Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » Cheap Engines
icon5.gif  Cheap Engines Fri, 21 July 2006 08:40 Go to next message
tgellan is currently offline tgellan

 
Chief Petty Officer

Messages: 75
Registered: May 2006
Location: Luxembourg
Hello,

I think I read once something on the subject, but I simply can't find it again Sad

So here's the question, in the description it says that there is only one rule for the CE not firing, flying at warp >6

I think to remember that this rule is somewhat more complexe, mainly for RAMscoop engines? Could someone tell me the exact magic behind CE?

I'm asking this, because if the answer is that CE flying RAMScoops at fuel creation speed, it would fit as a marvel to a new design of mine... (no it's not IT) Very Happy

Thanks a lot
Tgellan

Report message to a moderator

Re: Cheap Engines Fri, 21 July 2006 11:00 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I'm fairly certain the rule is 10% chance of engine failure at any speed greater then warp 6, the type of engine does not matter.

I think if you go warp 10 with CE and engines not rated for warp 10, the 10% CE is checked first, and then the 10% blowup is checked for ships that do actually move and go warp 10.



- LEit

Report message to a moderator

Re: Cheap Engines Wed, 09 August 2006 00:02 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
Stars! V.I.P

Messages: 58
Registered: July 2006
Location: Arlington, MA

There is a subtly here but not in the rules or mechanics, merely in ways of exploting them.

I illustrate with the rad-ram, tech 6 engine. It is a high fuel consumer at warps above its free rated speed of 6, but with sufficient fuel can go warp 9 for a single year or warp 8 for up to 3 years (e.g. privateer 3 fuel pod design).

The idea is a CE race burns all the fuel exceeding the average speed of the run, then coasts at warp 6. Coasting brings in 36 mg of fuel per engine per year. When it accumulates enough for another turn at warp 8, the speed is increased to warp 8.

A ship that goes warp 8 half the time and warp 6 the other half of the time averages 50 LY per year or warp 7 speed. But as a CE race, the engine failure is checked only half the time, compared to always going warp 7. And you get back fuel.

So a common moving strategy with CE races is to alternate high and low speeds, burning all the fuel to go fast in a few of the years, reducing the number of engine failure checks made. Combined with routine fleet splitting for movement (so most make it and only 1 freighter lags a year), this can keep the economic loss through engine failures minimal.

The warfighting drawbacks of CE are still always there. They are the main downside of CE. The benefits are clearly cheaper engines and RW points. Low engine costs make the largest difference in the earlier, "horde" era - FFs to CAs. By the time you are using BBs, the engine portion of cost is quite low - though the non-CE, NRSE races pay a lot for their best engines, particularly compared to a CE ram using race.

CE WMs with rams are a particularly cheap combo. WM means the weapons are -25% and CE means the already low price engines are -50%. The battle speed bonus means even a tech 9 ram gives entirely adequate battle speed. So you save RW points, tech expense, and ship expense - all of it early for maximum impact.


Sincerely,


Jason Cawley

Report message to a moderator

Re: Cheap Engines Thu, 10 August 2006 07:15 Go to previous messageGo to next message
yartrebo is currently offline yartrebo

 
Petty Officer 3rd Class

Messages: 43
Registered: July 2006
Location: North America
ramscoops + CE is a poor mix.

CE on an Interspace-10 Large Freighter will save over 25% of the cost. CE on an Ramscoop Large Freighter will save perhaps 10% of the cost, depending on the exact engine used.

If you're going to use CE, you might as well go for NRSE too as the Interspace-10 drive has suddenly become a reasonably priced drive that can do warp 10.

As far as alternating speeds goes, it's still going to take a long time to reach your destination. I'd much rather cruise along at warp-10 the whole way (with IS-10) and miss a full 10% of my moves. The engine is pricey, but getting the minerals to their destination in 3 years is a lot better than 6 years (4 spent at warp 6, 2 at warp 9 perhaps).

Report message to a moderator

Re: Cheap Engines Thu, 10 August 2006 12:28 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
As yartrebo states, "ramscoops + CE is a poor mix.". I agree with that. There are a couple of exceptions to this. IS and IT can benefit greatly from CE, because one grows in space and the other can gate it's colonists. The IS doesn't stop growing if the fleet balks, so using this as strategy can gain you additional RW points without as much of a penalty.

IT's can avoid the balkiness altogether with gates, but still need to hit open space for a while to colonize. However, the distances are usually much less than other races when expanding from a central point.

