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Vapourware Star Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

Discussion in 'MMO(RP)G / Online Discussion' started by Morgoth, Sep 10, 2012.

  1. Myobi Scholar

    Myobi
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    Yup yup yup, SC p.servers live, 100% confirmed.
     
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  2. Alexander DeLarge Arbiter

    Alexander DeLarge
    Joined:
    Oct 23, 2017
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    [​IMG]
    Show Spoiler
    Tarn with money
     
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  3. Perkel Arcane

    Perkel
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    Their new format with "tentative" means that they have 70% of confidence getting it into game on those cards.
    Those cards would be bigger if they would just put what they are working on like previously.

    Which means some of those things will get delayed while other things will join cards once they will feel confident about feature date same as 3 last updates where they started very lean but gradually expanded over months. Latest 3.12 update started with like 5 positions and grew to something like 10.
     
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  4. Pound Meat Learned

    Pound Meat
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    Wasn't Squadron 42 supposed to come out in 2014? Half the actors in the cast are going to be dead by the time that thing ever gets released.
     
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  5. Fishy Learned

    Fishy
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    Ireland
    They were only 70% confident in that release date.
     
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  6. Stokowski Arcane

    Stokowski
    Joined:
    Nov 23, 2011
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    Location:
    Gehenna
    A roadmap:

    [​IMG]


    Public relations:

    [​IMG]
     
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  7. Myobi Scholar

    Myobi
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    I don’t even understand why they still bother with roadmaps at this point tbh.
     
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  8. ERYFKRAD Barbarian Patron

    ERYFKRAD
    Joined:
    Sep 25, 2012
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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Tech ain't in place for starmaps yet.
     
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  9. Alexander DeLarge Arbiter

    Alexander DeLarge
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    RIP iCache and that means server meshing is even further down the line. Oh well, I'll be playing Elite Dangerous and Astrox Imperium this year anyways.
     
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  10. Myobi Scholar

    Myobi
    Joined:
    Feb 26, 2016
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    Chilll dude, I'm sure your grandchildren children will manage to test dat sweet Jesus Tech as long as they don’t starve themselves by donating all their income to daddy Chris for his yacht vacations
     
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  11. Perkel Arcane

    Perkel
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    icache is officially planned for summer
    server meshing end of the year provided icache won't slip
    after that quanta next year if server meshing won't slip.

    Those are big tickets that will by themselves cause major changes to roadmap which is why they are not on roadmap. As each of them would entirely change roadmap. For example if icache is in then they can implement persistency across wide range of things and that will become priority for them.If server meshing is in, for sure they will drop everything and will focus on adding new systems etc.
     
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  12. Myobi Scholar

    Myobi
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    Kek, player cap reduced even more with this last patch =P

    By the time they finish this first solar system it will be a 4-player co-op experience.

    But I’m sure Jesus Tech will save the day… eventually… maybe…
     
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  13. fantadomat Dumbfuck! Dumbfuck Edgy

    fantadomat
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    They only need like 600millions to finish the first solar system.
     
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  14. rusty_shackleford Arcane

    rusty_shackleford
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    what do you even do in this game?
    just fly around?
     
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  15. Perkel Arcane

    Perkel
    Joined:
    Mar 28, 2014
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    from my experience:

    - mining path is most complete right now. You can mine stuff in three different "tiers". Hand mining for crystals, vehicle mining for crystals, ship mining for ores. The stuff later can be refined at refineries at Lagrande points and then hauled in your trading ship to planet main hubs. You can also directly sell it without refining at planets.
    - bounties, both PVP and PVE
    - various combat missions for both ground and space which range from destroying some hostile turrets in mining filed in ateroid belt, clearing out enemy base on some moon/planet, board huge cruise ship and kill pirates.
    - there are more story focused missions via in your face contacts where you talk with people. Like whole chain where you have few missions culminating in some event.
    - there are package delivery missions
    - beacons by players who need various stuff from taxi to combat help
    - search missions where you need to find bodies of crewmembers of some ship or some explorer in caves, black boxes etc.
    - illegal missions where you do similar stuff as above.
    - aside from that some missions give you some loot you can gather and sell later on provided you have ship with enough space
    - aside from that this is mmo so you can find what are current popular trade routes and do some piracy where you promise to blow up someone transport ship filled with cargo if they don't pay money
    - you can ask to be hired to help mining in bigger ships or as an escort
    - you can try to take out pilot with balistic weapons and take over ships or AI ships (you need cutting attachement and shoot door of ship that is immobilized), or use EMP weapons but those work pretty much only with group of people well.


