them into siege for 5 minutes and increases all resistances to 99% for the duration of the module (maybe use a PI commodity as fuel). Maybe also a high module that uses fuel (PI commodity maybe) that insta warps A freighter but has a 30 minute cooldown.
|
Valkyriy
S O L O M O N STR8NGE BREW
0
|
Posted - 2012.09.13 11:33:00 -
[1299] - Quote
allow weapon control to fleet members just like drones are assigned to to guard or assist fleet members.. This idea can expand on defender missiles and turrets. or have his system work with target painters just like drones work . A from of skill based module that can link weapons with fleet members by range. 5 Kms to 25 KMs .. creating blobs that can be bombed for balance. |
Valkyriy
S O L O M O N STR8NGE BREW
0
|
Posted - 2012.09.13 11:34:00 -
[1300] - Quote
Fighter and or fighter bomber modules and remote rep/cap modules for P O S es. |
|
McBrideCZ
FireStar Inc Curatores Veritatis Alliance
0
|
Posted - 2012.09.13 11:40:00 -
[1301] - Quote
Module Name: Auxiliary Nanobot Energizer Slot: Low Sizes: Small, Medium, Large Fitting: (object of ballancing) Charge: Cap boosters
Idea behind this module is simple. Give armor tankers something usefull for active armor tanking, which could compete with ASB's. This module, when its active, will boost repair efficiency of your armor reppers by 35-50%(according to cap booster) for a short period of time. In pasive state, it will reduce cap consumption of reppers by 15%.
Module Name: Maneuvering Boosters Overcharge. Slot: Low Size: Small, Medium, Large Fitting: (object of balancing) Active module with no charge and fast cycle with hig cap consumption
And now something for pasive armor tankers. When activated, this module will remove 85% of any armor plates weight penalty, leading to increased agility and speed boost from MWD's and AB's. |
Valkyriy
S O L O M O N STR8NGE BREW
0
|
Posted - 2012.09.13 11:40:00 -
[1302] - Quote
Player owned station modules turrets that docked players can use. |
Sortido
NorCorp Security AAA Citizens
0
|
Posted - 2012.09.13 12:06:00 -
[1303] - Quote
This is not a new idear but it might not be a bad one.
Concord have a Module for preventing / decloaking ships
This module is a bit OP for common use but in a revampt lower tier/meta lvl it can work nicely
i'm kind of thinking along the line of this
Meta 1 mod
15 Km radius Aoi decloake burst 20 sec cykel time and 20 sek target delay
T 2 mod / meta 5
30 Km radius Aoi decloake burst 15 sec Cykel time 10 Sec target delay
Decloake Aoi only works om ships moving when cloaked Cloaked ships sitting stil is imune to it.
How about it?
|
Tsubaki Takashima
nemesis 2.0 Test Friends Please Ignore
0
|
Posted - 2012.09.13 16:58:00 -
[1304] - Quote
like we have actually for turret : tracking enhancer tracking computer
sames modules for missiles would be nice. |
Harvey James
Prospero's Sight
13
|
Posted - 2012.09.13 17:04:00 -
[1305] - Quote
Tsubaki Takashima wrote:like we have actually for turret : tracking enhancer tracking computer
sames modules for missiles would be nice.
You would need to nerf the range of all missiles first which i think they should anyway mind.
|
Sollis Vynneve
Swift Wing Red Villore Accords
4
|
Posted - 2012.09.13 17:52:00 -
[1306] - Quote
Wormhole generator that generates an unstable wh to unknown space for a limited time say 2 hrs. would be good for a quick fix of wh space or in pvp a gtfo clause. |
Hermann Simm
State War Academy Caldari State
0
|
Posted - 2012.09.15 15:33:00 -
[1307] - Quote
Supplemental coolant system - loaded with coolant, overheating would be replaced with overload where it cools faster but some coolant is wasted
Active Module Repair System -high/med slot - loaded with nanite repair paste, repairs heat damage to all modules that are damaged and and works with 50% efficiency on active modules
Heat vents - med/low slot - Reduces defensive stats to give superior cooling
Secondary Capacitor - low slot - bottom 10% of your capacitor is separated from the main power-grid and thus un-neutable and unable to be cap boosted, energy vampires still work with greatly reduced efficiency
Shield Parasite - high slot- disrupts the effectiveness of shield boosters and draws a % to your own shields if you are in 5km range, works better against ancillary shield boosters
Advanced turret controller - module that reduces the firing speed of turrets but increases accuracy and damage, can be loaded with special accuracy or damage script.
