[sugestion] The Traders Update (A.k.a. Make Trading Great Again)

Here are somewhat simple suggestion that can help making trading a lot better for everyone involved.TRADING not HAULING, Traders are trading not hauling things to another people :p

Reddit : https://www.reddit.com/r/EliteDange...e_trading_great_again_the_suggestion_aka_the/

1.Increase Values of commodities and profit.

This have been discussed here: https://forums.frontier.co.uk/showthread.php/350619-How-to-make-Piracy-and-Trading-100-back-into-the-game-(By-a-Pirate)?p=5486848&viewfull=1#post5486848

Post #1 on spoiler.

Anyway, With that out of the way here is my SIMPLE proposal.

The way to make traders and pirates actually earn something in game not via EXPLOIT missions, but for simply playing the game!

-----------

As of Now we have about to 120 Kinds of cargo in game. but from that number only 13 is above 10.000 Credits, and 6 of those are not available at markets for buying (mining , meta alloys and so on...)

Above 50 of those cargo kinds are BELOW 1000 credits.


-----------

My first proposal.


-Raise prices about to three times it actual values for anything below 40k prices.

-Raise the Trade rank progression in the same way (same thing that happened with exploration)

-----------

One thing many people will ask... "and what about the lower player who start from scratch?"

Well that's the magic of this stuff. this means that now we will see starting players picking up those lower cargo because they actually worth trading then on the start of the career... Have you Ever traded Coffee? or Fruits? Now people will have reason to do that.

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

Second proposal.

Raise the amount of MAX profit a player can get on ALL products.

From What i can remember (when i traded and from data from those nice sites you guys made) the amount of MAX profit per cargo sits between 2.000 and 2.500 credits.
That's just not good enough anymore. In this world,sorry... GALAXY, when CMDR's can do Bounty hunting for some minutes and exit with 1M or 2... even on a ASP explorer... The port's should be interested in keeping those trucker interested in sending cargo.

with a 2.500 max profit per ton , this means that the MOST PERFECT run a T-7 Can do In the lowest shield configuration (272T) (not advisable, get always the best protection you can!) is the value of 680.000 per trip, this is the most PERFECT trade route... in those nice sites the general profit is mostly between 550 and 590.


My idea is to pump those numbers... say 2 times? getting the max profit to range about to 6k?!

This would mean that trading could compete with some of those nasty LRS missions after all.

On the example above instead of 550 and 590, they should range to 1,65 M and 1,87 M.

2. Subsidy contract (taken from the old school Transport Tycoon Deluxe!)

Transportsubsidy_multiplayer.png

A Transport Subsidy or Subsidy is an incentive for you to transport a designated type of cargo from one specific location to another. The Local Authority will usually notify all players about the subsidy through the Newspaper.

The Local Authority will increase the amount of revenue made by delivering the designated cargo type between the two locations mentioned in the subsidy in the next year, which can range from two up to four times the original revenue.


Translating it to E.D. would be something like extra 50% discount on Bought products (maybe one kind only!) or extra 50% on selling for X station (again one kind of product only)
It will have an expiration date of maybe 1 week.

3. Increase cargo capacity of Trader Ship with a limited RACK
These racks would have only trader-miner-pirate capabilities.
This means that a limited cargo rack would have only :
-Cargo rack(doh!)
-Fuel Tank
-Limpet Controllers
-Refinery
-Srv Hangar (?)

Ships proposal.

Hauler : Small
Actual capacity 22T
New S3 Limited Internal
New capacity 30T

Adder : Small Multi-role ship Not eligible

T-6 : Medium
Actual capacity 112T
New S5 Limited Internal
Change S3 internal to Limited
New capacity 144T

Keelback : Medium
Actual capacity 92T
New S5 Limited Internal
New capacity 124T
Todo Install New chair PLEASE! :p

T-7 : Large
Actual capacity 304T
New S6 Internal (non limited)
New S5 limited Internal
Change ALL S5 internals to Limited.
New capacity 400T

*This ship is 30% larger than a python and almost no guns,her cargo capacity should be at least 30% more than a multirole ship that's why she have this increase.
Also the addition to all S5 slots being limited is due concern of crappy shields.