On the flip side, 3i 4-5% HE's depend on pop growth. Anything that reduces pop growth is very bad.

Other considerations are is chaff allowed and how dense is the universe? both can have a big effect on CE usefulness. Both benefits should be self-explanatory.

The cost advantages still don't make up for the balkiness IMO. And the benefits are much less for other races. All in all, the best use for CE is in a team game.

-Matt




Global Warming - A climatic change eagerly awaited by most Minnesotans.

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 03:56 Go to previous messageGo to next message
Maarten is currently offline Maarten

 
Civilian

Messages: 3
Registered: July 2006
Location: The Netherlands
mlaub wrote on Thu, 10 August 2006 12:28

Other considerations are is chaff allowed and how dense is the universe? both can have a big effect on CE usefulness. Both benefits should be self-explanatory.
I can see how CE choice can be affected by universe, as you'll be making longer distances in a sparse universe (even then, I think how big the universe is has more effect then it's sparsity), but how does chaff affect CE? As I understand it, a fleet has a chance to fail 10% of the time, no matter how many ships the fleet consists of.

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 05:08 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Chaff - its the splitting to make sure 90% of your ships get to where they are suposed to.
100 ships in a group they may all get there or 10% of the time not.
100 ships set destination and click split all.
90 of your 100 ships get there.

In a non chaff game where fleets are unlikely to be 100s of ships it can be worth doing this. (But not for the 1 turn where you go into battle or you will lose stacking bonus).

In a chaff game it swiftly becomes not worth it (who wants to merge up 500 chaff).
I would move all the chaff together (or in 2 or 3 stacks) but this runs the risk of getting to within a 1 year jump of a battle with no chaff (or less than you want if you are moving in 3 stacks). Also chaff dont normally carry enough fuel to be split from your main fleet ships.



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 05:40 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
joseph wrote on Fri, 11 August 2006 05:08


In a chaff game it swiftly becomes not worth it (who wants to merge up 500 chaff).



Why would numbers make a difference? Surely you're not merging by hand??? You 'can merge all' in one go!

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 09:32 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Several points here.

1. Collision sweeping with chaff is less effective, unless you have ~10% more to start.
2. Chaff and ships can be seperated accidently, with the 10% balkiness. (split fleet dodge tactics, among other things)
3. Reinforcing a fleet with extra chaff from a nearby planet can lead to battle board overload if you are not careful. (splitting the chaff to get an almost sure 90% percentage arrival).
4. And, ofc, chaff is cheaper in the early and mid-game. Not so much in the late game, unless you use a better engine.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 11:17 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
I am, I x*K*xx* am. Shocked
I looked everywhere for a "Merge all ships at this location" button, then gave up - assumed with Stars being written so long ago it didnt have one. Hit Computer

Please tell me, tell me, tell me Wall Bash

This bit of my above quote still stands though
Quote:


Also chaff dont normally carry enough fuel to be split from your main fleet ships.




[Updated on: Fri, 11 August 2006 11:19]




Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 11:32 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
joseph wrote on Fri, 11 August 2006 11:17

I am, I x*K*xx* am. Shocked



Uh oh!

You select your ship and click 'merge'. This brings up the selection box. On the right, click 'Select all'.

You can also refine your selection using ctrl click.

It's usually easy to merge everything and then resplit using the sliders based on different ship classes.

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 11:59 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
joseph wrote on Fri, 11 August 2006 10:17



This bit of my above quote still stands though
Quote:


Also chaff dont normally carry enough fuel to be split from your main fleet ships.



Depends on a few factors like IFE and which engine. Quickjump 5 chaff can do a full 81 ly warp 9 burn, with a little gas to spare. That is with or without IFE. If you go with the FM, and CE, it is fairly cheap and you can really go far, 2 100ly jumps at warp10 (Although you probably wouldn't do that).

I often use FM chaff in the late game, without CE, just for this reason. 1000 reinforcement self fueling chaff this turn, might be of infintely higher worth than 1000 chaff next turn. Flexibility is great. Smile

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 15:59 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
PricklyPea wrote on Fri, 11 August 2006 11:32

joseph wrote on Fri, 11 August 2006 11:17

I am, I x*K*xx* am. Shocked



Uh oh!

You select your ship and click 'merge'. This brings up the selection box. On the right, click 'Select all'.

You can also refine your selection using ctrl click.

It's usually easy to merge everything and then resplit using the sliders based on different ship classes.


