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On October 05 2012 11:11 AzraelArchontas wrote: It wouldn't be a protoss fungal it would be a snare slightly stronger then the marauders slow it would be primarily targeted at killing slow units, casters, and units caught out of position it wouldn't chain or stack and would cost much more as for the silence it would focus on replacing the phase shield and supporting you army in a more active way and it would also cause enemies to back off by placing it in their path and it would still allow aggression while a no attack field could be interesting think about that paired with offensive FFs cut off a chunk and take no damage? that just isn't right with mine they would still be punished but it would give them a chance to fight back on that note
If they altered FFs range and lowered it a bit it would make your idea a bit easier to handle for the enemy but I like the idea but I feel like it would work better on another army Another option would be to bring back dark swarm for zerg to deal with FFs not sure what to give terran but it isn't that much of a problem for them in my opinion (sorry about the Off topic comment)
Wormwhole it would just become a more potent version of vortex and cause all sorts of all-ins like nydus but it would be cool overall :3
Feedback Appreciated :D
First, about wormhole, it wouldn't work the same as a vortex because it wouldn't stack. And also the fleet beacon upgrade cuts out the possiblility for allins.
Good point with the FFs+Psionic blast. Keep in mind though that i made all of the abilities very short range to allow for spreading/target firing in response. It is a good point though. I think that the downside to your ability would be that it would increase deathballs because you REALLY need to protect your specialists.
BTW my design for the Oracle all came off of the wormhole. Everything else was built around that ability. If you have other cool mechanics that could fit with it i would be really interested.
Also could you be a little more specific about why you don't like the combining mechanic? I'm just curious.
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The wormhole mechanic is cool but if you placed two across any narrow point while the enemy is crossing it stuns to many units and unskilled players would be slaughtered and skilled ones would use it well enough to avoid target fire.
The merge function would create a scary monster that you can just place in the enemy base mineral line or use to clean up watch towers. It just doesn't function well with a quick air unit. If you brought them into an enemy base the 1 second to morph then say 6 to attack at high dps it would kill a few probes and 3 to unmorph and run away. With oracle support of no attack spell a small group could get in go on a killing spree and get out without taking heavy losses.
On the front of wormhole. I think a cool compromise could be it has to deploy to create a wormhole, one on each side, and it must be powered. This could allow for greater potency from proxy pylons and increased maneuverability.
On the front of my spell, It would not increase deathball. It would counter it, you wouldn't need a large army to protect your casters, they would become a core for witch your army would move, but it would hurt deathball to get caught because of the number of units effected and it would with a revised 125 energy cost be not all to common but still effective. It seems to me, you would want to split up your casters, just like with emp, to avoid to many being effected and it would benefit multi-pronged attacks and small raiding groups with oracle support would be much more effective, because it would allow for safer retreats, without recall. Allowing your MsC to stay with the main army, and I would make it effect your army as well. So you would have to have extra care how you deployed them.
Thoughts?
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Warhammer is honestly what I thought of when thinking about what to do with hydras. Tyranids (and imperial guard) very often have waves and waves of small units with mediocre fire power acting as the bulk of their army's firepower. When I think of how Zerg should be seging target, I don't think of the Brood Lord, though throwing lings at the target is pretty cool, I don't think it should be the primary siege function of the race like it is right now. I think Zerg should have a ton of weak, long range, single target units lobbing spines at things. The Swarm Host is kind of what I want, but too short range and more of the "free units" concept.
Give me a siege hydra and make me use 6of them to equal the power of one colossus. THAT is Zerg.
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On October 04 2012 13:57 KevoVargas wrote: APC120 Minerals 75 Gas Movement speed: Same as Hellion 180 HP 1 Armour Mechanical Armored Load Marines, Marauders, ghosts and all kinds of infantry units so they can shoot on the move!!! When it dies it takes all the units inside, same as Dropship. Can load up to 4 slots, upgradable to 6 slots. Ability: DeployAPC Deploys like a Cardbox, while not carring units, it gets static and cant move, it shows a Flak cannon at the middle. Damage: 18 Small AoE of 6 damage Recharge time: 0.85 seg Range: 7 (upgradable to 8) Good infantry Assault unit. Fast Ground Transport for slow moving units. Good Mech Support Anti air unit.
If you made the artillery powerful and long range, but it cannot move on it's own. It can only be deployed and picked up by the medivac. That would be some serious micro fun. You could constantly deploy it, then pick it up and redeploy it while it constantly shells the crap out of your enemy.
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Bisutopia19322 Posts
Protoss: Worth reading
Name: None yet.
- A trip wire style unit.
- It is a single unit that has a low dmg stalker type attack.
