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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Incognito

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Posted - 2009.12.15 14:48:00 -
[61]
Originally by: Bagehi A dev account with a name like "Incognito" posting support doesn't exactly feel very supportive ("Nozh" is another one people speculate about as the account seems to be the repeated bearer of bad news). I am increasingly wishing there was a page with the picture/name of the actual dev connected to their forum/posting persona. I fear both posting accounts would have a nice instead of a face and a name like "Anonymous". But, anonymous support is better than no support.
Come to fan fest next year, I will buy you a beer.
Oops maybe there will be imposer Bagehi coming for beer. ----- I am a programmer, not a designer, all design comments are just speculation and have no grounding in fact! |
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Syberbolt8
Gallente Terminal Impact Kairakau
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Posted - 2009.12.15 23:27:00 -
[62]
Originally by: CCP Incognito
Originally by: Bagehi A dev account with a name like "Incognito" posting support doesn't exactly feel very supportive ("Nozh" is another one people speculate about as the account seems to be the repeated bearer of bad news). I am increasingly wishing there was a page with the picture/name of the actual dev connected to their forum/posting persona. I fear both posting accounts would have a nice instead of a face and a name like "Anonymous". But, anonymous support is better than no support.
Come to fan fest next year, I will buy you a beer.
Oops maybe there will be imposer Bagehi coming for beer.
Confirming that should he not show up at Fanfest I will gladly take his beer home to him..., really... The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |

Taladool
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Posted - 2009.12.17 19:08:00 -
[63]
Great thread, would read again, CCP DO THIS!!
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Syberbolt8
Gallente No Limit Soldiers Looney Toons.
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Posted - 2009.12.20 19:10:00 -
[64]
Saved from page 7, more support for the Assembly hall would be welcome. The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |

Syberbolt8
Gallente No Limit Soldiers Looney Toons.
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Posted - 2009.12.24 06:40:00 -
[65]
Just because this is going with the CSM to Iceland, and CCP Incognito is trying to batt for us, doesn't mean we get to lay off putting up pressure for this idea.
save from page x, best idea F&I has ever seen. The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |

Praetor Novak
Macabre Votum Morsus Mihi
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Posted - 2009.12.24 06:47:00 -
[66]
OP - Didn't Graalum originally propose this "Modular" idea, a very long time ago?
Anyway whomever originated this I support it, it's about time for CCP to update POSs. 
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Trebor Daehdoow
Gallente Sane Industries Inc. Initiative Mercenaries
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Posted - 2009.12.24 13:19:00 -
[67]
I proposed my own spin on the POS redesign in one of the other threads a couple of months ago...
Quote: I personally would implement the redesign by making the tower a central module with struts that extend in all 6 directions to the radius of the pos shield.
Modules inside the shield just slot onto the struts (with the ranges rejiggered so if you're close to the tower core, you can open any module and move stuff around, no more playing pinball with a freighter because the modules are scattered around).
At the shield's edge, the strut expands to a circular or polygonal scaffold where the guns and so on can go. Special modules like jump bridges might extend out from the center of the scaffold.
The size of these features can be set so that there's always enough slots to fit any possible configuration.
When they're implemented, existing POS structures can be converted by a simple algorithm that slots them in at the closest possible new location.
while (modules_to_move) { for each module that needs moving, compute distance to closest valid slot move the module that is closest to its closest valid slot }
The nice thing about the kind of revamps suggested in this thread (from a dev's POV) is that they are mostly cosmetic changes.
* Change the tower graphic to implement the struts (be they 2, 4 or 6 of them), and the module graphics so they attach to/wrap around the struts.
* Change the anchoring code so that modules can only go in strut positions. And permit people with the right roles to freely move modules without offlining them, for aesthetic reasons -- which also deals with the issue of the automated conversion giving suboptimal results.
* Change the access mechanics for most of the modules so that if you are within, say, 1km or 2.5km of a strut and inside the shield, you can interact with the modules (obvious exceptions might be ship hangers). So you could be 20km away from a corp hanger and still move stuff around -- this would get done by the Flying POS Monkeys moving stuff through the struts.
* Extra bonus idea: add a new "personal hanger" module that has a small ship bay (say, 2-3m) and cargo bay (100k?), so that individual players can have a place in the pos to stash their stuff. No more cans floating around inside the shield, no more dozens of ships in the ship hanger. For extra LOLs, have a "premium personal hanger" that is the only type that can be attached to the upscale "south side" of the POS.

