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Author Topic: Storyline missions / Interactive Encounters  (Read 23582 times)
SirEmi
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« on: March 23, 2008, 01:03:22 PM »

[Updated]
The Interactive Mission Creator

If you want to create some interactive missions you can use it here.
We need players with a lot of imagination to create different evolving scenarios.

A mission can have more battles in it to progress to a higher reward or upgrade the reward (from credits to items for example).
A mission can contain more reward types, but once a reward is given the mission ends.
You can have endless possibilities and steps in the mission.
Please try to link the steps to each other in a storyline to make the mission better and easy to understand.
Please try to keep it simple and interesting...

http://www.spaceo.net/mission/

P.S.: Please preview your missions and try to make them as easy to understand as possible. Only the best missions will make it into the game. Thank you.

Project Details if you don't know how to make it work:
http://spaceoforum.etvirtualworlds.com/index.php/topic,3794.0.html

P.P.S.: If your mission is included into the game, you will get a prize, depending on the length and greatness of the mission.
[/Updated]

Project description: Tutorial mission, storyline special mission, interactive encounters that will evolve depending on the players actions. Ench interactive mission has a path, and one can choose the easy way around the enemies, with the possibility of gaining some of the reward whitout a fight, or try to go deeper into the story and gain more reward, while also increasing chances that a fight or even more fights will be necesary to reach the reward.

Concept: A mission editing software will be made that will enable the creation of those special missions / encounters. You can contribute in creating them and the best ones will be selected and introduced into the game. There is a possibility we may have a contest with prizes even, for the best missions with the most deep path tree.

How it works: The mission consists of a series of steps, each step has two options A & B. A text will explain what A does, while another will explain what B does.

Example:
"Commander, we've encountered a Gold Transport. They have not spotted us yet.

We could try to separate one of the transports and capture it using covert ops. We should be able to get a small percent of the transports gold without a fight, but the rest will get away if we succeed.
OR
We could setup an ambush point and wait for them to enter our trap.

A: Go for the weakest link! (10 turns)   B: Setup the ambush point now! (10 turns)

Case A: The mission creator will set a chance that is used (1%-100%) of the step being successful or failing. Let's say the chance is set for 50% in case A.

if A success (case x), then: "Haha! We've managed to trap one of the transport vessels but the others spotted us and got away. You get 5% of the total reward without a fight."  (encounter dissapears, ends)

if A failed (case y), then you get: "Ah, they spotted or covert ops vessel and he had to turn back! Fortunately they were not alerted." (Step A become unavailable, so he can only do step B now.)


CASE B: Chance 50%

B - case x (success): "You've managed to setup a good ambush spot, the convoy is approaching..." -> You get another A and B ( A - use the cov ops and get 10% of reward with no fight, but the encounter goes away), (B - fight them all and get the full reward)

B - case y (failed): "They spotted us, we failed to setup the ambush point, they warped away..." (encounter gone, lost the turns to make the steps)


This was just a simple example, other more complex missions could have you find a stash of items, find a long lost planet, discover an ancient ship, raid a bio experiment facility, explore a comet, etc.


Objective:
The missions editor will make similar models of missions with step A and B going deeper and deeper, and each step will bring the mission to an end or will make that step unavailable or will open up other A&B steps. The mission, can have endless possibilities of outcome, depending on the choices the player makes.


Please post your replies of subject of this topic.
« Last Edit: June 10, 2013, 12:57:49 PM by SirEmi » Report to moderator   Logged

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« Reply #1 on: March 23, 2008, 02:39:04 PM »

great!

the idea of letting us make them and you decide is a great idea. prizes wouldn't be bad either  19

i have a few ideas myself, ill post it but NO ONE TAKE IT!

you encounter a rebel/lost/something of the sort planet... the defensive systems are so great that even with 10 X your current power u couldn't get past them... you scouts ambush a convoy approaching the station. Your fleets fight those fleets and if successful u capture the opposing ships. here you are given a choice - A. Loot these ships and sell the hulls, the encounter vanishes. or B. use these ships and try to raid the planet. For letter B - these ships have verification on the front of their hulls, and will be allowed to enter the planet atmosphere. you must prepare a convy/fleet of these ships and fill them with marines. the chances for error are the following... 1. your convoy is scanned and it is determined that this fleet is not supposed to have that many crew members. you are fired upon. the encounterd vanishes 2. your convoy is scanned and allowed in, but you dont have enough marines to brake into the nearest vault and take resources. the ecnounter vanishes. 3. your mothership is spotted in the distance and the turrets are all put on alert. no ships are allowed to enter or leave for 24 hours, the encounter vanishes. 4. your ships are scanned and are allowed to enter, you have enough marines to break into the nearest vault and you successully receieve X amount of credits and X amount of resources.

