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Neophyte
Apr 23, 2006

perennially
Taco Defender
Hmm, so I'm assuming we have at least some salvagers? Hope so, because with the better capacitors, better ECCM, possibly faster engines, that weird EM field, and whatever caused those strange electrical surges in the fighters that burned out their sensors, we've got a lot of interesting tech to pick apart. And quite a few brains to pick, too...

BTW Saros, can you post the specs on the Deimos fighters since we've used them already? And is it too groggy to ask for a tech rundown of what Mars has researched/is researching?

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Neophyte
Apr 23, 2006

perennially
Taco Defender
Outer
Inner
Special Branch


Wanna stretch our legs and look at weird stuff, the PTU...P'too...Potoo can get their own spaceUber.

Pictured: a Potoo on its Special Branch

Neophyte
Apr 23, 2006

perennially
Taco Defender
code:
Deimos class Fighter    477 tons     4 Crew     72.4 BP      TCS 9.54  TH 48  EM 0
5031 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 95%    IFR 1.3%    1YR 7    5YR 101    Max Repair 15 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0    

SpaceX Fighter 16 EP Nuclear Pulse Engine (3)    Power 16    Fuel Use 392.02%    Signature 16    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (26 hours at full power)

Orion 15cm C2 Plasma Carronade (1)    Range 48,000km     TS: 5031 km/s     Power 6-2     RM 1    ROF 15
SpaceX Fire Control S00.2 24-2000 H70 (FTR) (1)    Max Range: 48,000 km   TS: 8000 km/s
CSL Pebble Bed Reactor Technology PB-1.15 (1)     Total Power Output 2.07    Armour 0    Exp 12%

Mao-Kowalski Fighter Search Sensor MR0-R8 (70%) (1)     GPS 13     Range 360k km    Resolution 8
Well call me Ian Malcolm 'cause this must go faster! Speed is life for glasscannon fighters and these are pretty poky compared to even fleet ship speeds. If they get hit they're probably dead or mission killed, so I'd drop the redundant engines. And since boosted engines burn so much fuel you want them as large HS-wise as you can get for fuel savings as well. Revamping these with a single >48EP boosted engine is the way to go.

Removing the weapons/reactor and cramming in a larger high-res sensor in the freed up space could give you a sensor-fighter that might help bridge the dinkyship/FAC/fighter detection problem for the interim without designing a whole new ship class. Nice thing about fighters is you can make a bunch of variants without needing to retool shipyards, so there's not a huge investment if one doesn't work out.

All IMO of course, you do you Mars.

Also I'd like to be an officer too! Maybe something that is designed to kill a bunch of fighters/FACs in one blow - name it the B. L. Tailor. Thanks!

Neophyte
Apr 23, 2006

perennially
Taco Defender

Saros posted:

Unfortunately we are 1) operating at very low tech so what is possible is limited by the max you can ramp up an engine

Have you tried painting them red to make 'em go fasta? We are the Red Planet, after all.

quote:

Pretty much this, everyone is very tech limited.

True, autonomous missiles are probably a ways away (and possibly a bad idea inside the crowded Inner System) but as far as two-stage missiles with submunitions...

Size 1 MIRV....hmmm...hmmmm.....


(is it too meta to use your game logs for intel? :spergin:)

Neophyte
Apr 23, 2006

perennially
Taco Defender
Forgot to bold this in my last post!
Also I'd like to be an officer too! Maybe something that is designed to kill a bunch of fighters/FACs in one blow - name it the B. L. Tailor. Thanks!


Basically put me in something that can see and hit small fry, and/or one of the antimissile escorts. Or anything, really, I'm ready to die for the near vacuum rusty red sterile hellscape Promised Land that is Mars!

Neophyte
Apr 23, 2006

perennially
Taco Defender
Even blind men can tell that this Elephant is Pink!