Dissipator Shields - med slot - passive-active - 1GJ of power for activation/short cycle time: activates itself when electronic warfare is detected, has a chance to greatly reduce the effects of all forms of targeted electronic warfare
Subspace Communication Analyzer - cov ops only, usable while cloaked, contraband module in high sec space - gives a chance to join corp/alliance/fleet channels for a minute until you are detected and removed by the defensive protocols, works only when in 20km range of a ship in 0.0 or nullsec and wartargets in highsec, unusable in wormhole space due to different chat protocols, other possible uses are analyzing npc pirate comms and finding where they have complexes or possible locations for high value rats, based on rat bounty: higher bounty ones know more while lower ones know rumors
Turbocharger - works like an afterburner but less speed boost at the expense of reducing the effects of stasis webifiers greatly
Fleet Cloaking Device - capital module, can be fitted to command ships - cloaks the fleet in a 5-10km area around the command ship anyone 20-30km from the cloaking area can see them
Proxy Warfare Links - increased drone damage // drone mwd speed // drone tracking and optimal // remote repair drone effectiveness
hi/med/low slot rig - adds 1 slot to the ship but takes a large % of the powergrid
drone bay rig - small - 10/15m3 //med -20/25m3 // large 30/35m3 - turns % of the cargo to drone bay
drone bandwidth rig - small - 10/15mbit //med -20/25mbit // large 30/35mbit - allocates % of the cpu to drone control
pirate modified drone rig - gives both drone bandwidth and bay
pirate modified shield resistance rig - 12 resistance or 40% of t1 rig bonus to every damage type |
Jehan Markow
Militant Mermen LEGIO ASTARTES ARCANUM
27
|
Posted - 2012.09.16 14:23:00 -
[1308] - Quote
I know this thread was started 9 months ago, and inventory changes were implemented in the last patch, which suggests none the Devs are reading it. But still this thread hasn't been locked down, so who knows? I'll give my criticism a shot anyhow.
First, in case you haven't noticed, there have been players who have left because of the new inventory system. You wouldn't believe the grumbling that still goes on in voice comms as people fumble with the new, slower, clumsy system.
The biggest difficulty I have with the new inventory system is that windows don't stay in place. When I do my work, I like to have multiple inventory windows open. Why? Because every time you click the drop-down or open a new window, the client queries the server. On my crappy little connection, this can mean 15 spent managing inventory when 5 minutes used to suffice. My current work-around is to open up all the windows I need in separate locations.
Issue: Under the new system, many of these inventory windows forget their locations when closed or when I undock. Fix: Allow each ship hangar, drone bay, ore hold, fuel bay, or station container/warehouse/vault/other container to "remember" the location it last appeared. Seeing as this used to be in the code before the latest patch messed it all up for the players, I'm sure you can dig up the old code and do a little copy-and-paste to fix it.
One thing that also has helped me is the hot-keys for opening certain locations. Items, Ships, and corporation Market Deliveries all open up as necessary.
Issue: We need a hot-key for opening the Corporation Hangars. Fix: Make a goddamn hot-key for opening Corporation Hangars. Don't tell me it's too difficult. I could probably code the entire thing in under 30 minutes. CCP should have done this years ago.
Under the previous system, one of your containers/windows would be the "spawn point" for all new containers to appear. It would be useful under any revamp to allow players to choose one of their inventory windows as the window spawn point. Just a little right-click in the box in the upper left would be all we need.
Issue: Every time I open the sidebar on an inventory window to view the drop-down, it reverts to its "useless" state, in which drop-downs I don't need ("my filters" especially) are opened wide, making scrolling take forever, while drop-downs I do need (Corporation Hangar) are closed. Fix: Have the client/server save the settings on the sidebar that way it doesn't lag while querying all the various submenus unless the player chooses it.