theres a lot more that can be done with this, ill think of more when i have the oppurtunity to actually make this.


great work emi  1
« Last Edit: March 23, 2008, 04:26:46 PM by jessiedog » Report to moderator   Logged

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« Reply #2 on: March 23, 2008, 03:46:53 PM »

I'll re-post my proposed campaign (like, there can be more than one storyline, or just a few minor ones.)


Storyline: in a summary, player is hired by the council to investigate a series of increased reaver attacks on the border stations. First he is tasked to bring supplies to some stations, then he picks up an SOS call from one. Player arrives in time for a rumble, and then follows their tracks. he comes to a large debris field, mostly reaver ships. then he discovers an alien object. he brings it to a council research facility. soon weird things happen. station becomes infected with a virus, so do nearby patrols. soon the nearby mining stations(as council informs) are under attack from unknown aliens . they are after materials, and they bring it all to the research facility. player participates in some heroic stand-offs, then it all stops. Still reading? good . instead aliens become defensive, and a probe captured an image of a construction site. guards are now a mix of alien and infected, and are too strong for anyone, as they use  weapons which are unknown. Then the player is tasked to oversee construction of a forward base, with materials from the mines.  and waves of attacks by infected have to be repelled, while constructed. each wave repelled gives +15% to completion, every infected that survives to next wave takes down 4%. the waves will increase in quantity, as building progresses.  now player gets a new mission- investigate an unknown ship. next it will be just like derelict mother ship in my other post. the away team brings back data and samples of alien material and tech. player now needs to try out the ensuing weapon/armour upgrades on live aliens. that is when he gets a call about aliens attacking  a planet. he comes in time, attract attention of aliens, so that they deal with him. first fleets r dead, but  now comes the heavy nexus command. attacking it will be like- instead of fleets, there will be names of systems, e.g.

plasma turret, numbers 1000 attack/hp whatever. well, u get the point. first will come armour systems, last ones will be guns.

however, it attacks first like a station. affer all is "destroyed" like a large hull remains. player will tow it back, and attempt to restore it. this will involve some missions on raiding alien convoys for resources. then the player effectively gets a very big ship, which is sentinent and intelligent. (for campaign only,and only controlled in last mission)so then he is to rally more ships from other stations to help,and showdown begins . player must go and destroy the infected research facility. it turns out, that aliens were constructing a portal to our galaxy, and the station now acts as a beacon. player now has to destroy the station, while keeping  an eye out for alien waves. station also takes damage in %, and waves repair it. ok, its all done, and then player is being confronted mentally by alien leader. he sais stuff like, destroy portal and we  will find another way into ur galaxy. and that he still has billions human captives which will be mutated into more alien soldiers. so player decides to go into the portal and finish them off once and for all. alien leader is in fact, a biological size of a station, only so tough, that it can destroy a planet with its blast. it tries to destroy player, but sentinent ship sacrifices itself to save him. now player must take out the gun before it reloads. it will be alike fighting the nexus, only now there will also be enemy waves, and attacks can only be made when there are none left. for a bonus, player will also be called to destroy "purgatories" or mutators, ships that infect/mutate captives.they will only be out for a small period of time. so, once player takes out the gun (which will be fortified harder than scorpion's backide), it will cause an overload in leaders organism resulting in a massive blast, destroying all . player escapes through the portal which is destroyed seconds later by the blast. the end, he is a hero

so,what do you make of this? and btw, i was thinking that there should be a button with a quick explanation if player gets stuck on each step of the game.
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« Reply #3 on: March 23, 2008, 07:40:15 PM »

Encounter  -  Evacuation.

Details - you get an SOS from a ship/station,it is under attack, they can't use escape pods because on last try they were fired upon. you need to stage an evac.


Brief- get to station, evacuate prsonnel.

This will take part in a separate quad, akin to the alien encounter. Enemies will appear like aliens too. (in mission/ reaver/encounter space). there are three zones as well- tail forces, main army, and avanguard, all are 2 turns to travel through. station is in avanguard zone.