Neophyte
Apr 23, 2006

perennially
Taco Defender
Get a piece of the Rock! (not Dwayne Johnson, he's too expensive)

Gibraltar

Neophyte
Apr 23, 2006

perennially
Taco Defender
Same - my Marine ship, the Labou-class frigate B. L. Tailor, can't really add much to a standup fight. Its anti-fighter missiles, while they can be used against incoming box-launched salvos, are actually slower than the IC strike missiles and would have an abysmal interception rate. It's doubful they would accomplish much in the way of attrition before impact. Plus they are extremely shortlegged and have low MSP and repair numbers.

But conversely, the specialized Marine baffled engines on these ships are perfect for loitering in space and surprising civilian convoys (with limited escorts). Going flat-out at 3.6kps my ship only has a thermal signature of 42, less than that of a Deimos fighter almost one-fourth its size. If we take our time and move out slowly, the signature will be even less. Doesn't mean you can't see them on actives, but ships with actives on are very visible and can either be avoided or maneuvered around until you are in a good position to strike.

Taking and holding S-T would give us the necessary forward base for these sorts of operations, and even if they never manage to hit a convoy just the threat of convoy strikes would make the IC either divert additional forces for escort or hunting duties or divert convoys to longer routes. Either way it's good for us!

TL;DR: Take S-T, use as base for space-wolfpacks.

Neophyte
Apr 23, 2006

perennially
Taco Defender
For would-be designers, this is a nice web app for figuring out "optimal" missile designs for a current tech level. It may be a little too groggy for this LP, however, with its weird fractional MSP engines - Saros are you okay with using these designs or would you rather we use existing missile engines?

For some reason it adds .00001 to the size when using the arrows, weird.

Also I haven't messed with the "reserved MSP" side (to make mines/buoys/specialized missiles), but I assume it works.

Anyway a quick&dirty short range AMM for Trident Base:
pre:
 AdHoc AMM
Missile Size: 4 MSP  (0.2 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 18
Speed: 20900 km/s    Engine Endurance: 16 minutes   Range: 20.0m km
Cost Per Missile: 1.974
Chance to Hit: 1k km/s 376.2%   3k km/s 108%   5k km/s 75.2%   10k km/s 37.6%
Materials Required:    0.25x Tritanium   1.724x Gallicite   Fuel x193.75

Development Cost for Project: 197RP

MSP allocation: 
Warhead MSP -  0.25
Fuel MSP - 0.0775
Agility MSP - 1.0625
Why 20m km? Because that's the range of the existing anti-fighter missile fire control and shorter range means more speed (generally) means better interception chance. Also round number.

Neophyte
Apr 23, 2006

perennially
Taco Defender
It's not about whales, you fools!

It's about their love of the old show Lost In Space and Billy Mumy!

https://www.youtube.com/watch?v=cn73Wtem0No

And we are completely out of Mumy! :ohdear:

Neophyte
Apr 23, 2006

perennially
Taco Defender

Scintilla posted:

Assaulting the Saturn system was never going to be easy. Still, things haven't gone entirely south for us just yet. If the defenders are indeed out of missiles that gives us a chance to regroup and strike back without having to worry about our remaining ships being filled full of holes from a ridiculously long distance away.

Speaking of ridiculous things, here's another probably terrible design:

code:
Testament class Battleship    16,000 tons     474 Crew     2674 BP      TCS 320  TH 576  EM 0
2400 km/s     Armour 10-56     Shields 0-0     Sensors 11/32/0/0     Damage Control Rating 12     PPV 83.1
Maint Life 0.24 Years     MSP 209    AFR 1024%    IFR 14.2%    1YR 874    5YR 13116    Max Repair 216 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Flag Bridge    Cryogenic Berths 200    

SpaceX 192 EP Nuclear Pulse Engine (4)    Power 192    Fuel Use 88.33%    Signature 144    Exp 12%
Fuel Capacity 350,000 Litres    Range 4.5 billion km   (21 days at full power)