Okay, I'm going to shoot myself now. And the next game I play (after I heal from shooting myself), my micromanagement will be cut in half. Or less. Why isn't this in the tutorial or the help files?

"Management is always trying to fine-tune the solution before it defines the problem." - Wayne Aman

Report message to a moderator

Re: Cheap Engines Fri, 11 August 2006 22:46 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
Stars! V.I.P

Messages: 58
Registered: July 2006
Location: Arlington, MA

yaltrebo - ya we all know -50% cost helps with an IS-10. But -25% weapons cost and -50% engine cost and a cheap engine to start with and extra battlespeed even for low tech engines and higher starting weapons and most resources dumped into it to keep it that way - are an entirely different order of effect, than saving a little on your freighter fleet. It is a matter of how much fp and dp the same resource investment buys, how much fighting power, and how soon. WM CE horde FFs can cost 50 resources.

Report message to a moderator

Re: Cheap Engines Sat, 12 August 2006 06:48 Go to previous messageGo to next message
Maarten is currently offline Maarten

 
Civilian

Messages: 3
Registered: July 2006
Location: The Netherlands
Marduk wrote on Fri, 11 August 2006 15:59

... Why isn't this in the tutorial or the help files?

It is. Wink

Report message to a moderator

Re: Cheap Engines Sat, 12 August 2006 11:36 Go to previous messageGo to next message
yartrebo is currently offline yartrebo

 
Petty Officer 3rd Class

Messages: 43
Registered: July 2006
Location: North America
Maarten: FF hordes are not very cost effective to anyone but inner strength (who get croby sharmor) - that's with or without CE. Frigates just don't have enough dp to stand up against torps, missiles, or sappers. Frigates might benefit the most from CE, but a ship used for the wrong purpose will still suck even if it's a decent amount cheaper than usual.

Try putting that FF design against a cruiser with 2 sappers and 2 or 4 beams (depending on if the general purpose slot is needed for manuevering jets - which will depend on the range of your beams and the enemy beams). Cruiser with CE can get 2 1/2 movement even without WM for a reasonable cost using IS-10 and overthruster, if your prop tech is decent.

Report message to a moderator

Re: Cheap Engines Sat, 12 August 2006 14:58 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Yatrebo
Jason is explaining how cheap engines (a horrible choice) can be good if chosen as part of a whole game strategy.

If you followed his advice and made a WM with the setup he suggested (and it should probably be a -f WM).

If wouldnt be a case of "but Cruisers are better" because they wouldnt meet cruisers.

The race next door (from here on called RND) would just be thinking - hum my factories are building nicely lets do some research. When the WM FF horde turns up. They have researched con to 6 (and maybe weap to 8?) and thats it.
The poor RND is stuck trying to fight them off with destroyers that cost much more and probably have lower weap. If he tries to research then he loses planets while he is doing it.
RND fights then he doesnt have any spare resources for research and the WM researches to W10 while the RND fights off the first horde, so the second horde is even tougher and the RND fleets arent any better.

Now its not infallible (nothing is!) and the Race 2 Doors Down may use the time the WM is beating up RND to build up to cruisers. At which point the horde is of much less use (scout, sweep support etc).

Also dont try this in sparse - I had a similar design idea (without cheap engines) for Bidding for Techs and although I think I worried a few people for the first 40 or 50 years its turn 72 now and I really am in some trouble.
The problem of Sparse is this idea relies on you hitting fast and even 1 years extra travel time will cause you problems.
Joseph



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

Report message to a moderator

Re: Cheap Engines Sat, 12 August 2006 15:13 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
yartrebo wrote on Sat, 12 August 2006 17:36

Try putting that FF design against a cruiser with 2 sappers and 2 or 4 beams

I did. I won. My design was FF with 3 bazookas, 2 wolverine shields, FM, but as a WM it had a battle speed 1.5. Opponent was an IS, his CC was 4 colloidals, 2 tech-9 sappers, AD-8 engine, 3 crobbies, man-jet. I coud buy about 4.5 FFs for one of his CCs, but I needed only 3.5 FFs to kill one CC. And my FFs were geteable through 100/250 gates... However that was the only time I've built a FF horde. In other games engines were too big an expense, or tech was advancing too fast for a horde to be so cost-effective.

Quote:

Cruiser with CE can get 2 1/2 movement even without WM for a reasonable cost using IS-10 and overthruster, if your prop tech is decent.