World Domination - It's fun for the entire family! EViE - The iPhone / iPod Touch Skill Training Monitor
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Lacolo Basema
Kotar Engineering
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Posted - 2009.12.25 02:54:00 -
[68]
Posting to confirm that CCP Incognito is indeed a very real and manly dev/person. 
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sg3s
Caldari Deep Core Mining Inc.
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Posted - 2009.12.27 03:10:00 -
[69]
Originally by: Trebor Daehdoow I proposed my own spin on the POS redesign in one of the other threads a couple of months ago...
Quote: I personally would implement the redesign by making the tower a central module with struts that extend in all 6 directions to the radius of the pos shield.
Modules inside the shield just slot onto the struts (with the ranges rejiggered so if you're close to the tower core, you can open any module and move stuff around, no more playing pinball with a freighter because the modules are scattered around).
At the shield's edge, the strut expands to a circular or polygonal scaffold where the guns and so on can go. Special modules like jump bridges might extend out from the center of the scaffold.
The size of these features can be set so that there's always enough slots to fit any possible configuration.
When they're implemented, existing POS structures can be converted by a simple algorithm that slots them in at the closest possible new location.
while (modules_to_move) { for each module that needs moving, compute distance to closest valid slot move the module that is closest to its closest valid slot }
The nice thing about the kind of revamps suggested in this thread (from a dev's POV) is that they are mostly cosmetic changes.
* Change the tower graphic to implement the struts (be they 2, 4 or 6 of them), and the module graphics so they attach to/wrap around the struts.
* Change the anchoring code so that modules can only go in strut positions. And permit people with the right roles to freely move modules without offlining them, for aesthetic reasons -- which also deals with the issue of the automated conversion giving suboptimal results.
* Change the access mechanics for most of the modules so that if you are within, say, 1km or 2.5km of a strut and inside the shield, you can interact with the modules (obvious exceptions might be ship hangers). So you could be 20km away from a corp hanger and still move stuff around -- this would get done by the Flying POS Monkeys moving stuff through the struts.
* Extra bonus idea: add a new "personal hanger" module that has a small ship bay (say, 2-3m) and cargo bay (100k?), so that individual players can have a place in the pos to stash their stuff. No more cans floating around inside the shield, no more dozens of ships in the ship hanger. For extra LOLs, have a "premium personal hanger" that is the only type that can be attached to the upscale "south side" of the POS.

It's really not THAT simple.... but it can be done, which is the important part eh :)
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Syberbolt8
Gallente No Limit Soldiers Looney Toons.
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Posted - 2009.12.28 17:09:00 -
[70]
Originally by: sg3s
Originally by: Trebor Daehdoow I proposed my own spin on the POS redesign in one of the other threads a couple of months ago...
Quote: I personally would implement the redesign by making the tower a central module with struts that extend in all 6 directions to the radius of the pos shield.
Modules inside the shield just slot onto the struts (with the ranges rejiggered so if you're close to the tower core, you can open any module and move stuff around, no more playing pinball with a freighter because the modules are scattered around).
At the shield's edge, the strut expands to a circular or polygonal scaffold where the guns and so on can go. Special modules like jump bridges might extend out from the center of the scaffold.
The size of these features can be set so that there's always enough slots to fit any possible configuration.
When they're implemented, existing POS structures can be converted by a simple algorithm that slots them in at the closest possible new location.
while (modules_to_move) { for each module that needs moving, compute distance to closest valid slot move the module that is closest to its closest valid slot }
The nice thing about the kind of revamps suggested in this thread (from a dev's POV) is that they are mostly cosmetic changes.
* Change the tower graphic to implement the struts (be they 2, 4 or 6 of them), and the module graphics so they attach to/wrap around the struts.
* Change the anchoring code so that modules can only go in strut positions. And permit people with the right roles to freely move modules without offlining them, for aesthetic reasons -- which also deals with the issue of the automated conversion giving suboptimal results.
* Change the access mechanics for most of the modules so that if you are within, say, 1km or 2.5km of a strut and inside the shield, you can interact with the modules (obvious exceptions might be ship hangers). So you could be 20km away from a corp hanger and still move stuff around -- this would get done by the Flying POS Monkeys moving stuff through the struts.
* Extra bonus idea: add a new "personal hanger" module that has a small ship bay (say, 2-3m) and cargo bay (100k?), so that individual players can have a place in the pos to stash their stuff. No more cans floating around inside the shield, no more dozens of ships in the ship hanger. For extra LOLs, have a "premium personal hanger" that is the only type that can be attached to the upscale "south side" of the POS.