    Naturally when you get money there are almost 60 ships with total of 100 ships/variants you can buy for ingame money + ton of weapons and equipment for both you as player and your ships. You can also rent ships if you don't have money which is imho fairly cheap. Most of this stuff is done in person. So if you want to buy H Dynamics weapon you go to lorville trading hub where Dynamics have its weapon showcase with shop or explore world looking for good shop with stuff.
     
    Last edited: Feb 5, 2021
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  16. Myobi Scholar

    Myobi
    Joined:
    Feb 26, 2016
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    417
    Alexa, play: https://www.youtube.com/watch?v=zjedLeVGcfE

    [​IMG]

    2019-09-11, 03:10 AM
    I'm telling you guys, MMO-C SC thread is the best toilet reading material ever! My god I love it.
     
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  17. Trans-Financial-Man Erudite

    Trans-Financial-Man
    Joined:
    Feb 20, 2018
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    769
    Xeno threat is a fun mission chain. Sometimes assholes horde all the crates you need but you can just board them and take the crates back in most cases. And you'll have a shiny new ship you can crash into the Idrises that spawn.

     
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  18. Yaar Podshipnik Arcane Patron

    Yaar Podshipnik
    Joined:
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    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    I don't see anything "huge" about the battle being shown, never see more than 6 players firing at same time. I also see choppy FPS, and lots of sus cuts. Particle effects look no better than the ones in Tie Fighter (the 1994 one).
     
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  19. Myobi Scholar

    Myobi
    Joined:
    Feb 26, 2016
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    Shit. Now if only I was mocking someone for enjoying a video game and not for their lack of consistency on the shit they post online about a project for a video game....

    Well, at least now I'm starting to understand how they keep breaking funding records even failing to deliver year after year. :D

    Edited: Also, the quote is fucking broken.

    Edited2: wait, is that quote even real? Rofl.
     
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  20. Perkel Arcane

    Perkel
    Joined:
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    vehicle team interview:

    Q: Will multicrew ships operated by x amount of players ever be balance to be able to compete with the same amount of players in separate ships ? Multicrew feels like the underdog in every scenario
    A: YogiKlatt-CIG: There is no simple answer to that, it depends on the chosen ships and what they are meant to do. A second crew seat should not automatically mean "twice the combat performance" but we obviously want a crew seat to matter and make a difference. That part of the game is obviously not fully developed yet but we're slowly steering towards it. The first steps happened with the turrets (which are not under pilot control) and more steps will be taken in the future. So crew seats will be a force multiplier ... though not necessarily by a factor of 2.

    Q: Is there any intention to reduce the speed ceiling or force combat into SCM speeds?
    A: ApexRT-CIG: We don't plan to actively force players into a certain speed range, but we do want the speeds at which players engage in combat to be much lower but how we achieve this organically is still under evaluation as it requires lot's of moving parts to come together to achieve.

    Q: Will G mechanics make a return? As of now they are non existent.
    A: YogiKlatt-CIG: Yes, we definitely want proper G-force exhaustion effects back. We're focusing on capacitor gameplay first though.

    Q: Are there plans any time soon to increase specialization/focus of ships and their intended roles?
    A: YogiKlatt-CIG Yes, a lot of our work this year will entail to change the tunings and abilities of the ships to fit their intended roles and purposes. The rough plans were already laid out during the combat summit but doing the actual work will take some time to complete.(edited)

    Q: Why are these afterburner overheating ceilings so drastically different between fighters? Most being way too short
    A: YogiKlatt-CIG: That is based on the dynamics between the amount of thrusters and much cooling and power they require (which in turn informs the heat build-up). For the capacitor gameplay pretty much all items and ships will have to be taken under scrutiny. A large part of our design work resolves around predicting dynamic effects and finding potential balancing problems before they end up in the game. We're really trying to improve in that regard but there is quite some complexity to manage.

