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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Xorv
Questionable Acquisitions
42
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Posted - 2012.01.16 22:30:00 -
[151] - Quote
CCP SoniClover wrote:Hello capsuleers! One of the things we want to do in the releases later this year is adding new modules to the game. We're looking into what areas to delve into and I would love to hear what ideas you guys have.
This seems a backwards way of doing thing. Rather than just wanting to add more mods, shouldn't you be just generally looking at the game and seeing what problems there are, what's missing, and what could be improved. Only looking to add new mods if you determine they're the fix for the aforementioned problems and needed improvements?
Matching issues with the current game with your list:
EW/Scripts and Cynos:
A short range device that jams a ship from lighting a Cyno. Reason: Hot drops too common, which discourages smaller fights and encourages more blobbing. Short range so that the jamming ship is putting itself at risk and can be destroyed to break the Jam. Recommend: Adding the function to existing Warp Scramblers and Disruptors via Script that doubles the devices cap consumption to add the additional function.
Drones:
Damage Mods and Rigs to match with other weapon systems. Reason: Every other Weapon system has them.
EW , Fitting, ECCM, and Gang Links
Not a new Mod, but a change. Make ECCM (and perhaps cloaks) and Gang Links mutually exclusive. Reason: T3s are being used as 'buffbots' which is bad for gameplay,. By taking away their ability to be nearly impossible to scan down and find their T3s using Gang Links become somewhat vulnerable. That change would have little effect on Command Ships or T3s actively piloted and participating in a gang.
This last one is a bit more of radical change in gameplay that may need several adjustments...
EW, Warp Bubbles, and Interdiction Nulifier:
New small and medium T2 Rig that gives the same properties as Interdiction Nulifier (Exclude BCs and T3s by making both use Large Rigs or a new BC sized Rig) Reason: To encourage the use of smaller ships to roam Null Sec, weaken gate camps, and empower small gangs and soloers. Give players more reasons not to use BCs and T3 for everything.
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Ravcharas
GREY COUNCIL Nulli Secunda
71
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Posted - 2012.01.16 22:31:00 -
[152] - Quote
Circumstantial Evidence wrote:Scripts: I don't like needing them. Reduce items in game and inventory shuffling by players - by converting script functionality into module specific modes of operation.
I think scripts would be more fun if they were consumables and also researchable somehow. (Script X good for Y cycles with Z modifier.) So more like bpc's I guess. |

Rytell Tybat
Kallocain Pharmaceuticals
2
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Posted - 2012.01.16 22:36:00 -
[153] - Quote
Smuggler's Cargo Hold
Improves your odds of carrying contraband through HiSec undetected.
Relevant skill would need to be introduced. Would be even better if smuggling mechanics and gameplay were added and improved as well. (and not that cop-out BS where players become responsible for doing Custom's jobs)
Apologies if this has already been suggested.
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Tsubutai
The Tuskers
49
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Posted - 2012.01.16 22:40:00 -
[154] - Quote
I also like the idea of a mobile cynojammer, which could be implemented as a new script for a Heavy Interdictor's warp disruption field generator, an anchorable module like a bubble, a newfittable type of module, or even a new class of ship. |