T-9 : Large
Actual Capacity 532T
2 New S7 limited Internal
1 New S6 Internal (non limited)
New capacity 852T

* Why gave the T-9 The best cargo capacity? Well if you look at sizes the T-9 is roughly the same size or larger than a Cutter, and being a Trader ship is already optimized for it's job. No point in arguing sizes here.

New Stuff may be added here if i actually remember :D

4. Lateralus Rare trading Proposal:https://forums.frontier.co.uk/showt...ares-instead?p=4792540&viewfull=1#post4792540

The solution to the current 'missiongate' is simple, bring back high-paying long range missions - but instead of hauling scrap and biowaste (which makes zero sense and is destructive to other professions), the missions should be centered around rares & rare hub systems. That way these missions would;

Make LR Smugglers/Traders happy again as they would be earning a couple of million per mission
Be viable piracy targets as the cargo would be valuable at the destination (therefore providing challenge to both sides)
Make logical sense (it makes sense to want to send rares a long way at a high cost)
Would resurrect the mostly dead rare hub network (they used to be glorious, LRS killed these hubs)



The way I see it working is every rare-hub should have a single system 300-400ly away that pays a premium rate for their rare goods (via missions only) - this system in question would also be a rare hub itself (or be close to one).

These missions would pay at least 2x the maximum value of the rare goods and require more cargo space for the rares than the usual rare allocation (20-40 tonnes). These safe-guards would prevent standard rare-trading being equally profitable. Stealing the rares and selling them yourself would be possible, but would get you a large bounty with the faction and destroy your rep with them - they wouldn't offer you these missions unless you are 'friendly' or 'allied'.

I would also suggest increase the distance price cap for rares to something like 400ly (I think it's currently around the 150ly mark) - this would make them a very attractive target for pirates as the destination price would be something like 40k-50k a tonne.

As the destination systems for these runs on this 'slik-road' would be well-known and static, they would be attractive places for pirates to target (or surrounding systems if security is too high). This provides not only a reliable income for pvp-pirates, but a decent challenge for the mission runners (more-so than NPC pirates which are insanely annoying) as the reward for them is very profitable, but unlike the previous version of LRS; would be risky and exciting for the mission-runner.

Also it would be a good idea for every out-of-the-bubble star cluster (Maia, New Yembo, Canopus) to have one rare commodity available for these mission types - Sothis already has Crystalline Gold for example.

The emergent-gameplay potential for this concept is promising.

Edit: Another reason this would work well, is if the trader bought some regular rare cargo alongside their mission cargo, they would be able to offer that to any pirates they encounter along the way. As rares are cheap at source, the trader would not lose too much money and still get to complete their missions (probably) and the pirate gets to make a few hundred thousand credits per heist. Everybody wins (...possibly anyway)

One thing I might add to this is that this also serve as a learning grounds to rare trade Systems since you can also make the inverse mission (GO buy on THAT system and bring for us this cargo)
 
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+1 for the Transport Tycoon reference

:p

I don't trade much, pretty much for the very reasons you stated.

And it's boring as hell. Lol

So yeah, I support this message. :)

CMDR Cosmic Spacehead
 
Here are somewhat simple suggestion that can help making trading a lot better for everyone involved.TRADING not HAULING, Traders are trading not hauling things to another people :p

1.Increase Values of commodities and profit.

This have been discussed here: https://forums.frontier.co.uk/showthread.php/350619-How-to-make-Piracy-and-Trading-100-back-into-the-game-(By-a-Pirate)?p=5486848&viewfull=1#post5486848

Post #1 on spoiler.

Anyway, With that out of the way here is my SIMPLE proposal.

The way to make traders and pirates actually earn something in game not via EXPLOIT missions, but for simply playing the game!

-----------

As of Now we have about to 120 Kinds of cargo in game. but from that number only 13 is above 10.000 Credits, and 6 of those are not available at markets for buying (mining , meta alloys and so on...)

Above 50 of those cargo kinds are BELOW 1000 credits.


-----------

My first proposal.


-Raise prices about to three times it actual values for anything below 40k prices.

-Raise the Trade rank progression in the same way (same thing that happened with exploration)

-----------

One thing many people will ask... "and what about the lower player who start from scratch?"

Well that's the magic of this stuff. this means that now we will see starting players picking up those lower cargo because they actually worth trading then on the start of the career... Have you Ever traded Coffee? or Fruits? Now people will have reason to do that.

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

Second proposal.