Triple Orion 20cm C2 Ultraviolet Laser Turret (2x3)    Range 192,000km     TS: 10000 km/s     Power 30-6     RM 4    ROF 25
Orion Superheavy 30cm C2 Ultraviolet Laser (1)    Range 192,000km     TS: 4000 km/s     Power 24-2     RM 4    ROF 60
Orion CIWS-160 (3x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Ares 15cm Railgun V3/C2 (4x4)    Range 90,000km     TS: 4000 km/s     Power 9-2     RM 3    ROF 25
Mao-Kowalski Fire Control S06 96-12000 H70 (2)    Max Range: 192,000 km   TS: 12000 km/s
CSL Enhanced Pebble Bed Reactor Technology PB-1 (3)     Total Power Output 27    Armour 0    Exp 5%

Mao-Kowalski Fighter Search Sensor MR0-R8 (70%) (1)     GPS 13     Range 360k km    Resolution 8
Mao-Kowalski Active Search Sensor MR51-R80 (70%) (1)     GPS 5760     Range 51.5m km    Resolution 80
Mao-Kowalski Thermal Sensor TH1-11 (70%) (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Mao-Kowalski EM Detection Sensor EM4-32 (70%) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes

I love it too! I wish GIANT LASERS were better in this game vs all the missle spam.

I would suggest adding at least one more engineering space - not having the MSP to repair a ships "Max Repair" number means if that expensive component (eg the super laser) rolls a maintenance failure it breaks instead, and iirc can only be repaired in a shipyard.

I'm also not sure if regular gauss turrets might not be more efficient than a bunch of CIWSs, which are a little nerfed to make up for their civilian status. Also they can protect other ships in the fleet and attack enemy ships too, CIWS can't.

The railguns might be better dropped to 10cm? - they'll fire faster and be better at last-ditch cheap missile defense, and you've got plenty of heavy guns to dish out big damage numbers. Even basic railguns can sandblast small ships to bits if they can fire every tick.

Is there any way you can squeeze out more speed? Maybe drop the passive sensors for a bit more space? Other ships should be scouting anyway. More speed is good - being tail-end Charlie in these running battles has not ended particularly well.

Also the ship doesn't need quite so much deployment time if maintenance and fuel is so much shorter, imo. Morale only matters for long time space deployments far away from colonies and we're still in Sol. More space to save there.

Most of this is minor nits, though! I love our Biblical Battleship!

Neophyte
Apr 23, 2006

perennially
Taco Defender

Scintilla posted:

How about this:
(snip)




Which reminds me, we're running the fleet Klingon-style, right? So all the dead commanders mean the surviving ones get promotions?

I MEAN it's soooo sad, tragic really. I will reluctantly accept the higher rank, prestige, salary, and better parking space only because my crispy freeze-dried former superiors would have wanted me to, they said so just before they blew up.

Neophyte
Apr 23, 2006

perennially
Taco Defender
1. Revolution
2. Topple


We cannot afford to destroy vital infrastructure and poison relationships with Earth when the Lizardmen from beyond time and space will soon be invading us for our precious bodily fluids sorium! :freep:

Neophyte
Apr 23, 2006

perennially
Taco Defender

quote:

(Y)e blind idiot, ye noxious Azathoth shal arise from ye middle of ye World where all is Chaos & Destruction where He hath bubbl'd and blasphem'd at Ye centre which is of All Things, which is to say Infinity...

quote:

the ancient legends of Ultimate Chaos, at whose center sprawls the blind idiot god Azathoth, Lord of All Things, encircled by his flopping horde of mindless and amorphous dancers, and lulled by the thin monotonous piping of a demoniac flute held in nameless paws."

https://www.youtube.com/watch?v=4sFd8aWT7Io

Neophyte
Apr 23, 2006

perennially
Taco Defender
Also going from capacitor recharge rate 2 to 3 (and we've got some captured/salvaged C3 weapons to study) will double the rate of fire for the railgun and laser Type 8 versions. The only requirement is a slightly larger reactor on the fighters.

Also LOL missile massacree.