Engage-select fleets to send to battle.

option A- engage fleets (like aliens, there will be more than one NPC)(their ships remain the same once generated). Since they are unaware of our presence, they will have worse fleets. But when alerted, timer runs, and they will bring in reinforcements. once deployed, they will auto-attack your selected fleets with intervals of 15 secs...(you get a report in a letter). once alerted, you must destroy 50-75% of enemies to force them to retreat to move to next zone. your travel has a 15 sec cooldown before moving. but since some personnel will be killed in an attack, reward is lowered


Option B- sneak. less power= better(take event power into account. this way, smaller players have a better chance to sneak, but less chances to survive if detected). the further you sneak in, more chances to be detected, but catching stronger fleets, i.e. the avanguard by surprise means when you battle, the remainder will be weaker ships, meaning less station personnel dying, and a bigger reward. by sneaking into main forces, the reward goes up 25%, avanguard- 50%. back-sneaking is doubly difficult, but increases rewards even more. if sneak fails, it goes into option a, but reward bonus is remembered.


Victory- you win by delivering personnel to the tail section. In event of battle, you must destroy 30-50% of enemy in a specific battle, overall you must lose less % than enemy (combined). if u do it mid-game, u get "we were overrun and forced to retreat" message.

So, how is it?
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« Reply #4 on: March 23, 2008, 08:05:47 PM »

sounds good afb.

rebel station: option 1. destroy them, the station along with system fleets, collect the bounty on their heads. would be like a normal encounter, but perhaps a certain cloaking level is required. would be sorta like an abaonded planet. option 2. get hired by them and get paid to destroy a CHOAM convoy.

option 2. after selecting option 2, you are free warped to a separate section of space. you are given 100 turns and told that the convoy is somewhere in your quadrant, you have 10 minutes to find it. (from here you can either travel to a different quadrant and keep your 100 turns, or continue with the encounter) once you find the convoy you have the options of: A. full assault, you only have to destroy 50% of the enemy. B. Board, you have to destroy 75% of the enemy, but if successful u capture some loot as well, X credits and X resources. if you fail to destroy the convoy, they warp away and the encounter is over. if you are successul in destroying the convoy, you are automatically warped back to the rebel station. here there are 2 possibilities. 75% chance of possibility A. you deliver proof that you destroyed the convoy and recieve your payment. B. the outpost is under attack by CHOAM. you can either A. run away and not engage. B. engage. if successul in defeating a few waves of CHOAM ships, your payment is doubled.
« Last Edit: March 23, 2008, 08:09:55 PM by jessiedog » Report to moderator   Logged

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« Reply #5 on: March 23, 2008, 08:25:30 PM »

you encounter an abandoned planet with a bombed surface, it has obviously just been under attack.
its population is only half of what it can hold. you have two options, 1. land your troops and attempt to conquer or raid. 2. land your diplomats.

1. normal conquer/raid scenario. i would suggest the planet be either rocky or desert, so it has a good attack bonus.

2. you land your diplomats. there is a 10% chance that the colonists mistake your diplomats for enemy soldiers and fire on them. if this happens option one is still open. there is a 90% chance that you are taken to the council chambers and asked for help. you are told that in the attack 25% of the population was killed and 25% taken as slaves. you are asked to go after a convoy of rogue ships currently holding colonists captive. you are given the coordinates, 2 50% warp items, and told that the more colonists you bring back the mroe you will be paid. (this part you can change if u dont like it.)(from here you can either leave and keep ur items, or continue with the encounter, you can also choose to save the items and continue with the encounter.) if you continue, u warp to the system where the convoy is refeuling. your options - 1. covert ops, go for the unarmed prison ships and free as many captives as possible. 25% chance you are discovered and must engage the entire convoy. if u are successful, u free a certain % of the captives, no more than half though. 2. engage the entire fleet. you must board so that you dont kill the unarmed prison ships. there is a 5% chance you accidentally hit the feuling station and blow the entire fleet up, captives and all. there is a 95% chance you engage the convoy successfully. if you win, you take all the captives and warp back to the planet using your own turns and items. you are paid a certain amount of credits for each colonist safely returned.
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« Reply #6 on: March 23, 2008, 09:06:24 PM »