Infinion
Awesome Corp
29
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Posted - 2012.01.16 22:41:00 -
[155] - Quote
Bring back deployable mines from 2004. The only reason they were removed was due to lag and im sure that by now the issue shouldn't be as daunting as it was 8 years ago
Other ideas:
EWAR add a POS ewar battery that scrambles the state of all structures so attackers don't know if a module is incapped / anchored / onlining / online visually
Script add a script for lasers (or a seperate weapon group) so they act as the turret equivalent of defender missiles
Drones Either implement functionality for all, or add a module that allows your own drones to target you Drones SENTRY VERSION OF FIGHTERS Drones Propulsion drones that increase the velocity or agility of the target ship
Heat Allow Capacitor Batteries to supply a flat recharge rate to a ship in order to recover from deep cap drain (when regular cap recharge is no longer effective). This feature only works when the cap battery is in the overloaded state
Scanners allow cargo scanners and ship scanners to be used while cloaked (using either covert ops cloaking devices or improved cloaking devices). Scanner duration could be a function of cloak recalibration delay
Energy Vampires implement completely new functionality for NOS so they steal cap recharge rate from the target ship and supply it to the host ship. (instead of accumulated cap from the capacitor)
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Xorv
Questionable Acquisitions
43
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Posted - 2012.01.16 22:55:00 -
[156] - Quote
Infinion wrote: Energy Vampires: implement completely new functionality for NOS so they steal cap recharge rate from the target ship and supply it to the host ship. (instead of accumulated cap from the capacitor)
Thanks I knew I forgot something. NOS went from being used on everything to being used only on some frigates to counter Nuets which are used on nearly everything that used to use NOS.
Infinion's idea shows promise, but I wouldn't just mind if they just reversed the NOS nerf for ships with a bonus for it, ie Blood Raider and Amarr Ewar ships.
This is also another example of the need to re-look at existing mods and their functionality rather than just adding new mods with brand new functionality. Fix what you already have first!
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Ingen Kerr
Dreddit Test Alliance Please Ignore
5
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Posted - 2012.01.16 23:00:00 -
[157] - Quote
A supercapital module that can tackle other capital ships. Infinite strength point but cannot be used on subcaps and cannot project a bubble. |

Commander Ted
Caldari Provisions Caldari State
1
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Posted - 2012.01.16 23:09:00 -
[158] - Quote
Capacitor booster/ microwarpdrive hybrid. Short range unguided warp pretty much. Frigates will go 18000 m/s and battleships would go 4500 m/s roughly. Great for bumping ships out of big stations or quickly going into range. The downside is that using this module reduces your agility by 50%, needs to be reloaded, makes your signature radius bigger than a normal mwd, and will break your lock on any targets. Could be used for quickly getting short ranged vessels on top of their targets, or catching ships that are sitting at long distances like 140km off gate. It would be disabled by a warp scrambler but not a disruptor |

Commander Ted
Caldari Provisions Caldari State
1
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Posted - 2012.01.16 23:13:00 -
[159] - Quote
Kim Telkin wrote:Consumable propulsion module.
Gives you 10X speed factor for 30 seconds. Then burns out entirely.
Uses: * Armor tanking blaster boats trying to get in web range * Last ditch effort to escape from scram/disrupt range * Burn through a warp bubble * Catch that annoying nano fit saying *just* out of your range
I think it would add some fun "oh crap" moments when your enemy performs the Picard maneuver :) Didn't notice this guy posted the same idea... However mine is more fleshed out.
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Daneel Trevize
The Scope Gallente Federation
9
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Posted - 2012.01.16 23:14:00 -
[160] - Quote
Jarnis McPieksu wrote:Before adding new modules, you should go and fix all broken/useless modules. EVE has a far too long list of of modules that are effectively useless for anything other than reprocessing into minerals.
This.
Most of these ideas in here are terrible, I can't believe this is a serious Dev thread.
If you're looking for reasons to add new modules you're doing it wrong. First find a need, then balance existing stuff/add new modules if required.
First should be balancing ships & modules that you've already spent the art assets on. |
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Max Von Sydow
Droneboat Diplomacy
160
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Posted - 2012.01.16 23:17:00 -
[161] - Quote
Bumping module
Highslot module Uses a lot of PG Uses a lot of cap when activated looong cycle time
Will push the target away from the ship that used the module. Sig radius and mass will determine how far the targets get bumped so smaller ships wont get bumped too far due to small sig unless MWDing. Should mainly be used to bump people of stations. |

Denuo Secus
35
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Posted - 2012.01.16 23:29:00 -
[162] - Quote
Armor repairers and shield boosters with an inbuilt resist bonus. This would make active tanking not overpowered but much more viable. Atm active tanking needs just too many slots to make it work even in a small gang scenario. Also: please lower the cap consumption of active repping. It needs too much as it is now: fitting (BS level), cap and slots.
make the Damage Control a passive module please. It doesn't consume notable cap anyhow. IMHO it wouldn't hurt to make it passive. And while you're at it, please change the icon into something more sci-fi please 
a shield variation of slave implants.
shield extender rigs should work on capitals.
passive shield omni hardeners + active armor omni hardeners.
an armor membrane which actually regenerates armor slowly without using cap.
a (highslot?) module which allows to redirect already fired missiles to another target. This would fix the missile traveling issue and would make them viable in much more scenarios such as fleet sniping.
a BS variation of the Assault Missile Launcher - big enough so it can be fit on BS only but fires HMs at higher rate.
a medium tractor beam.
salvaging drones.
light and medium webbing drones.
warp scrambler drones  |