- It can be split into two pieces that are attached by a beam between them.
- They have a certain distance between them
- While separate can burrow into the ground.
- No attack unburrowed in this state
- only visible by detection when burrowed
- Beam between them is visible.
- While burrowed, any unit that runs through the beam takes significant damage over time and slows them for a very brief period of time.
- This unit can unburrow and reconnect as one piece at anytime.
- Extremely weak when in two pieces, yet a nice meat shield while in one piece so it's not useless as a whole
Strategies: This is a great unit for cutting of exit of the enemy army during engagement. It can prevent units from getting to expansions. And lots of other neat ideas.
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Bisutopia19322 Posts
On October 06 2012 02:06 p1cKLes wrote:Show nested quote +On October 04 2012 13:57 KevoVargas wrote: APC120 Minerals 75 Gas Movement speed: Same as Hellion 180 HP 1 Armour Mechanical Armored Load Marines, Marauders, ghosts and all kinds of infantry units so they can shoot on the move!!! When it dies it takes all the units inside, same as Dropship. Can load up to 4 slots, upgradable to 6 slots. Ability: DeployAPC Deploys like a Cardbox, while not carring units, it gets static and cant move, it shows a Flak cannon at the middle. Damage: 18 Small AoE of 6 damage Recharge time: 0.85 seg Range: 7 (upgradable to 8) Good infantry Assault unit. Fast Ground Transport for slow moving units. Good Mech Support Anti air unit. If you made the artillery powerful and long range, but it cannot move on it's own. It can only be deployed and picked up by the medivac. That would be some serious micro fun. You could constantly deploy it, then pick it up and redeploy it while it constantly shells the crap out of your enemy. That turret is very close to the raven ability. Why not just have the autoturret be able to be picked up and redeployed again else where.
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On October 06 2012 02:21 BisuDagger wrote:Show nested quote +On October 06 2012 02:06 p1cKLes wrote:On October 04 2012 13:57 KevoVargas wrote: APC120 Minerals 75 Gas Movement speed: Same as Hellion 180 HP 1 Armour Mechanical Armored Load Marines, Marauders, ghosts and all kinds of infantry units so they can shoot on the move!!! When it dies it takes all the units inside, same as Dropship. Can load up to 4 slots, upgradable to 6 slots. Ability: DeployAPC Deploys like a Cardbox, while not carring units, it gets static and cant move, it shows a Flak cannon at the middle. Damage: 18 Small AoE of 6 damage Recharge time: 0.85 seg Range: 7 (upgradable to 8) Good infantry Assault unit. Fast Ground Transport for slow moving units. Good Mech Support Anti air unit. If you made the artillery powerful and long range, but it cannot move on it's own. It can only be deployed and picked up by the medivac. That would be some serious micro fun. You could constantly deploy it, then pick it up and redeploy it while it constantly shells the crap out of your enemy. That turret is very close to the raven ability. Why not just have the autoturret be able to be picked up and redeployed again else where.
Yeah but this is a primary anti air, unit that deploys having 2 functions, bringing reinforcements fast, to the tank line. (marines or whatever) And a anti air unit that can deploy, making it good against air at long range. Covering the mech that lacks anti air at the start. Also its almost nesessary to make turrets if you are playing mech while doing a slow push. So this gives the alternative of some AA that fits the purpose instead of builing turrets at the battlefield.
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whoa these are cool....call the dude with the pike an "Elite"
give him an charge/jump type ability that he can pin any unit to the ground with that pike including air units excluding massive . last 2 seconds....well some kind of restriction...it would be cool to work on broodlords but not cool to work on bcs
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lmao... These are pretty damn cool!
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-slow abdukt for massive units. instead of nerfing the viper vs massive just make it a slower animation(takes longer time to pull big stuff)
-burrow for viper. survive from flying anti air, late game useful (litle bit mystery)
-hydralisk hopp. not over cliffs. not over units. shorter reuse and shorter range then blink. just a 3 unit hopp. (upgrade after the off creep speed)
-spidermines 1 second unborrow - attack at location unit where when activated. -widow mine upgrade - mini damage over time effect. a 2 ranged shredder radio field after mine explotion (radioactive core)
-creep squid for zerg. flat on ground squid that moves invisible swiming in creep - atacks with spike arms(on a location u can move out off). off creep -cant jump over cliffs but can climb and move on the side of cliffs. jumps over enemys to attack. so to help lings surround stuff
-new unit - science vessel + goliath somehow. howering circular support mech unit in the warhound spot
-career ability to morph to reaver, uses inspectors as crabs. (just make it dark and shiny)
-build observers from starport (to help with build order options)
-zerg unit that can camouflage as a bunker or destructible rocks.
