Fleshing it out - Player Minor Factions (How it could work)

Player Minor Factions (or Guilds) - How they could work

This is not a thread asking whether player-factions/guilds should be implemented, but one exploring how it could be implemented.

I was originally reluctant to post this as I’m sure there will be plenty of negative responses, but with the Lavecon admission that something to do with player groups is in the works - I propose the idea of player-controlled minor factions (aka Guilds).

I understand the reasons for opposition to this concept, responses we often read are;
  • It’s not ‘Elite’, play Eve or wait for Star Citizen if you want Guilds
  • It would ruin the ‘lone-wolf’ style of play
  • It would encourage griefing and/or blockading of star-systems
  • We would end up with anti-social mega-factions

I think those concerns can be dealt with and avoided if the system is implemented very carefully. My idea here is to encourage player factions to work with non-aligned players to increase their local influence, not to grief them and block access to specific areas of the galaxy. The main competitors to player factions would be other competing minor factions (AI & player) who are based in the same star-systems.
So, here is my take on it all;

The Rules
  • A player-faction has a minimum player count of 4 (faction can be set up with 1 member but will not activate until there are at least 4) and a maximum count of 16 (so two complete factions can operate in the same instance at once).
  • If a faction drops below 4 members it goes into liquidation (1 week). If it has not regained at least 4 members in this time it is deactivated (faction treasury is frozen until reactivation – Faction Treasury section).
  • A player can only belong to one player-faction at a time.
  • A player can leave a faction at any time.
  • If a player leaves a faction, there is a cool-down period of one week before they can join another faction. however they can re-join their previous faction (if faction-admins allow) without a cool-down
  • UPDATE: cool-down period would also apply to rejoining previous faction to prevent exploitation. - Well spotted Cmdr Hagglebeard...

Faction Administration
  • Player-factions have 3 tiers of membership; Founder, Leader and Member;
  • The Founders of a faction can promote any member to leader and has all admin-rights available.
    • Leaders have increased admin-rights within the faction (can post missions, see ‘posting bulletin board missons’ section).
    • Members have little faction admin rights if any.
  • Founders create the faction, choose its name and set its home system.
  • Factions can be disbanded; however all founders and leaders must agree via a vote.

Player Faction Influence
Player-factions can increase their influence in local stations/outposts/colonies to become the dominant local minor faction. Influence is a system that is already in place for AI minor factions, so these mechanisms would simply be an extension to that:
  • Station control: If a player-faction has the most overall influence in a system, they are labelled as in control of the system (permit systems are not controllable however). This obviously is fluid and can change between different factions (like the current AI ones), so a player faction would never ‘own’ a station, just control it.
  • Influence spread: Player factions can only spread to other systems once their influence has surpassed a certain level in its home system and this is always limited by a certain light-year radius (dependent on total influence). This would be capped at 25ly maximum so we don’t end up with super-factions (like in Eve).
  • Influence gain: Initial faction Influence can be attained by the following actions (influence cap depends on task popularity – e.g. trade is more popular than mining, so mining has a slightly higher cap);
    • Performing high volumes of trade at a particular station based on commodity demand (influence capped at 10%).
    • Smuggling large amounts of illicit cargo into a particular stations’ black-market based on commodity demand (influence capped at 10%).
    • Collecting high-value system bounties at a particular station (influence capped at 10%).
    • Smuggling large amounts of stolen cargo (from piracy) into a particular stations’ black-market based on commodity demand (influence capped at 12.5%).
    • Selling large amounts of exploration data at a particular station (influence capped at 12.5%).
    • Selling large amounts of mined minerals and metals at a particular station (influence capped at 12.5%).
    • If your faction enters into a civil war with another faction, gaining combat-bonds from rival faction kills provides influence (Influence swing +-15% max). Kills can be made anywhere, not just conflict zones – has to be in a state of war though. (Killing rivals in peace time will have a negative effect on your factions’ influence and would be a crime punishable by bounty).
    • Surpassing a specific number of power-merits at the nearest control system provides a limited-time influence boost in all stations where your factions’ influence is already over 10% (This makes it very difficult for rival power-supporting factions to exert influence in foreign controlled/exploited power systems).
    • Having non-affiliated players complete your bulletin board missions at a particular station (this method of influence gain is not capped, see posting missions section).
    • Flipping players who are on missions for rival factions through bribery (this method of influence gain is not capped, see posting missions section).
  • Undermining rival minor faction influence: Rival Faction Influence can be reduced in a system by;
    • Pirating rival faction ships (there is an influence penalty for murdering allied, friendly or neutral faction ships in your territory however, see below).
    • Flipping players who are on missions for rival factions through bribery.
    • Kills made against rival faction ships during war time (through combat bonds).
  • Losing influence: Influence can be lost in a system with the following actions;
    • Murdering clean, allied, friendly or neutral faction ships in territory where your faction holds influence (assaulting them would not incur a penalty).
    • Attempting and failing to flip a player on a mission for another faction (you give them the offer, they reject it).
    • Station ramming would incur a large influence penalty at any station where your faction holds influence (we need to make sure that the player faction system does not encourage griefing).