    Q: Any info on the landing camera yet and if it can show the terrain underneath it while landing?
    A: JonnyYoungCIG: We've definitely talked about the need for landing cameras, and while it's not on our short-term schedule, this weeks ISC on docking shows off something quite similar for some ships..

    Q: The current experience we see when it comes to combat is triangles, names and lots of icons...everywhere on screen. Has there been any discussion on streamlining the information the pilot gets for targets, friendlies, POI, during combat to clear the clutter? Thanks
    A
    : JonnyYoungCIG: There are definitely plans to be able to filter different kinds of radar contacts at different times (e.g. choosing to only see friendlies, turrets, mineables, etc), although this falls into another teams hands rather than VET.

    Q: Can you tell us anything about New Features that you have been working on that are planned for later this year? Like what you are most excited about.
    A: ApexRT-CIG: I'm most excited about the capacitor game play, how players will manage the energy available and how it changes the combat dynamics, but also how the balance will change because of it as thrusters, shields and weapons will all have to adapt and be re balanced to deliver the short and long term dynamics will want.

    Q: Whats the difference between capacitators and the power triangle we currently have? Will capacitators be a different system or an evolution of the existing one?
    A: JonnyYoungCIG: Capacitors will be a separate system, and so we're reviewing how existing features (such as the power triangle) could possibly change to give us the gameplay we want while not stepping on the toes of other systems, as each feature has to fit nicely into the overall ship experience.

    Q: Will capacitors replace/eliminate thruster overheat?
    A: YogiKlatt-CIG: Capacitor gameplay will be used to drive "short term" consequences of using your ship systems while heat will be moved to longer term. So (without speaking out guarantees about balance numbers) the idea is that in a 1-minute dogfight heat won't matter that much. If you keep fighting for 10 minutes or longer though, heat will become an issue that needs to be managed.

    Q: Ship combat, many backers feel, is in a weird place right now, with the apex predators of the verse being the Talon and Vanguard. Do you feel that future systems (Armor, Physicalized damage etc...) will allow ship combat to organically shift into the non-meta style your looking for, or is there more that has to be done with the ships themselves to achieve that?
    A: ApexRT-CIG: That is our goal, these systems should push the combat more organically into an area we're more happy with, but it isn't just armour and damage, it's the performance of the ships, the weapon balance and how multi-crew game play changes the dynamics.

    Q: The Arrow and Talon have better rate of acceleration and higher vertical thrust, which allows them to be more efficient in dogfights . Are you going to update the other light and medium fighters in this direction or decrease the abilities of these two fighters ?
    A: ApexRT-CIG: These are two of the highest performing ships, where we move these ships going forward depends up on the results of multiple changes we have planned to how combat will work and the speeds they happen. As far as overall balance goes though, we do plan to move specific fighters like these closer together in terms of performance.

    Q: Any ideas on how to combat pip wiggle?
    A: YogiKlatt-CIG Yes we are aware of those problems and it is actually caused by several issues coming together. We tried out a couple of things already but working with prediction is not the easiest topic in game development. So atm we're not yet confident that we found a good solution yet but it is a high priority issue due to its impact on the game

    Q: Light and door panals for all ships
    A: ApexRT-CIG: Yes, that's planned and all new ships are having this built in during production and we'll retroactively add to existing ones as we go back and do other fixes

    Q: With Missile Operator Mode coming up (Which we should from now on refer to as MOM)   What is the overall feel that you want larger from torpedo's, S9 and above? Do you want it to be a more strategic weapon fired from afar after planning or the more tactical, dogfighty type that smaller missiles lean towards?
    A: ApexRT-CIG: Our goal with Missile Operator Mode is that firing missiles or torpedoes becomes a much bigger event, it's a specific choice you're making at that time to engage. It brings together a lot of the dynamics we've been working, so from a long distance you open up yourself to a lot more risk from all the defence systems, the missile can be deflected with counter measures, intercepted by other ships or even destroyed by turrets, but we also want the risky game play of fighting to get your ship closer to your target to increase your chances of having a successful hit, and if you're good enough to hit your target without a lock you feel the achievement of doing so.