Raise the amount of MAX profit a player can get on ALL products.

From What i can remember (when i traded and from data from those nice sites you guys made) the amount of MAX profit per cargo sits between 2.000 and 2.500 credits.
That's just not good enough anymore. In this world,sorry... GALAXY, when CMDR's can do Bounty hunting for some minutes and exit with 1M or 2... even on a ASP explorer... The port's should be interested in keeping those trucker interested in sending cargo.

with a 2.500 max profit per ton , this means that the MOST PERFECT run a T-7 Can do In the lowest shield configuration (272T) (not advisable, get always the best protection you can!) is the value of 680.000 per trip, this is the most PERFECT trade route... in those nice sites the general profit is mostly between 550 and 590.


My idea is to pump those numbers... say 2 times? getting the max profit to range about to 6k?!

This would mean that trading could compete with some of those nasty LRS missions after all.

On the example above instead of 550 and 590, they should range to 1,65 M and 1,87 M.

2. Subsidy contract (taken from the old school Transport Tycoon Deluxe!)

https://wiki.openttd.org/images/f/fe/Transportsubsidy_multiplayer.png
A Transport Subsidy or Subsidy is an incentive for you to transport a designated type of cargo from one specific location to another. The Local Authority will usually notify all players about the subsidy through the Newspaper.

The Local Authority will increase the amount of revenue made by delivering the designated cargo type between the two locations mentioned in the subsidy in the next year, which can range from two up to four times the original revenue.


Translating it to E.D. would be something like extra 50% discount on Bought products (maybe one kind only!) or extra 50% on selling for X station (again one kind of product only)
It will have an expiration date of maybe 1 week.

3. Increase cargo capacity of Trader Ship with a limited RACK
These racks would have only trader-miner-pirate capabilities.
This means that a limited cargo rack would have only :
-Cargo rack(doh!)
-Fuel Tank
-Limpet Controllers
-Refinery
-Srv Hangar (?)

Ships proposal.

Hauler : Small
Actual capacity 22T
New S3 Limited Internal
New capacity 30T

Adder : Small Multi-role ship Not eligible

T-6 : Medium
Actual capacity 112T
New S5 Limited Internal
Change S3 internal to Limited
New capacity 144T

Keelback : Medium
Actual capacity 92T
New S5 Limited Internal
New capacity 124T
Todo Install New chair PLEASE! :p

T-7 : Large
Actual capacity 304T
New S6 Internal (non limited)
New S5 limited Internal
Change ALL S5 internals to Limited.
New capacity 400T

*This ship is 30% larger than a python and almost no guns,her cargo capacity should be at least 30% more than a multirole ship that's why she have this increase.
Also the addition to all S5 slots being limited is due concern of crappy shields.

T-9 : Large
Actual Capacity 532T
2 New S7 limited Internal
1 New S6 Internal (non limited)
New capacity 852T

* Why gave the T-9 The best cargo capacity? Well if you look at sizes the T-9 is roughly the same size or larger than a Cutter, and being a Trader ship is already optimized for it's job. No point in arguing sizes here.

New Stuff may be added here if i actually remember :D

Agreed... +1

Your suggestions are very similar to mine (regarding rares) here; https://forums.frontier.co.uk/showthread.php/309008

Why did Frontier start making the missions so high-paid after 1.3? It virtually killed trade and by extension hurt piracy... damn profit-creep.
 
Love it. All of it. Great ideas and should be easier to implement than most of the types of changes people advocate for.
 
+1 from me , always wanted to trade but it's just not nearly profitable enough (plus in game tools are kinda terrible for this, and finding a even half decent route takes a bit of time) so I ended up long distance smuggling and eventually leaning to combat.
 
I would add this.... TRADE ROUTES.

One way routes. Trade Loops. On the map, as a commodity and a gameplay mechanic.