Svennig
Dreddit Test Alliance Please Ignore
58
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Posted - 2012.01.16 23:31:00 -
[163] - Quote
Small/Medium/Large/Capital Remote module repair systems. Able to bring 100% damaged modules back online. Drone Maintenance Bays (repair drone damage).
A POS mod for ship repairs.
Also: A T2 Warp disrupt probe launcher that can use T2 warp disruption probes which act like scrams, so they disable MWD. |

Cryten Jones
Advantage Inc The Matari Consortium
32
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Posted - 2012.01.16 23:35:00 -
[164] - Quote
I also like the idea of converting slots. I was thinking of 1 High for 2 Mids and 1 Mid for 2 lows. Upto max 8 as normal with no extra power or CPU.
Freighter <> Car transporter - Module for freighters that will convert the cargo bay to ship hanger bay that is sealed to space. eg rigged ship transport. Wound need a way of making that the only thing that can fit on a freighter but I am sure the Devs are up to it :-)
Market Module for POS - One half is anchored on the outside of the shield the other on the inside. you set-up buy and sell orders as normal. Allows Wormies to set-up a " last gas station in the desert" style shop.
Dockable hangerbay - For those that like WIS but never dock up :-)
Anti-Missiles that actually work.... seriously, like they never have since release :-)
Deep-Space probes get changed to but only a large scan res but can tell you what's there but not where. e.g. scanning....there are 3 towers, 10 ships and a SBU in this system....loading Combat scanners.
That's me for now :-)
-CJ
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.16 23:48:00 -
[165] - Quote
Fighter Intercept
These are anti frgiate and anti drone fighters able to dog fight other fighters. They have lesser HP than standard fighters and are reliant on high speed for self protection.
Deployable by carriers only.
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.16 23:50:00 -
[166] - Quote
Shield Drones.
These sacrifical drones surround guarded/attacked targets with themselves intercepting and preventing damage to the target until they die.
Unlike most drones these activly repair themselves but it slow to repair and potentially defeatable.
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.16 23:53:00 -
[167] - Quote
Specialized Cargo Cans.
Booby Trap Can This can attacks anyone that accesses it after its anchored. Cannot be anchored in high sec.
Cryo Cans used to preserve expirable goods.
Armored Cans These cans are more likley to survie ship explosion.
Life Support Cans Allows storage of biologicals.
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Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.16 23:53:00 -
[168] - Quote
XL Rigs for capitol ships only get them out of the battleship supply market.
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Marduk Nibiru
Physical Chaos Skunk Works.
55
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Posted - 2012.01.16 23:58:00 -
[169] - Quote
Car Bomb - Rigs the ship to instantly explode upon activation. Tied to bombs within hull yielding damage equal to all detonated devices...with a stacking penalty perhaps.
Kamikazi runs!!!
Would need some sort of ECM module counter that prematurely detonates or defuses the module. Maybe have warp bubbles destabilize the system also so that they go instapop as soon as they hit one. |