It's really not THAT simple.... but it can be done, which is the important part eh :)
From what we have been told, artwork is the hardest part of the project, and would be a lot of work, there is more to art work in a game then just your model and your textures, but saying that, This is looking alot more promising then it has for the last 4 years, so who knows, it might happen sooner then we think. :) The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |

Taladool
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Posted - 2009.12.30 18:50:00 -
[71]
saved from page 8, supporting the dead horse pos thread, and its resurrection
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Taladool
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Posted - 2010.01.02 11:23:00 -
[72]
recovered from page 6, any chance you have made any headway CCP Incognito?
And I know you don't to have my babys, but can I have yours?
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Sollunux
Gallente Dawn's Requiem
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Posted - 2010.01.05 06:23:00 -
[73]
How'd we get to page 5...
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Syberbolt8
Gallente Mercurialis Inc. Wildly Inappropriate.
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Posted - 2010.01.12 22:50:00 -
[74]
Originally by: Sollunux How'd we get to page 5...
Same way we got to page 11 i would assume.. lol The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |

mundus123
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Posted - 2010.01.13 04:17:00 -
[75]
Bumped and signed. |

Amras Arnatuile
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Posted - 2010.01.19 01:35:00 -
[76]
Sounds cool. Def for the idea
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Rigel 17th
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Posted - 2010.01.19 02:22:00 -
[77]
Has the idea of a taking a Titan and making it so that it can be converted into a station? My concept would be that a Titan could park anywhere in a system as long as it was off grid of stations and gates. When the conversion process is started the titan will open in the middle and a station egg will emerge form the middle and expand. The size of the Titan station will determined by the Pilots level. The Titan Station will be able to hanger ships, store up to 100,000 m3 of gear in the corp hangar, 2 mil m3 in the hangar or more based on pilot rating, and be able to have a clone and medical bay on hand. The additional feature is that the Titan Station would be able to defend itself. Also once erected a POS type bubble will be established. The Titan Station will allow a pilot to leave it once errected and the pilot can do whatever as long as he knows that when he is not in the station it cannnot defend itself. When the station is deconstrcuted all ships and equipment that does not fit in their respective modules will be jettisoned. The time for a Titan Station to reconfigure back to a station would be 2 hours. Fuel would be the same as a tower with limitations.
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Lashindra Mirn
Minmatar Helios Incorporated The Babylon Consortium
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Posted - 2010.01.20 10:57:00 -
[78]
bam! to the top!
Great ideas, love it! make it happen CCP!!
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sg3s
Caldari Deep Core Mining Inc.
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Posted - 2010.01.20 15:12:00 -
[79]
Originally by: Rigel 17th Has the idea of a taking a Titan and making it so that it can be converted into a station? My concept would be that a Titan could park anywhere in a system as long as it was off grid of stations and gates.
When the conversion process is started the titan will open in the middle and a station egg will emerge form the middle and expand. The size of the Titan station will determined by the Pilots level. The Titan Station will be able to hanger ships, store up to 100,000 m3 of gear in the corp hangar, 2 mil m3 in the hangar or more based on pilot rating, and be able to have a clone and medical bay on hand.
The additional feature is that the Titan Station would be able to defend itself. Also once erected a POS type bubble will be established. The Titan Station will allow a pilot to leave it once errected and the pilot can do whatever as long as he knows that when he is not in the station it cannnot defend itself.
When the station is deconstrcuted all ships and equipment that does not fit in their respective modules will be jettisoned. The time for a Titan Station to reconfigure back to a station would be 2 hours. Fuel would be the same as a tower with limitations.
Paragraphs mate, use em... and uuuh, has been covered, not the same topic as the one we're discussing in here, did you even read?...
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Syberbolt8
Gallente Mercurialis Inc. Wildly Inappropriate.
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Posted - 2010.01.23 00:53:00 -
[80]
Originally by: Lashindra Mirn bam! to the top!
Great ideas, love it! make it happen CCP!!
I love it too :)
saved from page 6 The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |

mundus123
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Posted - 2010.01.25 06:33:00 -
[81]
Nom Nom Nom this will never die!
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kveldulfson
The Executives IT Alliance
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Posted - 2010.01.25 12:34:00 -
[82]
For once an idea I like
Therefore I support this update suggestion from the OP
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omgdutch2005
Gallente Advanced Planetary Exports Intergalactic Exports Group
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Posted - 2010.01.25 12:57:00 -
[83]
I support this idea aswell! :)
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Arawn Caledonia
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Posted - 2010.01.26 02:38:00 -
[84]
This is more along the lines of what I'd expect from an outpost. Just extrapolating a bit, do you really need 15 places to dock per system?
If only one new Starbase could be anchored per corp, per system, and they were to receive a massive HP/PG/CPU boost, our existing POS hardware could be integrated and potentially remotely controlled and refueled by the new Starbase. The hub of your corporations network, so to speak.
The old "starbases", having their ability to anchor CHA/SMAs removed, would become extensions in your network. Should the HUB be destroyed, they could still be configured and refueled manually.
It would also be nice if the new structures were moved from moons to planets but I'm not sure how that would affect your planning for the next expansion. 
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sg3s
Caldari Deep Core Mining Inc.
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Posted - 2010.01.26 03:39:00 -
[85]
Originally by: Arawn Caledonia This is more along the lines of what I'd expect from an outpost. Just extrapolating a bit, do you really need 15 places to dock per system?
If only one new Starbase could be anchored per corp, per system, and they were to receive a massive HP/PG/CPU boost, our existing POS hardware could be integrated and potentially remotely controlled and refueled by the new Starbase. The hub of your corporations network, so to speak.
The old "starbases", having their ability to anchor CHA/SMAs removed, would become extensions in your network. Should the HUB be destroyed, they could still be configured and refueled manually.
It would also be nice if the new structures were moved from moons to planets but I'm not sure how that would affect your planning for the next expansion. 
It is nice to see that people really focus their bashing on the core issues here... The main part we're suggestion here is really the look and feel of a POS... If you haven't seen or used one a lot then this might indeed not sound sensible and you will be distracted by the optional suggestions that came up in the original thread (mind this is a summary with most of the popular ideas).
The only real reason 'docking' is suggested here is because loads others have asked/suggested this... Personally I am also against that, it is still just a POS and it shouldn't be taking over tasks from outposts...
HOWEVER the 'Mooring' suggestion is slightly different in this regard... It's an idea to let super capitals dock, something that is currently not in the game, and in a way that they're still not 100% safe for 100% of the time...
On the issue of stuff @ planets... They can't really do that as that might make it impossible to place an outpost somewhere... or at least annoying, the whole thing has issues, too tired to iterate on that
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Arawn Caledonia
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Posted - 2010.01.26 04:23:00 -
[86]
Originally by: sg3s
Originally by: Arawn Caledonia This is more along the lines of what I'd expect from an outpost. Just extrapolating a bit, do you really need 15 places to dock per system?
If only one new Starbase could be anchored per corp, per system, and they were to receive a massive HP/PG/CPU boost, our existing POS hardware could be integrated and potentially remotely controlled and refueled by the new Starbase. The hub of your corporations network, so to speak.
The old "starbases", having their ability to anchor CHA/SMAs removed, would become extensions in your network. Should the HUB be destroyed, they could still be configured and refueled manually.
It would also be nice if the new structures were moved from moons to planets but I'm not sure how that would affect your planning for the next expansion. 
It is nice to see that people really focus their bashing on the core issues here... The main part we're suggestion here is really the look and feel of a POS... If you haven't seen or used one a lot then this might indeed not sound sensible and you will be distracted by the optional suggestions that came up in the original thread (mind this is a summary with most of the popular ideas).
The only real reason 'docking' is suggested here is because loads others have asked/suggested this... Personally I am also against that, it is still just a POS and it shouldn't be taking over tasks from outposts...
HOWEVER the 'Mooring' suggestion is slightly different in this regard... It's an idea to let super capitals dock, something that is currently not in the game, and in a way that they're still not 100% safe for 100% of the time...
On the issue of stuff @ planets... They can't really do that as that might make it impossible to place an outpost somewhere... or at least annoying, the whole thing has issues, too tired to iterate on that