Creating
> START ROUTE and FINISH ROUTE to start and finish creating a trade loop/route
> Let me CREATE STOPS on these trade routes by bookmarking a commodity+location from inside the commodity menu (buy, sell, add to route), creating a rally point.
> Now any commodity/system that I bookmark before clicking "end route" is logged in the route
> When I Finish the Route, I get to name it.... "Spatula's Rare Goods Loop - Lave > Witchhaul > Lave" or "The Beer Run - Sol > Maia" or whatever

Using
> Now it's saved in my "Trade Routes" and can be seen on the map
> If I go to the start location, I can "Begin Route" and the computer will automatically plot my nav points (oh wow, space trucking is easy now!)
> OPTIONAL: Maybe a "Trade Computer" module that works like an autopilot, similar to a docking computer (extra dedicated slot for all purist trade ships, optional module for non-trade ships)

Selling
> Allow me to sell my routes, like exploration data, with the value of route being based on the total possible profit margin with an average
> So my first route is 4 systems long and each stop has a different commodity, so the route value is based on, say 100 of each commodity's current price, with average travel time factored in, as well as other factors like system status.
> Trade routes that end in a loop (ie. where they began) sell for a bonus
> If you could figure out a way to increase a commodity price by manipulating the BGS, you could increase the route value before selling.
> Maybe add a crazy multiplier to the selling price if the "average profit per hour" is above a certain level, so if you create a "five star" route, you get a MASSIVE bonus.

Buying
> Let me visit bars on stations to get a chance to buy a route from a local smuggler, which will show me a very profitable slave circuit, or maybe get mysterious random messages with tips on where a hot route might have cropped up for sale.
> Let new players buy a bunch of stock trade routes from an Alliance contact with some hand-crafted routes that are better for smaller cargo holds (ie. rare good circuits and small haul profitable chains)
> Have the computer take a look at ideal trades within a certain radius and generate small routes.. so you fly into a new system, dock, visit the trade contact and buy a route for 1mil credits that shows an average $2mil per hour estimate in that area.

Expiring
> Set a threshold in your "trade routes" menu for "notify if below ____ average $profit per hour"
> Any route that falls below that threshold due to changes in the BGS, will put a "expired" marker next to the bookmark, so you know if a route has dried up and can remove it.
> Maybe players get X number of routes based on their trade ranking - the more you trade, the more routes you can store at once.

Rating
> Routes can get rated by players and the top routes might start leaking into the Galnews local feeds based on rating
> One day, a route i created and named "Spatula's Biowaste Bonanza" and sold into the system gets picked up by 23 other players who rate it higher and suddenly, it's popped into galnet for others to learn about within 50ly of that system
> Then everyone rushes to this new haul until the BGS economy ends up killing the route, at which point it fades into the annals of time....

That would be pretty cool to see... a system where you can create routes and sell them, or buy other people's routes, or randomly generated ones that pull the profit margin data and calculate an average trade route value. Then you wouldn't need to always look up trade calculators through third parties- there would be an in-game way to trade more efficiently.
 
2. Subsidy contract (taken from the old school Transport Tycoon Deluxe!)

https://wiki.openttd.org/images/f/fe/Transportsubsidy_multiplayer.png
A Transport Subsidy or Subsidy is an incentive for you to transport a designated type of cargo from one specific location to another. The Local Authority will usually notify all players about the subsidy through the Newspaper.

The Local Authority will increase the amount of revenue made by delivering the designated cargo type between the two locations mentioned in the subsidy in the next year, which can range from two up to four times the original revenue.


Translating it to E.D. would be something like extra 50% discount on Bought products (maybe one kind only!) or extra 50% on selling for X station (again one kind of product only)
It will have an expiration date of maybe 1 week.
I was going to suggest something like this a couple days ago but forgot and have been wracking my brain trying to remember. But rather than a timed contract, it was a unit agreement. Station A needs a certain good Station B has, and Station Be needs a certain good Station A has. You agree to transport X number goods between them at a special deal in a time limit. If you finish early, you get a large early bonus, if you finish within the "on time" range you get no bonus. If you are late you pay a penalty.
 
Here are somewhat simple suggestion that can help making trading a lot better for everyone involved.TRADING not HAULING, Traders are trading not hauling things to another people :p

1.Increase Values of commodities and profit.

This have been discussed here: https://forums.frontier.co.uk/showthread.php/350619-How-to-make-Piracy-and-Trading-100-back-into-the-game-(By-a-Pirate)?p=5486848&viewfull=1#post5486848

Post #1 on spoiler.

Anyway, With that out of the way here is my SIMPLE proposal.

The way to make traders and pirates actually earn something in game not via EXPLOIT missions, but for simply playing the game!