Nova Fox
Novafox Shipyards
2808
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Posted - 2012.01.17 00:03:00 -
[170] - Quote
Cargo Bay Parition.
Allows a division in the cargo bay.
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Ren Coursa
House of Coursa
0
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Posted - 2012.01.17 00:10:00 -
[171] - Quote
Just some dumb ideas i have about stuff i would love to see in the game, half of it would probably break it completely and the other half probably doesnt even work. Anyway; here it goes.
Distress Beacon: This one would be used when under attack to send out a system/constelation/region wide distress call. The module would require some way of setting it up with some parameters as to who would get the call. The filter options could be things like sec status, skill points, maximum amount of ISK pay-out for a successful rescue etc. The distress call would then go out to all the players who match this description AND have a reciever fitted to the ship, another new module for the would be private police officers out there. Their module would also come with the same settings so you can weed out the cheap and fokus your diligent sense for justice on the once who pay well. Another fun thing this would allow is more dynamic NPC encounters. Have random NPC haulers or other pilots roaming about and let them get into trouble and call for help.
Warp trail scanner: Every ship is given a unique warp trail signature. If you are on grid with someone this module lets you tag that ship. This tag then allows your D-scan to pick up the warp signature of that ship from gates (or also regular warp if that is possible). Based on skill, meta lvl of module, ship/rig bonuses etc the trail of the pilots would be longer lasting (in number of jumps). These tags could also be like bookmarks so you can put them in your cargo or trade the tag number of some infamous pirate etc. Might be some trouble in having this scan down ships, so it might be something about that jovian pod and warp that you can scan down.
Limited gang links: I think that a good way of dealing with the blobs and introduce more skill (unobtainable skill probably) into FCing would be to remake the ganglinks so that they are AoE and have a maximum amount of pilots they can help AND if the AoE of two different gang links overlap there is a reduction in effect sort of like PI. This forces the fleet to divide more physically into wings and keep a distance from each other which might lead to more non-bloby fights. The effects of the link have to be pretty good to warrant the extra hassle it brings.
Custom job: I dont really like that all the ships of the same type are identical in stats, especially minmatar ships. I would like the addition of a more hardcore type of rig. These rigs have a primary effect and a hidden, randomized secondary effect that doesnt show up even after its been applied. This secondary effect could be good or bad maybe based on your rigging skills. Maybe this rigging is permanent and the ship is now unsellable on the market (cant be repackaged) due to the weird changes you have done to it or it costs money to "revert it back to factory settings" to be able to repackage and sell it. The randomized effects could be anything from minor stat changes to the ship just plain not being able to fit a MWD.
Flexibility rigs: There are some variations that could be done with this, either the rig just plain adds a slot. High, Mid, Low or a rig that lets you fit a Mid slot or Low slot item in a high slot. Would probably break the game in two but i want more flexibility, dont like that all the ships have set roles. Want to mix it up a bit.
Crew: Personally i hate, HATE, the pod pilot concept. I want the classic bridge and all that. The pod is a cool concept for super high level pilots in super high tech ships like T3 or something. However, even with the Pod i dont see a problem with the ship having crew. If i recall correctly i think there used to be crew numbers on ships? Add new slots in the fitting menu, maybe one per rack. High would be gunnery, mid might be engineering and low mechanics or something. Maybe add even more, things like sensors, drones or whatever. In these slots you add crew that comes with skillsets that translates into ship bonuses. The crews are mortal and are destroyed after some time. They die if the ship is destroyed and all that. Leadership skills modify the crews effects and longevity etc. |

Scrapyard Bob
EVE University Ivy League
610
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Posted - 2012.01.17 00:14:00 -
[172] - Quote
Cap-sized rigs would be useful, then lower the build cost of S/M/L rigs slightly.
Additional gang link flavors.
Fix T2 armor plates to be better then Meta4 plates. |