Neophyte
Apr 23, 2006

perennially
Taco Defender
The Sergeant Dork SPERRG

edit: the :spergin:est snipe

Neophyte fucked around with this message at 03:31 on Aug 27, 2017

Neophyte
Apr 23, 2006

perennially
Taco Defender
Unconditional Surrender!

This greedy worm thinks we're like him. That what we're fighting for is merely property, sorium, money, figures on a balance sheet.

What he doesn't understand - can't understand - is that we're not fighting for any of those things. We are not mercenaries looking for a bigger paycheck, or hostile stockholders who want a better return.

We are fighting for the future of humanity! We stand on the cusp of our birthright, our finest expression of what it means to be human. We are taking our first step beyond our beloved, safe cradle and into the universe to live and breathe as adult, to insure our eternity among the stars. What kind of people shall we be out there?

A cold, grasping calculus of credit flows and human "resources"?

Yet another degenerate tyranny of cruel power mongers, merely the latest in a long line stretching back eons?

Or what Mars represents - a place of freedom, a place of independance, a humanity of those who who are looking to a better future, not bound by the straightjackets and blinders of money and power. We shall not dishonor the fallen of our land, the bitter mixture of Red soil and Red blood that soaks it. For from such heady ground grew our true destiny, and from such a destiny we cannot shirk or turn back.

The IC fights for money.

The Terrans fight for power.

We fight for our souls!

Neophyte
Apr 23, 2006

perennially
Taco Defender
"You know IC commander, I don't know which species is worse. You don't see those non-euclidean invading alien horrors loving each other over for a goddamn percentage."

Neophyte
Apr 23, 2006

perennially
Taco Defender

LostCosmonaut posted:

On the other hand, it could be like the old game where I got a fuckload of capacitor techs and ended up with level 20 capacitors at mag-plas tech level.

20cm railguns firing every tick :getin:

Warthogs...In.....Spaaaaaace!!!!
https://www.youtube.com/watch?v=NvIJvPj_pjE

Neophyte
Apr 23, 2006

perennially
Taco Defender
1B
2B

In reverse order, larger missiles mean more varied designs or roles are possible, maybe not all minmaxed but spice of life and all that. Future designs get more room to breathe too.

Same reasoning for hybrid designs - while it may be less efficient than all-or-nothing designs, it give people a lot more leeway to theorycraft and come up with new ship proposals that aren't just the USS Best Missile Box. Plus a ship that can get stuck in even after blowing its wad (hurr) is more fun to RP and read about.

It's not a suicide charge if I've still got a few lasers to attack the giant battleship with! Pew pew Mars Attacks bitches!

Neophyte
Apr 23, 2006

perennially
Taco Defender
I'm for being freinds with anyone who has a finite number of appendages and only tries to exist in four dimensions.

Neophyte
Apr 23, 2006

perennially
Taco Defender

Crazycryodude posted:

Oh hush, you'll make Tango sad.

No, Tango's cool - I didn't say that you always had to be in the same four dimensions...

And people, people, let's not get too heated here. Before acting hastily or angrily remember to ask yourselves: What Would Tango Do?

Would Tango post a screed insulting other fine officers of our beloved Martian Navy? No, of course not, Tango would post a request for crackers.

And he did.

I think we can all learn a little something from our friend...Tango.

Neophyte
Apr 23, 2006

perennially
Taco Defender
It's the Svalbard Seed Vault but for spaceships?

Neophyte
Apr 23, 2006

perennially
Taco Defender
So...The Pit Or The Penguin?
(please excuse my poer pun)

something stinks in that Pit, let's go sniff it out.

Neophyte
Apr 23, 2006

perennially
Taco Defender

Look, I know Saros set Mars' commander naming theme to "German" but let's not get carried away.

Neophyte
Apr 23, 2006

perennially
Taco Defender
I would shoot Toby twice.

Neophyte
Apr 23, 2006

perennially
Taco Defender
Yes tell them, but don't jostle our elbows bruh we'll let you know if and when we need your lovely ships.