sounds good, but a few questions/suggestions. will these storyline missions be random in galaxy or will they be like mothership missions? if in galaxy then they definitly need to be more common then regular encounters, especially turn reward missions ESPECIALLY if they have high % to fail and lose already rare turns. this could open possibility for new items to be introduced, such as disruptor items, to reduce % of enemy fleet escape. also if possibility's are endless , then 10 turns is to much seems as it could go on for 20 diff branches before you win, i suggest a max of three deep in each a and b options. max of 30 turns each option, which means if its twice the turn cost these missions should be higher reward then normal ones. not double but at least somewhat higher to counter for more turns used. you could even add intel to it, that way lower commanders traveling galaxy could post it to intel and higher commanders could buy location.  since its story line it could get real interesting, like bio experiments, aliens could be attacking the lab, get items from killing aliens and as reward for saving the lab get command points plus a rare item reward. multiple stages could mean multiple rewards depending on how the mission is designed. which if that is the case, then on multiple reward missions turn cost could be increased to 15 each option instead of 10.
Case A: The mission creator will set a chance that is used (1%-100%) of the step being successful or failing.
 i dont like that, Sir Emi you should set values not us players, either we will have 100% of winning or losing , people will either make it to easy or too hard to win so i think you should set those values.
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« Reply #7 on: March 23, 2008, 09:33:25 PM »


Case A: The mission creator will set a chance that is used (1%-100%) of the step being successful or failing.
 i dont like that, Sir Emi you should set values not us players, either we will have 100% of winning or losing , people will either make it to easy or too hard to win so i think you should set those values.


Correction: All storyline missions will be studied by me prior to the introduction into the game. The chance that the creator sets is a chance that the step will fail or succeed. If one step fails, it does not necesarly end the mission, the player could lose a step option and be left with just the other from the two.

Good ideas for the missions, keep them coming so you know them later when you have to create the missions. Also keep in mind that the player will only be presented with two options at each step, so that he doesn't get too much info at once. E.g. a mission could have 10 steps, and each step has A & B options. Some steps may end the mission prematurely, e.g. get out of the story with less reward...
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« Reply #8 on: March 23, 2008, 09:51:11 PM »

Good ideas for the missions, keep them coming so you know them later when you have to create the missions. Also keep in mind that the player will only be presented with two options at each step, so that he doesn't get too much info at once. E.g. a mission could have 10 steps, and each step has A & B options. Some steps may end the mission prematurely, e.g. get out of the story with less reward...

10 steps  at your example of 10 turns per step = possible 100 turns per mission. unless rewards are worth the turns ( meaning would have to be way higher then normal galaxy encounters) then it would be a waste of time because i dont think anyone would waste 100 turns on a gt just to read a story when there are normal gt's( as rare as they are ) for 15 turns.

dont listen to that Drakken guy though, hes a stupid face.
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« Reply #9 on: March 23, 2008, 10:06:38 PM »

drakken, part of the point was that the returns would be different than normal encounters. take a look at mine for example. u recieve either turn items or warp items that can only be received by doing these encounters. 50% warp items or so. the reward would be greater the further into the encounter u go. so in turn, at least in my mind and math, for every step further, the reward increases by a bit mroe compounding, therefore exponentially
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« Reply #10 on: March 24, 2008, 01:16:58 AM »

yeah jessie is right, the reward increase is exponential because the further you go you also risk the encounter to go a different way... but enough small talk, please take a look at this image to see what I'm talking about:

Only Step 2B has a combat battle in it. This is a special experimental prototype interactive GT encounter that you will be able to find in the Galaxy when we complete this project. It will not interfere in any way with the current encounters. The rewards for this type of GT storyline are yet to be determined.

The left side in the 1A 1B 2A 2B is the failed action, while the right side is the success action. The player will see a concatenated message of mission name, description and option 1 String + option 2 String and the A & B choices according to the mission progress.

This interactive missions will make every encounter unique, giving the commander in charge of the decision on how to complete it and how much risk he is willing to take in order to get the reward. I think this makes any mission a whole lot more interesting, and a 10 x Step mission will offer so much possible endings that it make it very interesting. Adding some images to resemble what is happening at each step would make it even more interesting... with more work  1


* GT.jpg (123.5 KB, 1421x763 - viewed 399 times.)
« Last Edit: March 24, 2008, 01:35:12 AM by SirEmi » Report to moderator   Logged

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« Reply #11 on: March 24, 2008, 05:13:31 AM »

Ok, will these be first tested on test server? Cos I can hear moaning already :p

Also, what happens if you run out of turns mid-encounter? And if one player starts an encounter only to realise another player just finished it?


well the last one is avoided by removing the contract until a player quits or fails.
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« Reply #12 on: March 24, 2008, 06:34:36 AM »

K, sry for double post, wb's pda can't edit.