Faction Benefits
For a player, the benefits of being in a player-faction are;
  • Protection: Someone’s got your back.
  • Profit margin: Better trade profit margins at faction controlled stations (see influence section).
  • Smuggling rates: If controlled station has a black market, increased smuggling profit rates for members.
  • Ship servicing costs: Lower fuel/repair/ammo costs at controlled stations.
  • Ship purchase & outfitting discount: 10% outfitting/shipyard discount for members at controlled stations.
  • Relaxed laws: Factions members would not be fined for having illicit cargo or interdicting clean ships within controlled space. Assault and murder would still be crimes however.
  • Powerplay commodity bonus: They would be available in larger free quantities from any control system where your faction has over 10% in influence. The quantity available will also scale with influence (5 per extra 5% of influence). Your player faction must be pledged to the controlling power to get the bonus.
  • Faction chat channel (green text): You could message everyone currently online in your faction in a similar way to friends, wings and local. This would be useful for coordinating multiple wings and/or faction objectives. Useful for requesting backup when under attack.
  • Faction internal message feed: Members can post notes like a news feed that are only available to faction members to see. Can be filtered by time and author. This would help keep members up-to-date with events when they have been offline.
  • Faction Beacon: A beacon mode that would work in the same way as the wing one currently does, but would be visible to everyone in your player faction.

Allegiance & Aims
Each player-faction would be encouraged to operate on an ethos and support superpowers and powers, so there would be mechanisms in place to facilitate this;
  • Faction alignment: A player-faction can choose to align itself with either;
    • A superpower only
    • A power (and by extension its’ parent superpower).
    • An independent power
    • Be completely independent
  • Allegiance rewards: Influence/Merit bonus rewards are given to player factions that align with superpowers/powers respectively so being completely independent would be slightly tougher (I think it would be important to encourage player factions to get involved with the greater political dynamics helping to boost Power-play participation).
  • Faction professions: A player faction would have to state a primary profession, a secondary profession and a tertiary profession to give them some flavour. The profession-labels available would be;
    • Assassinations
    • Bounty Hunting
    • Counter-Terrorism
    • Exploration
    • Intelligence
    • Mercenary
    • Military
    • Mining
    • Piracy
    • Privateering
    • Salvaging
    • Security
    • Service (The ‘Fuel Rats’ are a good example)
    • Smuggling
    • Terrorism
    • Trade
    • Travel (when passenger update arrives)
  • Sphere of influence: Like Powerplay - your factions’ active areas of influence would be visible on the galaxy map, with the HQ system highlighted.
  • Rival minor factions: Any minor faction that is competing for influence in the same system(s) as the faction.