Neophyte
Apr 23, 2006

perennially
Taco Defender
My expert tactical analysis: Rooty Tooty Charge And Shooty

Neophyte
Apr 23, 2006

perennially
Taco Defender
I think I'm still on my obsolete corvette in Sol so, uh, go get em guys! I'll say something nice at your empty casket funeral.

And build that Hellas-sweet ride. Being able to bull 20k warships (and/or itself) into a potentially hostile ungated jump point is nice.

I wonder if it's possible to add some quarters to extend its deployment while keeping the same tooling, making it better for sitting at a jp as a tender? I know there's a formula to calculate the whole "multi-design shipyard" thing but I've always just had to fiddle with the designs while constantly checking the other tab after every change.

I'd love if the new version gets a design tool to do this automatically.

Neophyte
Apr 23, 2006

perennially
Taco Defender
1C
2B


Ideally we would blockade the Pit<->Shiva aliens jump point on the Pit side, because jump shock lets the defender get a bunch of hits in.

We could still do that with our beam designs, but with reduced weapon and sensor ranges, no working missiles, and slower ship speeds than them. Combine that with the enemy's more advanced jump tech that lets them jump in at significant distances from the jump point means that we might not be able to destroy all their ships before they get underway and we'd have a running beam fight on our hands - a fight that we're more likely to lose given the nebula conditions with their better speed, armor, and sensors/ECM.

The Shiva is another matter. Assuming our big spinal lasers outrange their particle beams - lasers being the longest ranged of the beam weapons types - we can sit back and plink at them in perfect safety as long as we are faster than them. So we can afford to wait until the marines arrive, and if they start moving, sandblast them until they stop again (or blow up). Or blow them up if it seems too dangerous to try to board. Or blow them up if we just want to see pretty lights in a nebula. Whichever. We've got choices right now

Also if a fleet jumps in that looks too dangerous for us to handle - and most any fleet from them would right now - we blow up the Shiva before retreating.

Neophyte fucked around with this message at 21:12 on Nov 17, 2017

Neophyte
Apr 23, 2006

perennially
Taco Defender
GOD UT quit following us around - we're just not that into you!

Can we get some kind of Interstellar Restraining Order on these stalkers?

Neophyte
Apr 23, 2006

perennially
Taco Defender
We need to deal with these fart crabs toot sweet.

Also a terrible interesting idea for nebula jump point defense is to churn out some kind of low-cost engineless beam "fighter" weapon pod with as large a laser as you can cram on it, and have a CV scatter a bunch of them around the jump point. Our brave suicidal fighter crews merely have to wait for the enemy to appear and then can unleash a devastating alpha strike before the aliens recover from jump shock.

No need to bulk up the design with superfluous armor or expensive active sensors - they don't move so they don't need armor layers in the nebula, and you only need one ship (eg the CV or other real warship) to paint the enemy for everyone. Even slow recharging reduced-size lasers can be used to get the most damage out in the least space - any surviving enemy ships are likely to move out of range before a decently large laser can recharge, anyway. It's deep damage that we need, and that means Think Big - Big Laser!

Keeping it a fighter design lets us avoid having to retool shipyards if we need to change the design, incorporating lessons learned from its first horrific slaughter field trials.

I'm sure there will be plenty of volunteers to man these glass cannon deathtraps cost-efficient & cutting edge war-winners!

Yay Mars!

Neophyte fucked around with this message at 05:53 on Nov 23, 2017

Neophyte
Apr 23, 2006

perennially
Taco Defender

Volmarias posted:

The logistics of having to tow them back to shipyards periodically for maintenance supplies would drive Saros insane, so I doubt we'll get it.

It's been a while since I messed with them but afaik fighters will repair and roll back their maintenance clock while in a hanger, the repair jobs using the hangar ship's MSP. So long as there is some sort of service ship around it can rotate them in and out to avoid them blowing up.

Or we could just let them blow up, I mean, plusminus you know.