IMO the IS-10 is an overkill in a mainline CC, even with CE. If you have tech for IS-10 and not the tech for BBs you're centainly doing something wrong. Also, the IS-10 is a tech from quite a different timeframe of the game, than the FF horde, for such a comparisson to be fair.

BR, Iztok

Report message to a moderator

Re: Cheap Engines Sun, 13 August 2006 01:34 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

I did. I won. My design was FF with 3 bazookas, 2 wolverine shields, FM

A destroyer minesweeper with a sapper and collodial can compete well enough till Jihad BB rolls out and stays useful as minesweeper/jihad escort.

Other uses (minesweeping), resistance to counterdesign (torps/missiles) are sometimes worth more than the added cost.

If I go FF, I tend to favour a lighter version, eg 1 shield and 1 or 2 weapons to reduce weakness to torps and make easier to spread out/risk (useful in minesweeping/sniping). CE is more useful when you like lighter ships.



[Updated on: Sun, 13 August 2006 01:36]

Report message to a moderator

Re: Cheap Engines Sun, 13 August 2006 07:30 Go to previous messageGo to next message
yartrebo is currently offline yartrebo

 
Petty Officer 3rd Class

Messages: 43
Registered: July 2006
Location: North America
Iztok: You should compare a WM frigate to a WM cruiser. Your IS opponent had to deal with +25% weapons cost while you had -25% weapons cost. That will more than explain your 4.5 : 3.5 advantage against his design considering how much of an FM frigate's cost is weapons. Heck, most WM designs will beat an equal tech IS design (excepting a croby horde) by a fairly wide margin because of the speed bonus and the -25% weapons cost. With the same PRTs and LRTs, I would much rather have that cruiser design, if I can afford the extra 3 tech levels in construction, though I might drop down to range 2 beams (colloidals are quite pricey for IS) or put delta torps (to take advantage of the low 45 dp of armor a frigate has).

Report message to a moderator

Re: Cheap Engines Sun, 13 August 2006 09:23 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
yartrebo wrote on Sun, 13 August 2006 13:30

Iztok:
...
I might drop down to range 2 beams (colloidals are quite pricey for IS) or put delta torps (to take advantage of the low 45 dp of armor a frigate has).

But he could't. It was a game with speciall settings (check RGCS for "New game: Well's Bottom" - mine eff. 5, 15 stars per players, slow tech, only one tech cheap, no trade...), and he decided to go conquering the universe with beamer CCs. He probably used all of his minerals for ~300 CCs. The main reason why I was fielding the FF horde was the fact that in early game nobody should had enough minerals for substantial number of missile ships. As it worked out lots of players didn't had minerals for ANY ship, while they were researching tech for better remotes. Twisted Evil I intended to (and actually did) kill one neighbour with FF horde and made a "fear sphere" for my remote-mining WM Exclamation .

The opponent with CCs was in far south and was attacking one of my allies. After I saw his CC horde I just increased the number of my FFs from 300 to 1000, and destroyed his main fleet (~200 CCs) over one of my ally's planets. Because of my combat speed bonus I used remaining FFs until the end, successfully killing lone Disruptor BBs the main opponent was fielding. However I won that game with 140 markIV Dreadnaughts and 3000 chaff.

But as I said that was the only time I used the FF horde. They are just too vulnerable to any missiles. Even beta torps can kill them in too big numbers, so in "normal" games they just arent't worth the investment.

BR, Iztok

Report message to a moderator

Re: Cheap Engines Wed, 16 August 2006 22:05 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
Stars! V.I.P

Messages: 58
Registered: July 2006
Location: Arlington, MA

No beta torps don't kill FF hordes. Nor do delta torps. Nor do DDs with 1 sapper and 2 beams. Nor do even cruisers with 2 sappers and 4 beams, though those manage to get in the running, which none of the previous do.

It takes jihads or battleship hulls to defeat shielded beam frigate hordes, resource for resource.

The previous poster was probably thinking of stopping small numbers of commerce raider FFs or skirmishing sweepers. For those missions you can count on many more resources catching the other guy and just send enough. But for actual battle, the enemy masses his invested resources and you will generally not be able to count on having appreciably more to throw at him.

A typical early FF fleet is 60 FFs with 6-8-2-6 tech. FF users often take RS, so that makes a single token with 10000 shields, plus 1000 per turn. Since the cost can be as low as 65 resources each, that represents about 4000 resources.