Posting Bulletin Board Missions
Faction Founders and Leaders can post items on station bulletin boards on behalf of their faction in the same way that the current AI minor faction’s do (these posts would probably have to be in template-form to avoid profanity or griefing). Non-aligned players undertaking these missions would be essential for the faction to expand beyond 12.5% influence.
  • Available missions to post: These missions can be commodity delivery (traded, smuggled or mined), exploration, ship-escort, pirating rivals, combat against rivals or assassinating specific players.
  • Minimum faction influence: The player-faction must have an influence level of 5% or more at a station/outpost to post a mission (starting at two missions at a time). Then one more for every 2.5% of influence on top of the initial 5%.
    • The total amount of missions a player faction can post at any one time is capped at 10 for all stations they control (so if they control lots of stations it is more difficult to maintain influence – they would have to focus).
  • Influence yield: The amount of faction-influence a bulletin board mission generates is dependent on:
    • Assassination/Bounty Hunting/Combat: Combat rank of target(s) + total bounty value + minor faction allegiance of victim(s).
    • Escort: Value of cargo safely escorted.
    • Exploration: Value of data + rarity of discoveries (earth-like world’s etc).
    • Piracy: Cargo stolen (value) + trade rank of victim + item rarity + minor faction allegiance of victim.
    • Salvage: Type of salvage (what items generate most influence depends on the stated professions of posting faction) + item rarity + item credit value.
    • Trade/Smuggling/Mining: Cargo delivered (value) + item rarity (Osmium for example would generate more than gold).
  • Rules for player assassination missions: Posting player assassination missions would have stringent conditions to avoid griefing - players available to put a hit on would be from a list of players who meet specific criteria;
    • Faction can put a hit out on a player who has attacked a faction member (and was the aggressor).
    • After the hit has been completed the player is removed from the list until they repeat the offense.
    • Faction can also put a hit on a player if they are a member of a rival faction that is currently in a state of war with the posting faction (only one hit allowed per rival faction member during war duration).
    • Only one player-hit post is allowed at any one time.
  • Mission commodities: Any commodities (or items) gained via fetch missions would be stored in the station where the mission was posted. These stored commodities would be available via a ‘stored faction commodities’ screen for the posting faction member to withdraw them from (for free). These commodities could then be sold to a normal commodities market or black markets at the players’ leisure. The money from the sale would then be split among all faction members. This would be the only direct way faction members receive money from their faction.
  • Player mission history: All faction members can see player by player statistics on what bulletin missions each non-affiliated player has attempted for your faction and whether they succeeded, failed, abandoned it or were flipped.
  • Non-member player alignment: Non-faction player alignment (Allied, Friendly, Neutral, Unfriendly, Hostile) towards your faction is automatically adjusted depending on these mission outcomes, and any previous hostility to faction members.
  • Players on rival faction missions: If an unaffiliated player is on a mission for a rival faction (faction contesting influence in the same system(s) as your faction) then this will be displayed on their information when you passively scan them (normal space or super cruise).
    • You can request they abandon this mission by offering the player a bribe. Both players must be together in normal space for this option to appear. (This works in the same way as when AI’s try to ‘flip’ your mission).
    • Bribe-money comes from the faction treasury, not personal credit balance (see faction treasury section below).
    • The mission flip call-to-action button only appears in the mission panel when the recipient of the offer next docks (so a wing cannot pull-over players and force them to flip under duress).
  • Which players cannot accept faction missions: These would show up in the ‘unavailable missions’ section where it usually tells us the AI faction doesn’t trust us enough.
    • Faction members cannot undertake missions their own faction has posted.
    • Same rules apply to ex-faction members who are in their week long cool-down period.
    • Faction members also cannot undertake missions posted by rival factions (so they cannot tactically abandon them).
    • Same rules apply to ex-faction members who are in their week long cool-down period.
    • When posting a bulletin board mission, the posting faction member can decide what level of rank/alignment is required by the player to undertake the mission (exactly how the AI missions are setup).

Faction Treasury
Player-factions have a central treasury which is managed by faction founders & leaders.
  • Paying in: Any faction member can pay into the treasury at any time to keep the balance up.
  • Treasury usage: The balance is required to pay bulletin board mission rewards, bribes and other potential future costs. Can also be used for paying for trade/exploration data on the galaxy map which would then be available to all faction members.
  • No withdrawals: Money cannot be withdrawn from the treasury like a bank-account by players. Once it is paid in or earned, it can only be spent on faction specific concerns.
    • If a faction is disbanded, the credits are lost (to stop exploitation).
  • Station profits: A percentage of credits from all commodity sales at any station where your faction is the top influencer is paid directly into the faction treasury (this would have to be a low percentage, something like 1% or less to stop factions getting too wealthy).
    • This would make wealthy and/or high-population stations the prime targets for dominating, but would also be the most difficult.
  • Usage restrictions: Faction treasury credits cannot be used for purchasing/outfitting individual players’ ships, this still has to be done with players’ own money.