Thing is drakken has a point- say you fail the mission on 10th step. you lose a lot of turns, more than it takes to do a few normal encounters, so is it possible to get some turn refund, or have rewards per step?

Also, a new mission - Slipgate.

Descr.- you see a slipgate, possibly into another galaxy. Your scanners pick up a distress signal coming from the other side.

You select fleets to be sent into battle. Those fleets jump through(only fleets you'll have access to), mothrship stays hidden. slipgate takes you into an offmap quad with 3 stars. Slipgate is in first quad. the quad is empty, except for ship debris.
1Option A- destroy slipgate with a time-bomb, get small reward from council .

1Option B- move to where distress call comes from. There is a 50% chance to be attacked by aliens (to stop repetition, make em cyborgs 1 ) In second quad there is a convoy under attack,

2 A- attack convoy to get X money/minerals/segs, but engage cyborgs as well.

2B - attempt to draw attention to let convoy escape. 30% to fail. If success, convoy appears in first quad as you engage enemy. travel to it to get a reward. they will then tell you that they lost a part of convoy in third sys. if you can get survivors out, you will be paid, but they ask u to return their cargo if found.

3A- agree and travel.
3B- decline.

If you decline, but do it anyway, you keep the cargo, which ins't creds.

In third sys, there is a cyborg fleet much stronger than yours, a debris field and a fortified station.You immedeately go into debris.
4A- sneak through debris and search for the missing.
4B-Your scanners pick up anomalous activity, investigate(available after too).

If 4A- 25% chance to be spotted by scouts,u auto-attack. if not killed in their attack, they will alert others, increasing chances to be attacked. 40% chances to find the missing ships.

If4B, then it is the same, except you find Dertirium,a rare ore which has some unknown properties. ur scientists believe they can  (contd.)
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« Reply #13 on: March 24, 2008, 07:22:55 AM »

make a gravity well generator, which would pin the large cyborg fleets,and give us a few minutes to try and raid station, or for getaway.

If disabled convoy found,rescue team is sent, then you must repel enemy waves. wave =1 minute, any NPC surviving until next wave damages the convoy by 25%. for every wave, your teams rescue 10% of crew, so longer you hold them off, greater the reward . other enemies are now alerted.

Reward would be based on % rescued.
 You can also attempt to raid station, if you have a gravity well generator.
You use GWG, and the enemy can't move.
You approach.
station's own defences are too strong to attempt assault- they also have GWG, and can just dismantle your ships in space. luckily, you are not spotted, as GWG confused its sensors.

you must board to disable defences and plant explosives on the core-station is automated,so no resistance.
5A- attempt to download data on this race, you will be paid by council.
5B- loot the station's cargo holds.
you won't get creds, but minerals/segs.

As the guns are disabled, station sends out repair bots, and they spot you and call backup. you are surrounded, so you must destroy 75% of them to get out. bomb timer is 3 mins, blast of the station will be so massive,that it will lower all ship stats in the sys by 50% until encounter is over. that includes your ships, but not those in other systems.

So, in the end you end up with the same objective- plant a bomb on slipgate, and defend it from waves. it takes 20 secs to disarm it, for any ships that survive till next wave. the timer is 4 mins. then you travel to our galaxy and enjoy fireworks 1

Note: waves use different fleets all the time, while when u need to get out from station, they use same fleets for any number of battles. Also, they have 40-75% marines.

Also,just a thought, player can select difficulty of mission- noob,regular, seasoned and Chuck Norris laugh joke , Vet. These will all contribute to spawns' power, and marine number, but also increase/decrease rewards.
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« Reply #14 on: March 25, 2008, 03:45:49 AM »

The Interactive Mission Creator is working now:

If you want to create some interactive missions you can use it here.
We need players with a lot of imagination to create different evolving scenarios.

A mission can have more battles in it to progress to a higher reward or upgrade the reward (from credits to items for example).
A mission can contain more reward types, but once a reward is given the mission ends.
You can have endless possibilities and steps in the mission.
Please try to link the steps to each other in a storyline to make the mission better and easy to understand.

http://www.spaceo.net/mission/

P.S.: Please preview your missions and try to make them as easy to understand as possible. Only the best missions will make it into the game. Thank you.

Project Details if you don't know how to make it work:
http://forum.spaceo.net/index.php/topic,3794.0.html

P.P.S.: If your mission is included into the game, you will get a prize, depending on the length and greatness of the mission.
« Last Edit: March 25, 2008, 04:10:42 AM by SirEmi » Report to moderator   Logged

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