Savannah Zateki
CASCADE OF SPECTRES Comic Mischief
0
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Posted - 2012.01.17 00:14:00 -
[173] - Quote
Nova Fox wrote:Multiple Slot Modules;
These modules exhibit more than one level's worths of traits and thus consume more than one slot which may be useful in reducing stacking penalties but comes at other costs such as increased fitting requirements.
IE 4000mm plate consumes two low slots but offers better perofrmance than two 1600mm plates.
This one is good, as is the Suicide Drone idea (up to a certain extent). The rest of your ideas are rubbish though. For example:
Nova Fox wrote:Improved FoFs
These laser guided FoFs will pirotize any painted target within range. If the painted target is outside the painters optrimal range the FoFs revert back to FoF behavior.
Hell ******* no. All that would do is make fleets with one heavily EHP buffed ship w/ a target painter or two and ECCM mods, and a whole bunch of missile ships with these FoF launchers equipped. Since they're FoF and directed by a target painter, they wouldn't even have to target anything and still hit the right ship.
Nova Fox wrote:Exteneral Magazines
High slot module to be installed in any type of high slot type.
This double the charge rate which effecitvely doubles the ammo consumption and damage dealt.
Only good for one reloads worth after which the module's 'ammo' is then ejected. Reloading can only be done near a maitenance array.
That would make suicide ganking ******* easy. Double the damage from one ship? WTF
Nova Fox wrote:Digital Fortress.
This one shot midslot when activated provides electronic warfare immunity at the cost of jamming host ship and offlining all other modules.
Does not work against interdiction aoe methoods.
This would make all EWAR mods and EWAR ships irrelevant, especially ECM jammer ships, since every fleet would bring one ship with this to every fleet battle.
Nova Fox wrote:Resistance Batteries. Resistance Pumps.
Flavored Batteries (or pumps) for shields/armor
Once activated adds an additional reistances with stacking penalties.
Outperforms normal resistance modules.
Once depleted the module is destroyed.
Basically would make supertanked bait ships.
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Savannah Zateki
CASCADE OF SPECTRES Comic Mischief
0
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Posted - 2012.01.17 00:16:00 -
[174] - Quote
[continued]
Nova Fox wrote:Shield Imulsion Generator
A hybrid shield reistance amp and booster.
Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.
Armor seathing coater.
A hybrid amror repair and resistance plate
Requires material and does have to reload eventually causing a hole or oppertunity to be exposed.
Would make both shield resistance amps and boosters useless, since this mod would do both. Same thing with armor.
Nova Fox wrote:Extrenal Jump Drives.
Fits in a highslot or multiple high slots.
Is destroyed upon jump.
AHAHAHAHAHAHAHA!! Seriously? This would make gatecamping useless.
Nova Fox wrote:External Armor Plating.
Provides much more additional armor by percents.
If armor dips below contributing top percent the module is then destroyed.
External Shield Generators
Provides much more additional shielding by percents.
IF shields drop below contributing top percents the module is then destroyed.
Once again, this would just help make even bigger bait ships, along with prolonging battles.
Nova Fox wrote:Presto Smartbomb
This is a massively ranged AOE smartbomb that barely does any damage.
Best used against cloaks.
Not best used in high sec.
This would make CovOp and Force Recon ships useless, since they'd be uncloaked easily once someone knows you're nearby. I imagine it would also be used in every single non-highsec gatecamp to uncloak people who jump through gates.
Nova Fox wrote:Charge Bank.
This midslot module will delay the rate of fire slighlty (1.5x about more) to allow guns to fire two charges at once thus improving dps but lowering dpm output as missiles and guns will have to recharge/reload more often.
This would also make suicide ganking way too powerful. |

Savannah Zateki
CASCADE OF SPECTRES Comic Mischief
0
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Posted - 2012.01.17 00:17:00 -
[175] - Quote
[continued]
Nova Fox wrote:Emergency Warp System.
This module destroys itself and then consumes the HP of every module to 0 (but repairable) to initate an emergency warp, does not work inside interdiction spheres.
This would make Warp Scramblers/Jammers useless overnight.
Nova Fox wrote:Armor Polarizer
Multi Module Low Slot Mid Slot
This module consumes armor to provide more shields. When inactive provides a regular armor point loss and shield point gain. Whem activated this module consumes armor to provide more shields at better rates than shield boosters. If left on for too long it will consume all of the armor.
Since shield ships don't have use for armor and vice versa for armor ships, everyone would use these for every single ship. Increasing the EHP of all ships is just gonna prolong the inevitable.
Nova Fox, shut up already. Your ideas are ridiculous. |

NearNihil
Dreddit Test Alliance Please Ignore
23
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Posted - 2012.01.17 00:31:00 -
[176] - Quote
Frigate logistics. Make a t2 version of the currently only-t1 frigates (Tormentor, Bantam, Navitas and Burst) and give them some sort of logistical capability, similar to the current Logistics. Like the Assault Ship - Heavy Assault Ship relationship, this means it's really not as powerful but would help frig gangs a lot - probably by letting them have a 30ish km range with 2 or 3 medium remote reps. |