Please let me know your thoughts… *hides in bomb shelter*
 
Last edited:
An impressive concept, Lateralus, and close to my own ideas. For what it's worth, this is what I'd been putting together. Not in a finished state, but it conveys the essentials. The main areas where we differ are sponsored missions (I'd not restrict them to only non-members but make them the principal method of interaction) and Expansion instead of your Influence system. I could see something vaguely along these lines working very well.

--------------------------------------------------------------------------------------------

Basics
  1. A player founds a group from the main menu. Once it has a minimum of 4 players the founder has the option to turn it into a Player Faction (PF)
  2. If this is done the group ceases to exist as a private group and becomes a PF. The PF only operates in open mode.
  3. The PF no longer belongs to the founder, but exists separately. It continues to exist until membership drops below 4.
  4. Members choose when entering the game whether they wish to play in their PF or not. Activity leading to rank progression in the PF can only be accrued whilst in PF mode
  5. Players may still enter general open mode, any private group, or solo modes. They may interact with their PF in these modes, but gain no merit
  6. The founder sets the PF structure using a menu-driven system (name, type of group, organistional structure, etc)
  7. The founder must nominate at least 3 other members as faction administrators

Routine Activity
  1. The PF has a central treasury that can be contributed to by members, but can only be accessed by administrators
  2. The PF has 10 ranks of membership, however all members (including the administrators) start at rank 1
  3. Members rise through the ranks by accumulating merits (similar to Power merits - perhaps interchangable if also pledged to a Power?)
  4. The PF operates like an NPC minor faction.
  5. The PF administrators choose a station and begin sponsoring activity
  6. Activity initially includes missions. CGs, spawned CZs and other activities may be undertaken when certain trigger states are met
  7. The aim of missions is to enhance the status of the PF with the station
  8. Missions are designed via a menu accessed from the station interface. The menu is only available to PF administrators
  9. To create missions, an administrator designs a Mission Project using the menu (name, objective, payout, location, eligibility, budget etc)
  10. Credits are assigned from the PF treasury as a budget to fund the MP. Once the budget is exhausted, the MP ends
  11. The MP design may be saved for later re-use.
  12. PF missions appear on the station Bulletin Board
  13. PF missions may be made accessible to PF members only, non-faction players only, or to any player
  14. Non-faction players may accept PF missions in any play mode
  15. In all respects a PF mission would appear to a non-faction player just like an NPC faction mission, and would be resolved in the same way

Station Control
  1. When the PF has achieved 51%+ status with the station, they are in a control influence position
  2. This status remains as long as the factions status does not fall below 51%
  3. While the PF has controlling influence its members receive discounts and bonuses from the station
  4. The discounts and bonuses are determined by the member's rank (ie 1-10%)
  5. The credit benefit applies to all transactions undertaken at the station, except transactions involving a rival faction (player or NPC)
  6. Any number of PFs can operate and compete for control of the same station
  7. A PF can compete for control of any number of stations simultaneously

Expansion
  1. Once a PF has a controlling influence over a station it gains Expansion Points
  2. EPs are gained at a rate of 1/control status point over 51 every 24 hours (eg a status of 63% in a station would earn 12 points per day, if sustained.)
  3. When a trigger amount of points are accumulated (say 1,000 points) the PF may nominate a system for expansion
  4. The PF administrators select a controlled system, and a planet in a system not more than 100LY distant from it
  5. The PF administrators nominate either a starport or an outpost to be constructed
  6. Construction is undertaken by the NPCs from the nominated controlled system.
  7. Once the construction project is activated, the EPs are deducted from the PF's accumulated points
  8. Construction time is calculated by the game based on the population, type and other factors of the nominated system
  9. The PF may influence the construction time by designing Mission Projects and CGs to deliver materials and supplies to the construction site
  10. All reputation gains earned from construction specific missions are split 50/50 between the system building the new station (equally divided amongst it's PF controlled stations), and the new station itself (full 50% share)
  11. If the PF loses control of any stations in the system that is building the new station (not the location of the new station) that station's contribution to the project is lost and the construction time will be extended
  12. If control of the system that is building the new station is completely lost, the construction project is halted
  13. Once control is re-established, construction begins again
  14. The new station belongs to the NPCs who built it, and may owe automatic allegiance to a major faction or Power
  15. The PF may build influence with the new station as normal, but in some cases if sufficient reputation was gained during the construction process the PF could immediately assume controlling influence over the new station.
 