-----------

As of Now we have about to 120 Kinds of cargo in game. but from that number only 13 is above 10.000 Credits, and 6 of those are not available at markets for buying (mining , meta alloys and so on...)

Above 50 of those cargo kinds are BELOW 1000 credits.


-----------

My first proposal.


-Raise prices about to three times it actual values for anything below 40k prices.

-Raise the Trade rank progression in the same way (same thing that happened with exploration)

-----------

One thing many people will ask... "and what about the lower player who start from scratch?"

Well that's the magic of this stuff. this means that now we will see starting players picking up those lower cargo because they actually worth trading then on the start of the career... Have you Ever traded Coffee? or Fruits? Now people will have reason to do that.

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

Second proposal.

Raise the amount of MAX profit a player can get on ALL products.

From What i can remember (when i traded and from data from those nice sites you guys made) the amount of MAX profit per cargo sits between 2.000 and 2.500 credits.
That's just not good enough anymore. In this world,sorry... GALAXY, when CMDR's can do Bounty hunting for some minutes and exit with 1M or 2... even on a ASP explorer... The port's should be interested in keeping those trucker interested in sending cargo.

with a 2.500 max profit per ton , this means that the MOST PERFECT run a T-7 Can do In the lowest shield configuration (272T) (not advisable, get always the best protection you can!) is the value of 680.000 per trip, this is the most PERFECT trade route... in those nice sites the general profit is mostly between 550 and 590.


My idea is to pump those numbers... say 2 times? getting the max profit to range about to 6k?!

This would mean that trading could compete with some of those nasty LRS missions after all.

On the example above instead of 550 and 590, they should range to 1,65 M and 1,87 M.

2. Subsidy contract (taken from the old school Transport Tycoon Deluxe!)

https://wiki.openttd.org/images/f/fe/Transportsubsidy_multiplayer.png
A Transport Subsidy or Subsidy is an incentive for you to transport a designated type of cargo from one specific location to another. The Local Authority will usually notify all players about the subsidy through the Newspaper.

The Local Authority will increase the amount of revenue made by delivering the designated cargo type between the two locations mentioned in the subsidy in the next year, which can range from two up to four times the original revenue.


Translating it to E.D. would be something like extra 50% discount on Bought products (maybe one kind only!) or extra 50% on selling for X station (again one kind of product only)
It will have an expiration date of maybe 1 week.

3. Increase cargo capacity of Trader Ship with a limited RACK
These racks would have only trader-miner-pirate capabilities.
This means that a limited cargo rack would have only :
-Cargo rack(doh!)
-Fuel Tank
-Limpet Controllers
-Refinery
-Srv Hangar (?)

Ships proposal.

Hauler : Small
Actual capacity 22T
New S3 Limited Internal
New capacity 30T

Adder : Small Multi-role ship Not eligible

T-6 : Medium
Actual capacity 112T
New S5 Limited Internal
Change S3 internal to Limited
New capacity 144T

Keelback : Medium
Actual capacity 92T
New S5 Limited Internal
New capacity 124T
Todo Install New chair PLEASE! :p

T-7 : Large
Actual capacity 304T
New S6 Internal (non limited)
New S5 limited Internal
Change ALL S5 internals to Limited.
New capacity 400T

*This ship is 30% larger than a python and almost no guns,her cargo capacity should be at least 30% more than a multirole ship that's why she have this increase.
Also the addition to all S5 slots being limited is due concern of crappy shields.

T-9 : Large
Actual Capacity 532T
2 New S7 limited Internal
1 New S6 Internal (non limited)
New capacity 852T

* Why gave the T-9 The best cargo capacity? Well if you look at sizes the T-9 is roughly the same size or larger than a Cutter, and being a Trader ship is already optimized for it's job. No point in arguing sizes here.

New Stuff may be added here if i actually remember :D

4. Lateralus Rare trading Proposal:https://forums.frontier.co.uk/showt...ares-instead?p=4792540&viewfull=1#post4792540

The solution to the current 'missiongate' is simple, bring back high-paying long range missions - but instead of hauling scrap and biowaste (which makes zero sense and is destructive to other professions), the missions should be centered around rares & rare hub systems. That way these missions would;

Make LR Smugglers/Traders happy again as they would be earning a couple of million per mission
Be viable piracy targets as the cargo would be valuable at the destination (therefore providing challenge to both sides)
Make logical sense (it makes sense to want to send rares a long way at a high cost)
Would resurrect the mostly dead rare hub network (they used to be glorious, LRS killed these hubs)



The way I see it working is every rare-hub should have a single system 300-400ly away that pays a premium rate for their rare goods (via missions only) - this system in question would also be a rare hub itself (or be close to one).