Definitely agreeing with the CAP docking bit, which is needed just to end slavery to supercapitals
I'm also not overtly against docking and understand the current system has some...ahem, aesthetic issues. The post above was meant to point out certain practicality issues with allowing docking at 2, 10, 100? different moons in a single system, in which the system would definitely benefit by being centralized
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Athar Mu
Gallente Federal Navy Academy
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Posted - 2010.01.26 04:24:00 -
[87]
On the whole I would love to see POS's upgraded and them having a more user friendly UI and setup.
But you have to think about how the guns work. At the moment, if you clump all your guns at the top or the bottom then they are easy to take out. Also if they are short range then the ones at the bottom don't hit things at the top very well and if they are long range then all you have to do is sit next to them and orbit and they won't hit very well due to tracking. With the current POS's you can set up the POS to make the most of the tracking and range. If they are forced to be in certain places (ie top or bottom) this will reduce the ability of a POS to survive an attack. Also having limited hardpoints for guns will also affect the way they are set up and reduce their ability to survive an attack as you wouldn't be able set up a good deathstar.
Maybe changing the way modules that sit in the force field relate to each other but keeping the guns separate and on the outside would be a way to keep POS's from being too vulnerable to attack.
One thing I would like to see is having a queue so modules can be onlined one after another without the person having to wait to anchor the next. Keep the same onlining time etc but letting you put them into position and then add it too the queue.
Further to this, having templates (like ship setups) where as long as you have all the modules in say the corp hanger or in space next to the control tower, you could load a template and let it move and online for you. This would open up a whole new market for people to go into, as if you have an effective POS setup you could sell it for isk. I see this as being like a BPC, where you have to copy a template and it gives a certain number of times it can be used, that way it couldn't be sold on once its been used. Any POS setup using a template cannot produce another template, so templates cant be reproduced without the skill and knowledge that it took to set up the original. Only a POS setup manually can produce templates. Like BPC's can't be copied or ships reverse engineered to provide blueprints.
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Syberbolt8
Gallente Mercurialis Inc. RAZOR Alliance
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Posted - 2010.01.28 22:40:00 -
[88]
Originally by: Athar Mu On the whole I would love to see POS's upgraded and them having a more user friendly UI and setup.
But you have to think about how the guns work. At the moment, if you clump all your guns at the top or the bottom then they are easy to take out. Also if they are short range then the ones at the bottom don't hit things at the top very well and if they are long range then all you have to do is sit next to them and orbit and they won't hit very well due to tracking. With the current POS's you can set up the POS to make the most of the tracking and range. If they are forced to be in certain places (ie top or bottom) this will reduce the ability of a POS to survive an attack. Also having limited hardpoints for guns will also affect the way they are set up and reduce their ability to survive an attack as you wouldn't be able set up a good deathstar.
Maybe changing the way modules that sit in the force field relate to each other but keeping the guns separate and on the outside would be a way to keep POS's from being too vulnerable to attack.
One thing I would like to see is having a queue so modules can be onlined one after another without the person having to wait to anchor the next. Keep the same onlining time etc but letting you put them into position and then add it too the queue.
Further to this, having templates (like ship setups) where as long as you have all the modules in say the corp hanger or in space next to the control tower, you could load a template and let it move and online for you. This would open up a whole new market for people to go into, as if you have an effective POS setup you could sell it for isk. I see this as being like a BPC, where you have to copy a template and it gives a certain number of times it can be used, that way it couldn't be sold on once its been used. Any POS setup using a template cannot produce another template, so templates cant be reproduced without the skill and knowledge that it took to set up the original. Only a POS setup manually can produce templates. Like BPC's can't be copied or ships reverse engineered to provide blueprints.
As far as gun placements go, this is just a concept, changes for reasons such as that would have to come about.
The queue is something that like the dead horse pos thread itself, I have wanted for ages. Instead of sitting there anchoring and putting everything online for 11 hrs straight just set it the way you want it and go join in the fleet ops. This would be a very nice addition to pos's as a whole. I'm not sure about the savable and sell able bpc's but its an interesting concept. The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |

Gecko O'Bac
Achmed-Terrorist IUS PRIMAE N0CTIS
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Posted - 2010.01.29 01:17:00 -
[89]
Interesting thread with interesting ideas, most of which I support. I don't like very much the docking idea, since consolidating all the structures into a single control point would resolve most of the issues.
The mooring idea is quite interesting though, and I'd say that it should be extended to all the ships moored at a pos, not only super capitals. Many poses are used as a staging point, so mooring ships at one and having only certain people with some corp rights able to fly those ships is quite a good idea imho. It could be quite hard to implement though since having them outside of the station means they're attackable as soon as shields are down (which is fine) but means also that it'd be hard to "link" them to the station for the mooring to be effective (though if it works with the current pos modules I suppose it'd work with ships too, in some way.)
What I find strange though, but it may be my inexperience with managing poses, is that nobody suggested that, since we're consolidating all the modules in one superstructure, we can be done with the giant bubble shield (which I personally dislike quite a lot) and the non sense (graphically at least) of the weapons staying out of the shields (It'd also help the aesthetic effect of the station itself, since all those struts and arms aren't all that good looking).
If we remove the force field then we can just proceed to attacking directly the station and the modules (like you can with an outpost). The force field functionality would have to be moved elsewhere, for example boosting the structure's shield hp by the right amount and transfering the reinforced functionality to the structure itself. Having the "moored" ships sit physically inside the station (IE: a corporate hangar like carriers) would help eliminating the force field, though It'd probably cause the same db issues that were cited before (though if you can pop a carrier with ships inside its corporate hangar, then I don't know how much different this would be).
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Syberbolt8
Gallente Mercurialis Inc. RAZOR Alliance
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Posted - 2010.01.29 03:30:00 -
[90]
Originally by: Gecko O'Bac Interesting thread with interesting ideas, most of which I support. I don't like very much the docking idea, since consolidating all the structures into a single control point would resolve most of the issues.
The Idea to dock was just a thought that a lot of people liked over the last 4 years of the original thread. It is after all a summery of the most talked about and supported idea's
Quote: The mooring idea is quite interesting though
The mooring was for super capitals to keep them safer while in the pos. Normal ships can be held in the SMA's like always, and while a super capital could be put into a capital SMA its not very feasible because of the cpu and grid requirements.
Also, just as an extra bit of info, the pos bubble doesn't fail till the pos is destroyed so there would be no attacking of moored ships.
Quote: What I find strange though
Removing the Giant bubble would effectively reduce or almost completely remove the ability to use a pos as a safe staging point, even if we did allow people to dock, or ships moored to be invulnerable or unable to be targeted, it wouldn't work as well as the current "bubble" does.
As far as the guns go, I would personalty rather they stay disconnected from the pos like they are now, but pulled the ammo form the pos itself, in an ammo hanger of some sort.
Quote: If we remove the force field then we can just proceed to attacking directly the station and the modules (like you can with an outpost). The force field functionality would have to be moved elsewhere, for example boosting the structure's shield hp by the right amount and transfering the reinforced functionality to the structure itself. Having the "moored" ships sit physically inside the station (IE: a corporate hangar like carriers) would help eliminating the force field, though It'd probably cause the same db issues that were cited before (though if you can pop a carrier with ships inside its corporate hangar, then I don't know how much different this would be).
When you attack the force field you are attacking the station itself, and while attacking modules might be an ok way to **** off your enemys, you can get the same effect simply reinforcing the tower as anything needing cpu will shutdown.
Interesting Idea's though, as always the more input for ccp the better :) The Resurrection: Support the Revised Dead Horse Pos thread in Assembly Hall |
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