I'm not in a good mood to type out a long response, but I'll say a few things. First, amazing job on all of these threads! We need more people like you.

Second, an exploit is possible. If you want to tactically undermine a rival faction by abandoning their missions, you can leave your faction, do that, and then rejoin. The cooldown for rejoining your previous faction still needs to be lengthy (5 days?)

Third, under Influence Yield, you mentioned piracy, item rarity. This could come in especially useful on the frontier, as many systems are terraforming or extraction, and the nearest agri system is many light-years away, 40+ly from where I'm thinking of.

Lastly, I hope this new system is unobtrusive as possible. I don't want to be forced into any large-scale conflicts in any way, and I want to be able to pretend none of this exists if I so please.

Great job, Lateralus!
 
I'm not in a good mood to type out a long response, but I'll say a few things. First, amazing job on all of these threads! We need more people like you.

Second, an exploit is possible. If you want to tactically undermine a rival faction by abandoning their missions, you can leave your faction, do that, and then rejoin. The cooldown for rejoining your previous faction still needs to be lengthy (5 days?)

Third, under Influence Yield, you mentioned piracy, item rarity. This could come in especially useful on the frontier, as many systems are terraforming or extraction, and the nearest agri system is many light-years away, 40+ly from where I'm thinking of.

Lastly, I hope this new system is unobtrusive as possible. I don't want to be forced into any large-scale conflicts in any way, and I want to be able to pretend none of this exists if I so please.

Great job, Lateralus!

Thanks man, you're too kind :) I'm hoping with all these ideas threads that frontier might at the very least cherry-pick some of the better ones.

Ah yes, well spotted on the exploit! I will update the original thread...thanks!
 
I don't really like this for the exact reasons you mentioned at the beginning of the post. I don't feel your suggestion is 'careful' enough, as you put it. The main reason for this is the idea of the player figurehead. I don't see ED players as being leaders or figureheads. I see them as contributors.
.
That being said, if all these mechanics were surgically implanted into powerplay, I think it would work out great.
 
A lot of good ideas.

Membership should not be limited to such abysmal numbers since players could create multiple factions and just cooperate anyway.

In the case of avoiding steamrolling in faction wars there should instead be a matchmaker when allowing ships into an instance when there are more than 16 per side.
Any number below that and all goes into the same instance

Crimes, any crime commited by ONE member gives negative reputation to the organisation towards the faction a crime is committed against it.

Powerplay (with current system): When players join a PP faction their Merits are POOLED and accounted for as a weekly total and SHARE the weekly profit, making PP a cooperative and lucrative effort as a team.

So 60 players making it to Rank 5 share 50 million. If 50 out of 60 players EACH reach rank 5 the 60 players share 50*50 million.

Players forfeit the possibility to earn Merits individually if they join a faction.
 
I don't really like this for the exact reasons you mentioned at the beginning of the post. I don't feel your suggestion is 'careful' enough, as you put it. The main reason for this is the idea of the player figurehead. I don't see ED players as being leaders or figureheads. I see them as contributors.
.
That being said, if all these mechanics were surgically implanted into powerplay, I think it would work out great.

Fair point, of course the detail I can come up with here are only the thoughts of an enthusiastic player; the devs would implement any faction system in a far more sophisticated manner than I can come up with. In terms of figurehead players, I think we will see this kind of thing crop up regardless of whether we have official faction leaders or not because of Reddit, YouTube, private websites etc...There are already some pretty notorious, leader players out there, and this will only increase as the game is updated. CODE is a good example of a faction with a leadership structure (at least I think it does).

Yes integration with Powerplay in some way would be essential, I was probably a bit light on ideas for that. Thanks for the feedback!


A lot of good ideas.

Membership should not be limited to such abysmal numbers since players could create multiple factions and just cooperate anyway.

In the case of avoiding steamrolling in faction wars there should instead be a matchmaker when allowing ships into an instance when there are more than 16 per side.
Any number below that and all goes into the same instance

Good idea! I never thought of that approach. I did wonder about what the limit should be and thought 16 may be too low...

Crimes, any crime commited by ONE member gives negative reputation to the organisation towards the faction a crime is committed against it.

Powerplay (with current system): When players join a PP faction their Merits are POOLED and accounted for as a weekly total and SHARE the weekly profit, making PP a cooperative and lucrative effort as a team.