The most useless thing that pops up in the sidebar is the "My filters" submenu. I have never needed to use this function, but every time I open an inventory window I have to minimise it in order for the rest of the inventory sidebar to function. Seeing as it takes an extra two seconds and I have to do that at least 60 times a day, I estimate I waste well over an hour of my time every month closing the darned thing. Please consider whether you really want your players to be wasting their time on this and give us a break.
Every time I try open the corporation hangar drop-down, the triangle points downward and nothing drops down. If I click it again, the triangle goes back to pointing right. If I've waited about 20-30 seconds, I can try again to click the triangle at which point it will respond with the actual drop-down of what's inside. If the sidebar settings were saved, it would simply open that window showing all the corporation hangar menus dropped-down as I last left them. Instead, I have to go through and close some of the submenus so I can scroll competently through the options in such a tiny space. The alternative is to make the inventory window so large that I can't see anything else (like my ship, fitting, market window, etc.)
Issue: The drop-downs I do need tend to lag out when I try to open them, meaning it takes a minimum of three clicks and 20 seconds where one click and 2 seconds should suffice. Fix: I am not sure how you guys bungled this one so badly, but you really need to fix it.
As I said above, I'm not sure that the Devs are monitoring this thread anymore. I hope you are, and it would be great to see these issues fixed. On the other hand, if you can't spare the 4-5 hours of manpower it would take to fix these problems, you could just bring back the previous inventory system and most of us would be happy with it.... -JM |
Harvey James
Prospero's Sight
13
|
Posted - 2012.09.16 15:22:00 -
[1309] - Quote
gang links for dps like we need more dps in the game.. shakes head. capital sized rigs would make more sense than using large ones plus more expensive so bring that on and any other things capital ships need should be relative size/expense more consistency please. Warfare links need some work they are too powerful atm especially the skirmish one plus it needs a area of effect to stop off grid boosting although even on grid boosting can be exploited i'd say limit them to 40km maybe less and have the T2 have slightly more range and maybe a skill to increase it and lower cap usage. And armour reps do need a boost not an ASB version they need a slight nerf. I would also like to see AB's and mwd's be ship size specific. including a capital size one. including better speed on T2 mwd's no one uses them as they are worse than meta 4. and include all meta's for mwd's and AB's. with maybe less penalties maybe T2 mwd could have a lower sig rad penalty. |
Oreb Wing
Federal Defense Union Gallente Federation
27
|
Posted - 2012.09.16 16:53:00 -
[1310] - Quote
implement a new drone mechanic of a Maintenance Array Bot, which can engage a friendly unit and allow them to drag a cargo module over a specific active slot and "swap" the module. Give them a 25m3 bandwidth, so allowing a fleet member the opportunity to hot-swap 5 modules. You can give them a cap exhaustive upon completion, with a cap recharge rate so slow it would take half an hour or so to reactivate the drone again. |
|
Harvey James
Prospero's Sight
13
|
Posted - 2012.09.16 17:13:00 -
[1311] - Quote
how about letting nanite paste repair drones armour/hull in drone bay. And make most drone mods highs so they don't have to fill out highs with guns/utility stuff make genuine drone boats. Maybe drone bay extenders in highs too we need bigger drone bays not bandwidth, after all a drone boat with no drones is not a drone boat anymore. Plus drones need to be better!!!! |
Tarn Kugisa
Infinite Covenant Tribal Band
137
|
Posted - 2012.09.17 01:27:00 -
[1312] - Quote
This Thread I Endorse this Product and/or Service Source Recorder-esque tool for EVE |
Acac Sunflyier
Burning Star L.L.C.
203
|
Posted - 2012.09.17 23:50:00 -
[1313] - Quote
How about a low slow slot moduel that lets you over heat longer. There just isn't anything intresting on the front page of the GD anymore. Yawn! |
whaynethepain
55
|
Posted - 2012.09.18 00:08:00 -
[1314] - Quote
Alx Warlord wrote:We could use some new Signature modules, it would make allot of useless ships useful again and would make lots of new strategies possible...
Emission Suppression Structural Modification: (Low-Slot) Reduce the signature radius of the ship in a %. As it prevents emissions from the ship, absorbing wavelengths and noises.