These missions would pay at least 2x the maximum value of the rare goods and require more cargo space for the rares than the usual rare allocation (20-40 tonnes). These safe-guards would prevent standard rare-trading being equally profitable. Stealing the rares and selling them yourself would be possible, but would get you a large bounty with the faction and destroy your rep with them - they wouldn't offer you these missions unless you are 'friendly' or 'allied'.

I would also suggest increase the distance price cap for rares to something like 400ly (I think it's currently around the 150ly mark) - this would make them a very attractive target for pirates as the destination price would be something like 40k-50k a tonne.

As the destination systems for these runs on this 'slik-road' would be well-known and static, they would be attractive places for pirates to target (or surrounding systems if security is too high). This provides not only a reliable income for pvp-pirates, but a decent challenge for the mission runners (more-so than NPC pirates which are insanely annoying) as the reward for them is very profitable, but unlike the previous version of LRS; would be risky and exciting for the mission-runner.

Also it would be a good idea for every out-of-the-bubble star cluster (Maia, New Yembo, Canopus) to have one rare commodity available for these mission types - Sothis already has Crystalline Gold for example.

The emergent-gameplay potential for this concept is promising.

Edit: Another reason this would work well, is if the trader bought some regular rare cargo alongside their mission cargo, they would be able to offer that to any pirates they encounter along the way. As rares are cheap at source, the trader would not lose too much money and still get to complete their missions (probably) and the pirate gets to make a few hundred thousand credits per heist. Everybody wins (...possibly anyway)

One thing I might add to this is that this also serve as a learning grounds to rare trade Systems since you can also make the inverse mission (GO buy on THAT system and bring for us this cargo)

You are spot on dude. Ive thought the same thing for some time. I agree with everything you've said
+1 for sure
 
1.Increase Values of commodities and profit.

I don't see the need of doing this across the board. Trading pays well enough as it is, it's the rest of the game that needs to be toned down.

Progression also seems O.K. to me, what's the point of Elite if it's easily attainable? It just feels cheap if it isn't *the* long-term goal. (That's a problem I used to have with HotS, for instance. Before the "2.0" patch, lmost everyone hit the maximum player level in a matter of hours and days. It became hollow and meaningless.)

What I'd rather see is more market variance in terms of demand - I want a reason to dabble in the multitudes of commodities that aren't the highest value and thus, in the current system, provide the highest profit per ton. Right now, the *only* reason to touch any except the highest-value items is when a CG specifically asks for it; and even then, it's always the most valuable item that provides the most profit so that the other requested commidities get largely ignored.

It seems we at least agree it's quite silly to me to have all the wonderful variety and flavour with all these commodities that 99% of the time just get ignored. That could be fixed if market adjustments were made such that these lower-value items could be worthwhile, just at a range somewhere between 1-hop trade routes and rare trading.

2. Subsidy contract (taken from the old school Transport Tycoon Deluxe!)

Isn't this just trading missions with a longer-than-24-hours timer? Like, fine, I'd be okay with that, but...there's no need to come up with a new term like Subsidy contract when you can just take trade missions and extend the due date.

I wouldn't want to toy with it magically modifying market prices, that sounds potentially broken and as I've said, there's plenty profitability to be found as it is.

3. Increase cargo capacity of Trader Ship with a limited RACK

Why? It's unecessary. For the price point of the trade ships available, the cargo capacity is well worth the value. Every time I see this idea everyone seems to forget that every trade ship is easily half-or-less-than the cost of an equivalent-cargo-space multirole ship. The Imperial Cutter - and heck, Federal Corvette - serve quite well as end-game cargo haulers, and there's no reason to believe we don't see more ships in the future, possibly like the revered Panther Clipper. Not to mention many of these ships have gotten recent buffs in other areas.

Certainly, the current size-to-cargo-area correlations seem a bit spotty, though...as does the mass.

4. Lateralus Rare trading Proposal:https://forums.frontier.co.uk/showt...[/quote] Oh, now you're triggering me.... :D
 
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