TheWetFish posted:

code:
T503 "Hotshot" class Beam Pod    500 tons     26 Crew     87 BP      TCS 10  TH 0  EM 0
1 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7
Maint Life 2.16 Years     MSP 11    AFR 20%    IFR 0.3%    1YR 3    5YR 48    Max Repair 45 MSP
Intended Deployment Time: 24 months    Spare Berths 0    


45cm C0.05 Far Ultraviolet Laser (1)    Range 240 000km     TS: 5000 km/s     Power 53-0.05
     RM 5    ROF 5300        53 53 53 53 53 44 37 33 29 26
Fire Control S00.7 120-2500 (FTR) (1)    Max Range: 240 000 km   TS: 10000 km/s
     96 92 88 83 79 75 71 67 62 58
Gas-Cooled Fast Reactor Technology PB-1.15 (1)     Total Power Output 0.52    Armour 0    Exp 12%

This design is classed as a Fighter for production, combat and maintenance purposes
That is quite a big ask but this is roughly what we can do. It'll provide the venerable 45cm laser canon ultra cheap, last for up to two years and losing ~20% per year to maintenance failures. They will require the requisite active locks to be provided by a scattering of active sensor buoys or nearby ships

I love it! The failures probably wouldn't be too bad. Adding enough engineering spaces to fix everything means dropping crew endurance to something like 6 months. Is morale spam less or more annoying to Saros than component failure spam?

Alternatively dropping our beef to a 38cm spinal mount laser gives lots of room for a Saros-friendly long endurance/failure rate pod with a slightly better BFC (disclaimer: I may not have our ingame tech completely correct). It's more expensive than your design though.
code:
Liberator class Defense Pod    500 tons     27 Crew     106 BP      TCS 10  TH 0  EM 0
1 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 14.37 Years     MSP 66    AFR 4%    IFR 0.1%    1YR 1    5YR 9    Max Repair 60 MSP
Intended Deployment Time: 36 months    Spare Berths 0    


SM HS C1 38cm C0.05 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5000 km/s     Power 38-0.05     RM 5    ROF 3800        38 38 38 38 38 31 27 23 21 19
Halftrack Fire Control S01 160-2500 (FTR) (1)    Max Range: 320,000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (1)     Total Power Output 0.54    Armour 0    Exp 16%

(Class named for this ridiculousness)

Neophyte
Apr 23, 2006

perennially
Taco Defender
At least make a bouillabaisse or something to bring back! There's not enough fartcrab to go around and I'm stuck back in Sol needing some of that savory fartflavor.

And I guess I shouldn't be surprised that defeated fartcrab ships will always...scuttle :downsrim:

Neophyte
Apr 23, 2006

perennially
Taco Defender
Our turn.

Neophyte
Apr 23, 2006

perennially
Taco Defender

Nevets posted:

The last time humans tried to make something that tasted delicious & wasn't absorbed by the body it turned out that eating a ton of fatty food you can't digest makes your lower intestine into a slip'n'slide. That was just potato chips, I'd hate to see what happens after a full crab dinner.

Enough drawn butter also helps keep everything smooth sailin', from one end to the other!

Wait wait wait....


If we can't digest the meat, does that mean we can...RECYCLE IT? A little filtering, a good wash, and voila!, sustainable fartcrab for everyone!
:george: :kiss: :discourse:

Neophyte
Apr 23, 2006

perennially
Taco Defender
I didn't vote. You're welcome.

Neophyte
Apr 23, 2006

perennially
Taco Defender
We're out of fartcrab dip and we're starting to get the shakes.

C'mon man, got any frab? Just a taste, dude! Gimme a taste!

Neophyte
Apr 23, 2006

perennially
Taco Defender
Facility, you can see many eons into the past with your records and super intelligence...

but can you see why Martians love Cinnamon Krab Crunch?

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Neophyte
Apr 23, 2006

perennially
Taco Defender

Saros posted:

Triton Fleet Marine Skirmishers

Small but overly violent.


I'm helping!

Not sure how exactly with my lovely obsolete ship but by golly I'm giving it the ol' Martian try!

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