Active Emission Suppression System As it controls the fields around the ship , it generate inverse waves to nullifies the emission of the ship, while preventing incoming waves and energized particles to directly hiting the ship. It consumes allot of energy and reduces it's speed while greatly reducing ship's signature radius. (Works as the opposite of a MWD)
I fear this module may over-power the Zealot, but it is exactly what Amarr needs to fight the pesky Mini TP module.
There is also the implants to reduce sig and the booster too, but yea a signature shielding module would bring Amarr back in the fight. Getting you on your feet.
So you've further to fall. |
Andy Landen
Born Crazy Kadeshians
61
|
Posted - 2012.09.18 07:46:00 -
[1315] - Quote
Directional Scanner Probe This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.
PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception. |
whaynethepain
56
|
Posted - 2012.09.18 13:07:00 -
[1316] - Quote
Andy Landen wrote:Directional Scanner Probe This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.
PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception.
I tell you what, launching a probe through a gate to d-scan the other side, would revolutionise the game.
It's only a d-scan probe, but the info it yealds would be invaluable to some. Getting you on your feet.
So you've further to fall. |
Kyle Yanowski
Blue Republic RvB - BLUE Republic
91
|
Posted - 2012.09.18 13:42:00 -
[1317] - Quote
A module that lets us alter the stats on webifier.
I.E. Increase range (maybe at the expence of velocity) Increased velocity modifer (maybe at the expense of range).
Brawlers need to be able to catch and kepe their targets. |
Robau
Dark Providence
0
|
Posted - 2012.09.18 16:30:00 -
[1318] - Quote
Webifier Probe
Deployed from a Webifier Sphere Launcher fitted to a Battleship, this probe reduces any ships speed within its area of effect.
Webifier Range: 20km
Speed Reduction: 60%
Webifier Bubble duration: 180s
The effect cannot be stacked. |
Andy Landen
Born Crazy Kadeshians
62
|
Posted - 2012.09.18 17:50:00 -
[1319] - Quote
Robau wrote:Webifier Probe
Deployed from a Webifier Sphere Launcher fitted to a Battleship, this probe reduces any ships speed within its area of effect.
Webifier Range: 20km
Speed Reduction: 60%
Webifier Bubble duration: 180s
The effect cannot be stacked.
Seems like more for the interdictor role. I do like the idea of HIB - Heavy Interdictor BS. Adds to Tierification and natural career progression. Maybe allows the fitting of a module which infinitely both webs and disrupts a target or a bubble. Only saying infinite because the HIC has infinite on the point, but maybe infinite is too OP .. maybe it is just with the feature of being able to apply to Supers. |
Andy Landen
Born Crazy Kadeshians
62
|
Posted - 2012.09.18 17:53:00 -
[1320] - Quote
whaynethepain wrote:Andy Landen wrote:Directional Scanner Probe This probe reports to your ship whatever appears on its dscan and whatever is listed on its Local channel. The drone will move to any stargate, planet, station, or bookmark in any system, using the stargates to arrive at its destination system. It also extends the range of the onboard scanner. It is launched from either a core probe launcher or an extended probe launcher and operates very similarly to any other probe. A skill can be added to increase the system range from the ship's current system. The skill, Directional Scanner Probe range, increases the range that the corresponding probe can be sent out from the ship's current system by one. At level 5, the probe can be sent out 5 systems/jumps away. Increasing the range beyond that number by jumping away from the probe at max range disconnects the probe.
PS: +1 to Emission Suppression. Every other EWar module has a counter to it, and TP should be no exception. I tell you what, launching a probe through a gate to d-scan the other side, would revolutionise the game. It's only a d-scan probe, but the info it yealds would be invaluable to some. Hey Stargate did it ALL the time. It was called a MALP. or a Kino. or a drone, etc. etc. I only add the idea of reporting local too because if the camp is all cloaked, you would see the population (hey these guys are neut/red, uh oh), and plus, any probe that is in system would surely and easily have access to local if in known space and not if in wh space. This probe should be able to enter whs with the appropriate bm and order, but local would of course not be available. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 .. 65 :: one page |
First page | Previous page | Next page | Last page |