    Q: Will the Nova Tonk control like a just another ground vehicle or will it have independent track movement like a real tank?
    A: ApexRT-CIG: It will have independent track movement and behave like a real tank would.

    Q: Why is ship tuning and balancing not a higher priority task within CIG?
    A: YogiKlatt-CIG: It is a high priority task but we are dealing with a lot of ships and items. There are a lot of moving parts and interacting elements with the ships, e.g. thrusters, power consumptions, heat build-up, etc. So changing one thing might "feel" good but could have a lot of unforeseen consequences. It's incredibly complex and going through everything just takes time. But we'll get here step by step.

    Q: Is it planned to give the spaceships a more realistic behavior in atmosphere in the near future?
    A: ApexRT-CIG: Yes, our goal is to make the light fighters at least behave more and more like modern jet fighters, as we move the movement from maneuvering thrusters to control surfaces, allowing our ships to perform more extreme behaviours in atmosphere then is currently possible with thrusters alone.

    Q: Any plans for futur to rollback on Gimbal Assist or it is settled for good ?
    A: YogiKlatt-CIG: The amount of gimbal assist and all other aiming helpers we're using is heavily dependent of the combat speeds, network performance, pip stability and other factors. As these factors change we will re-evaluate if we need to increase or decrease the effects. So no, it's not set in stone.

    Q: Tell us about Bombs and Mines and what you guys have been working on for them (or are planning)?
    A: ApexRT-CIG: I wouldn't want to drop any details right now....

    Q: What is your favorite thing you have done since you joined the Vehicle Experience Team?
    A #1: YogiKlatt-CIG Updating head tracking, I just can't play without a head tracker
    A #2: Edgeley_CIG: Watch Wing Commander

    Q: Is a more realistic friction simulation planned for ground vehicles?
    A: ApexRT-CIG: Yes, we're planning a complete overhaul of the ground vehicles that will bring more realistic physics and behaviour.

    Q: What's the story with component sub targeting and disabling ships? Right now you can sub target engines (and some turrets) but it's not a particularly deep mechanic.
    A: ApexRT-CIG: We do plan to add more deep mechanics to sub targeting that allow you to target specific components that go beyond just the engines and turrets.

    Q: Hello folks. After the PvP of the Xenothreat event, will you consider evaluating comparative fighter stats to identify underperforming / over performing ships, with a view to tuning balance?
    A: ApexRT-CIG: We're constantly evaluating the ships and events like Xenothreat are a great way of us to further understand the balance we have in the game, but it's not just about the balance for Xenothreat it's the PU overall.

    Q: Space combat is mostly face to face shooting, which better resembles a shooter game than a dogfighting game. Has the team given serious consideration to the aspects of the ship flight models that generate this result, i.e. the ratio of linear acceleration to rotation rate?
    A: YogiKlatt-CIG: We are invested heavily in achieving a good combat geometry, so the way how ships can move around each other. We're approaching that from both a mathematical and an experiential point of view. Ultimately we do not want the FM to feel on rails or like you're controlling a camera but we still want to give you a proper 6-DOF experience. Developing the capacitor systems is actually based on that demand. They allow us to add more variation into dogfighting to create a meaningful and fun experience.
     
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  21. Yaar Podshipnik Arcane Patron

    Yaar Podshipnik
    Joined:
    Jan 9, 2011
    Messages:
    2,410
    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    tl;dr everything is in progress, we have big plans, gonna be so cool and everything you want, but every "part of the game is obviously not fully developed yet but we're slowly steering towards it".

    CIG PR would do great in politics.
     
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  22. Peachcurl Learned

    Peachcurl
    Joined:
    Jan 3, 2020
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    At some point it will be easier for them to provide actually-working/real/full-scale space ships to all their backers to make good on their promises.
     