Now, can you beat that with beta torps? Not realistically, no. Single computer betas hit 5/9 times and do 6 each through the shields when they do So they have about 3 fp in through-shield terms. It takes 14 fired from one slot to kill 1 FF. 30 torp DDs will KO perhaps a third of such a fleet but die themselves, and cost far more in iron and G. A stack of 10 delta torp CAs or a maxed out delta torp base will kill only 2-3 per round and die rapidly as soon as the FFs get within range. As for larger tokens of them, they are not practical in mineral terms (particularly G) so early, are a waste compared to waiting for jihads, are useless afterwards, etc.

With the typical range 3 beam cruisers with sappers, the cruisers need on the order of 3 to 2 point odds to win cleanly. At even resources invested the FFs win cleanly instead. With expensive engines or weaker shield varieties, this can rise to needing 3 to 2 to win ugly (losing half the fleet), with 2 to 1 needed to win clean. Those are decent all around warships and remain useful for skirmishing and sweeping etc later on. But they do not match the FFs in fighting power, despite significantly higher tech cost up front. (If you include that in fleet cost the power relationship is hopeless).

Jihads change this because every hit becomes a kill, pretty much. A stack of 10 jihad cruisers can kill 20 a round, which wins. BB hulls also change it - a beam BB with just weapons 10, but with 6 capacitors, can kill an even investment in shielded FFs without serious loss. But these require tech 12 in a cheap field and tech 9 in another, or 13 and 10 for the BB solution. And in each case also need round out tech like energy 6-7 and usually also reasonable engines to justify the expense. Those all take not 4000 resources but more like 20000 resources spent on just the tech. The same poured into FFs means 300 of the buggers, not 60.

Report message to a moderator

Re: Cheap Engines Thu, 17 August 2006 00:14 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
JasonC wrote on Thu, 17 August 2006 05:05


A typical early FF fleet is 60 FFs with 6-8-2-6 tech. FF users often take RS, so that makes a single token with 10000 shields, plus 1000 per turn. Since the cost can be as low as 65 resources each, that represents about 4000 resources.

So ... this fleet is built to attack someones worlds? If there is a delta torp station involved at receiving side (upgrade from plain station is about 400 resources)... then it does not sound like overly menacing fleet? Rolling Eyes

Report message to a moderator

Re: Cheap Engines Thu, 17 August 2006 00:32 Go to previous messageGo to next message
JasonC is currently offline JasonC

 
Petty Officer 2nd Class
Stars! V.I.P

Messages: 58
Registered: July 2006
Location: Arlington, MA

Blockade kill, that is the way an early horde wins. It halts expansion in the horde direction, then the horde spreads over the less developed worlds. Anything leaving the HW is shot up. Pop gets wrong, economy goes sideways, the attacker keeps growing, grabs the planets inside his fleet line with pop-drops. Winning control of space wins the economic war.

Killing a starbase is pretty easy - it is a small token in effect - and can be used to tighten up the blockade and prevent fleet build up, if desired. A typical WM design for it is a 2 blackjack shielded DD stack. Actually bombing out the HW can wait for M80s and isn't essential to the race kill involved.

Report message to a moderator

Re: Cheap Engines Thu, 17 August 2006 01:39 Go to previous messageGo to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

No beta torps don't kill FF hordes. Nor do delta torps. Nor do DDs with 1 sapper and 2 beams. Nor do even cruisers with 2 sappers and 4 beams, though those manage to get in the running, which none of the previous do.

Iztok argued same thing long time ago.

Torps get many shots before non WM beamer gets one. (Fair test is both sides non WM or both sides WM). Torps bypass most of FF beamer shields. Torps do damage/kills on first shot.

In my current game, hit and run torps ships (originally designed to hunt WM scouts) chased off FF hordes including some croby based... every year he took damage but couldn't dish any out before I disengaged, and he feared giving me tech.

Post your heavy shielded FF horde design in detail and I will post a more cost effective counter based on torps assuming both sides don't have CE... same deal I made in this thread http://starsautohost.org/sahforum/index.php?t=msg&th=160 6&rid=358&S=de7ce46d3a3990da56fb082bb78e80aa&pl_ view=&start=0#msg_12930

The original web site for my testbed is no longer up, but I still have a copy that can be provided if wanted. It demonstrated how lower tech beta torps can kill suggested FF horde design on resource basis.



[Updated on: Thu, 17 August 2006 02:00]

Report message to a moderator

Previous Topic: Orbital Fort Trick
Next Topic: Some whackier race designs
Goto Forum:
  


Current Time: Fri May 03 23:55:29 EDT 2024