So 60 players making it to Rank 5 share 50 million. If 50 out of 60 players EACH reach rank 5 the 60 players share 50*50 million.

Players forfeit the possibility to earn Merits individually if they join a faction.

Some nice thoughts on crime and Powerplay there! They were probably the weaker areas of my post.
 
This obviously is fluid and can change between different factions (like the current AI ones), so a player faction would never ‘own’ a station, just control it.

Please be specific on what you envisage this would entail.

Allowing players to set rules on what goods are illegal/legal is one thing, allowing players to arbitrarily ban other players from landing on "their" stations because they don't like them is something else.

Players shouldn't ever control sectors of the universe/stations etc directly. That would be giving people the tools to abuse other players.
 
As I understand it, a large part of the resistance to ideas like this is the capacity for wilful abuse. Nobody who truly values the game wants to see the inhabited galaxy turned into a sea of blockaded no-go areas. So, would it be helpful to have an intermediate stage between Wings and Player Factions?

A dedicated Player Sub-Faction could be beholden to a larger local NPC faction, limited to one home star and its immediate neighbours, following the faction's rules and goals and prohibited from actions likely to disrupt the game, as FD feels appropriate. Later on, once the population of Player Sub-Factions in the galaxy has increased and matured enough, FD could implement the option of PSFs breaking away and forming their own Player Faction proper.

If they then started to abuse their authority, they'd presumably be surrounded by other strong groups, who would be in a position to exert force enough to either keep them in line, or reduce them to dust. If all else fails, FD could moderate as a last resort, implementing an NPC revolution, making the faction's commanders persona non grata in their own systems.

I've not played other games with factions, such as EVE. Would this work or be helpful at all?
 
Please be specific on what you envisage this would entail.

Allowing players to set rules on what goods are illegal/legal is one thing, allowing players to arbitrarily ban other players from landing on "their" stations because they don't like them is something else.

Players shouldn't ever control sectors of the universe/stations etc directly. That would be giving people the tools to abuse other players.

I don't propose much station management really as like you say, it would be open to abuse. Perhaps it could include the ability to set legal/illegal goods - although this would be from a list of goods deemed risky...for example you could never set grain to illegal, but you could toggle the legality of battle weapons, tobacco, narcotics etc. The caveat to this is that if your faction is affiliated to the Federation, Empire or Alliance; setting illicit goods to legal would hurt your factions' influence - making it difficult to maintain control.

As I understand it, a large part of the resistance to ideas like this is the capacity for wilful abuse. Nobody who truly values the game wants to see the inhabited galaxy turned into a sea of blockaded no-go areas. So, would it be helpful to have an intermediate stage between Wings and Player Factions?

A dedicated Player Sub-Faction could be beholden to a larger local NPC faction, limited to one home star and its immediate neighbours, following the faction's rules and goals and prohibited from actions likely to disrupt the game, as FD feels appropriate. Later on, once the population of Player Sub-Factions in the galaxy has increased and matured enough, FD could implement the option of PSFs breaking away and forming their own Player Faction proper.

If they then started to abuse their authority, they'd presumably be surrounded by other strong groups, who would be in a position to exert force enough to either keep them in line, or reduce them to dust. If all else fails, FD could moderate as a last resort, implementing an NPC revolution, making the faction's commanders persona non grata in their own systems.

I've not played other games with factions, such as EVE. Would this work or be helpful at all?

In terms of player blockades, I too am dead against the idea of shutting out players from certain regions of the galaxy. You would not be able to deny docking to specific players etc; it would work in the same way as the current AI minor faction system. Even if you are hostile to the faction you would still be able to land on an outpost/station - you would just have to watch out for security (players or AI).

To maintain control of a station, it would be critical that non-affiliated players undertake the factions' bulletin board missions - otherwise they would only be able to get to 12.5% influence. To get outright control of a station, a faction must have the most overall influence (usually 40% upwards) - which as you may imagine, would be quite challenging via posting missions. They would need lots of players to visit the station and do their missions to wrestle control away from AI minor factions.

If other players do not like what a certain faction is doing at a station they control, they would have to organize and overthrow them - they could either do this by forming their own faction in the same region of the galaxy and competing against the controlling faction, or undermine the player faction by completing rival minor faction missions (player or AI).
 
Last edited:
Back
Top Bottom