Bienator II
madmen of the skies
513
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Posted - 2012.01.17 00:57:00 -
[177] - Quote
mobile force field generator
creates a force field around a ship like we know it from a pos. Very high energy consumption, long cooldown, stops when capacitor is empty. range is skillbased... must be balanced properly
can: - trap enemy ships next to your ship - separate fleets - be activated mid fight to give your fleet time to repair/wait for reinforcements
counter measure: - energy neutralizer with sufficient range applied on the emitting ship - high dps (shield has HP) - other generators fired up next to the active shield (increases energy consumption per intersecting field by 100%) - patience a new bounty system for eve https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

belalol
Van Diemen's Demise Northern Coalition.
0
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Posted - 2012.01.17 01:24:00 -
[178] - Quote
Pulse probe (insert better name here)
- Works with probe launcher . Decloaks any ship in range - Another idea for the same concept , Sends out pulses in attempt to decloak ships in system . Works similar to normal *scan probes* and uses said same system to attempt to decloak. Combine use with directional to see if successful
Special t3 rigs !! no idea if this would work or how , but nice idea !
- Works as followed : Adds %based bonus to ship per level of said ship or skills in rigs. - example : like any ship now has bonuses . More could be added : Armor HP per level , Armor resistance per level Shield Hp per level etc
New type of ship with bonus to smartbomb damage / range *could be useful in fleetfights*
Rigs to add damage / range to smartbombs
Rigs that add / remove slots to create more of another type
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Nova Fox
Novafox Shipyards
2812
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Posted - 2012.01.17 02:01:00 -
[179] - Quote
Re: Savannah Zateki
I am not here to argue balance, Ill leave ccp to that they're asking for inspiration and bascially I just blizted a metric tonn of ideas real quick and Ill let them feed off that and come to thier own conculsions. If I where to sit down I can come up with various balance measures.
Improved FoFs have a fatal flaw I forgot to mention. If launching ship is painted guess where the missile is going? Or if launching ship's logistics partner was also painted and its much closer to the intended target of the launching ship.
External Magazines are one use only though interrupt the firing by any means and bye bye module and it eats up a high slot and probably enough cpu and pg to prevent a triple WUM upgrades. This is more designed for smash and bash fleets.
Digital Fortress only works on the host ship, it only clears out current effects applied to the and provides a temporary protection. Turning on a Fortress on while being alphaed is a bad idea becuase this thing turns off all of your remote support and self buffer tanks. Also the effect is temproary and only once. Its meant more of an disengamgent means i fyou think you can risk the temporary vunerability it brings to your ship and escape go ahead and press it. This is more of a skirmish and industrial module than a fleet module. Also the fact it eats up a mid slot for one use only where more useful modules can find itself there.
Pumps and Batteries, Yes it would its your fault for not seeing the external pumps and batteries at least on said bait ship (all exteneral modules should have models as well) They're also one use shot. if you see him activate it run away and then come back after it depeletes. These modules cannot be turned off and self destroyed. It also eats up a high slot as well.
It seems you dont fly covert ops all that often too many times have I slipped by some very busy gate camps before. I just want something that would get somone away from the keyboard, just like afk miners afk cloakers need to die just as easily. This wouldnt work on an active scout or somone at controls at all. But you're right could be a bad thing who knows.
And people accused me of being a care bear...
Ewarp systems are self destroying one shot systems only as well if you catch the guy again thats it for him and best of all he cant shoot back either, I want to evovle gate camps into system camps.
What part of self destructing modules you dont you understand?
Could remove the passive portion and make it consume this level of tanking only. Also this is a multislot module it eats two slots at once.
I consider none of you guys stupid, but I do forget you dont read minds either so if I am too vague tell me.
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Sassums
Wormhole Exploration Crew R.E.P.O.
46
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Posted - 2012.01.17 02:09:00 -
[180] - Quote
I have asked this numerous times, and have gotten 0 responses.
When are you going to reintroduce faction tower BPC drops?
When are you going to fix POS mechanics?
CEO's do not have enough control over the POS.
There are only 3 levels of security - all access, Fuel Tech, and Config Starbase equip.
I can assign someone to High Slot 1, but they have access to High Slot 1 in every CHA that has the level role they do.
I should be able to assign one person, to one tab, to one hanger. |
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