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  23. Norfleet Moderator

    Norfleet
    Joined:
    Jun 3, 2005
    Messages:
    9,690
    As a general rule, the more crew seats in a ship, the more degraded the performance of that ship is going to be. We saw this back in the old text days, when ships could be crewed by either multiple people manning different ship systems...or one guy just piloting the entire ship by himself, which resulted in vastly superior performance, to the point where one guy flying a single light ship could defeat 10 heavy ships manned by 3 players each...and take no damage doing it.

    So there has to be a REALLY compelling reason why a ship NEEDS to have multiple players running it, which means ship systems need to be of sufficient complexity that one player CAN'T realistically operate them all in combat.
     
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  24. Myobi Scholar

    Myobi
    Joined:
    Feb 26, 2016
    Messages:
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    Multi-crew sounds fucking awful, imagine sitting in a god damn cannon waiting for something to fly by just to shoot at it... What if I'm the only member of the crew online, wtf am I supposed to do? Wash the windows, wank in a corner and hope some cunt doesn't show up and shoot me down? Meh.
     
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  25. Perkel Arcane

    Perkel
    Joined:
    Mar 28, 2014
    Messages:
    12,817
    ISC. The finally managed to get docking tech working for both ship to ship and ship to station and it is to be released in 3.13. It will be featured for 3 ships for now as they will have to update a bit rest of ship to support it. 890 and Hammerhead for ship to station docking and Constelation for ship to ship docking.




    TLDR:
    - ship to ship and ship to docking is locked for 3.13
    - designs for ground vehicle and ship based caves exploration
    - designs for settlements
    - Pyro system folliage and harvestables

    new reputation screen in the works:

    [​IMG]

    [​IMG]


    Change ship to something that doesn't require crew also you don't need to wait in turret whole day, you go there when it is needed. Also you will be able to hire AI npcs as your crew. So even if you are alone you will be able to still fly those bigger ships.

    Moreover multicrew ships allow for actual jobs to exist. Meaning that if you are starting you can just get hired by someone as crewmate for money. Which i did few times as i didn't really knew how to earn good money at start.

    Here is mining ship difference:

    currently:
    - it takes much longer for small mining ship to break bigger rocks, which means either skipping those or buying mining heads which are pretty expensive. Bigger ship = bigger mining laser = less need for mining heads.
    - fuel costs. Mining on one ship like Argo with 3 mining beams instead of 3xsingle mining ships is more fuel efficient
    - better to defend 1 ship in one place that 3 ships all in different locations, you can hire just one dude in fighting ship to have decent cover
    - Argo has way better storage than 3 ships combined so no need for frequent runs which both comes at price of fuel and safety
    - It is definitely harder to take down one big ship than 3 small ships with small fighters as they usually have trouble going through big shields. So your enemies will be bigger ships which will be rarer than standard pirates.
    - It is much harder to board big ship with multiple people in it than one small ship with 1 pilot in it which doesn't even have combat gear or weapons to defend himself. So if you have one man mining ship it can easily be disabled and stolen from you. Though at this time EMP weapons do need 2-3 people to shoot at target to keep it powered down and you can' actually lose ship


    future:
    - the most profitable runs will be to mine at borders of civilization not everthing in one system like now at best 2 minutes away from you, which means that supplies management will be a thing. So one bigger ship will be far more efficient than 3 small ships. For both fuel and safety but also maintance, supplies, mining hardware storage (mining heads), defense and so on. Your small mining ship has limited space for cargo boxes with food or repair hardware in case of fuckup or skirmish.
    - Scanning. Right now it is pretty dumb but soon they will expand it a lot (i think it is comming in 3.14) which mean that you won't be able to just set 360 ping and just know where everything is. So for mining ship person dedicated to scanning minerals will be much more efficient than one person to mine and then spend next 15 minutes to find good rock to mine.
    - Components - Components are in the game in not physicalized form but they will be moving toward physicalized components pretty soon. They will be adding wear and tear too. MEaning that if you fly run down ship you can end up stranded somewhere and you need to repair your ship. So in with small mining ship you have limited space for components while big one can have multiple spares with easy access to those components inside of ship rather than on exterior.
     
    Last edited: Feb 12, 2021
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