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Name: Gunslinger, aka Marauder-That's-Not-So-Boring (Replaces current boring Marauder) HP/Armor/Movement: Same as current Weapon: T-250 Defiance Shotgun w/ Grenade Launcher -- This ground only weapon has a range of 4 and fires in a small conical area -- The grenade launcher is an auto-castable ability with 4 second cooldown (think haywire) that is similar to the current marauder attack: high damage vs armored, lowish vs light units
Upgrade Abilities: Mini-gun -- research from TL -- allows unit to switch primary weapon to a longer range (6) high burst rate-of-fire, suppression weapon -- switching weapons disables grenade launcher -- unit can switch back to the primary weapon at any time (short cool down between switching weapons)
Rocket Launcher -- research from TL (requires armory) -- allows unit to switch to long range (9), slow rate-of-fire, high damage weapon, with small splash -- rockets have bonus damage to armored and/or massive -- firing rockets has small channeling/set-up delay (think ghost snipe) -- unit can switch back to other weapons at any time (short cool down between switching weapons)
No Stim No Concussion
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The Void Pylon
![[image loading]](http://imageplay.net/img/m7Gbd161954/DarkObelisk.png)
- Drains 10 Shield Points per second on ground units when activated - Drain area is the same as standard Pylon power radius - Does not drain building shields. - HP/Armor/Shields/Build Time is exactly like a Pylon. - Build Cost is 75/25 - Provides 6 PSI - Requires a Gateway
This is sort of like an anti-shield battery. It continuously drains any Protoss unit's shields within an AOE, friend or foe. The AOE can be turned on or off.
- Imagine turning it off when your units pass, then turn it on when enemy units try to follow. - Early game, it can be a ramp deterrent while you fast expand - Can synergize with the Mothership Core purify ability. Place it so that it drains shields around the range of purify.
It would make zoning and positional play possible for PvP. While it cant kill units, it can be a positionally defensive structure especially in the early game. Any units that pass near it are weakend, so if properly placed can give a good defenders advantage while offensive use would be a bit more difficult.
Best of all, it only touches PvP. It can be a balancing tool so there are new strategies to the boring PvP while maintaining balance in the other matchups.
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In the spirit of the Terran Sensor Tower, I had an idea to have some similar structures for the Zerg and Protoss. Actual numbers can be adjusted for balance.
Zerg:
Eye of the Overmind - Upgrades from a spore colony for 100/100. - Works like the sensor tower, but blips units that are currently in the air only. - Has a larger range but only blips units that are moving. - Loses its ability to detect and shoot air.
Seismic Tendril - Upgrades from a spine crawler for 100/100 - Works like a sensor tower but blips units that touch the ground only. Reapers and archons/templar don't count because they hover. - Has a larger range but only blips units that are moving. - Can blip units that move while burrowed - Loses its spine attack
Protoss:
Psionic Beacon - New building at a cost of 250/250 - Has energy up to 200, starts with 100 - Can cast 'Psychic Sweep' ability that makes the entire map visible to the Protoss for about 5-10 seconds (cost 100 energy). - Sweep doesn't see invisible units - The building itself has a large sight radius, perhaps 12-15
Terran
In the interest of fairness, an upgrade to the Sensor Tower: - Upgrade for 100/100 that increases the sight radius of the tower itself, perhaps to 15 (siege tank range).
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Nice designs, i like the terran flying unit
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Dark Pylon
![[image loading]](http://i.imgur.com/zVyt2.jpg)
Has the same health and shield as a normal pylon. Can't warp in with it, or build on it. Costs 200/100 Increases Shield Regen of all friendly Protoss units within the power radius. This building also prevents the shield draining effect of EMP for all friendly Protoss units within the power radius. This building also prevents the snare effect of Fungal Growth for all friendly Protoss units within the power radius.
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What about a wall for terran (Not supply depod, or barracks) they actually get a wall.
![[image loading]](http://img470.imageshack.us/img470/220/muropx0.jpg)
Structure: Wall Cost: 75 minerals. Hp: 500 Armour: 3
Ability: Salvage Wall (Sell and Returns 75% of its cost) Maybe if can be movable... or re deployed, that would be better.
Upgrades: (Engineering bay)
Building Armour: +2 Armour on terran buildings (making it 5 armour) Spiked Wall: Builds Wall with spikes making damage to meele units as 50% of their damage delt.
Why do i think about this: Ive palyed terran all my life, and protoss now a days counter mech with almost everything. Im a terran OldSchool that really misses BW Tank push mechanics vs Protoss, so im always playing mech vs them. (althought i lose more than i win) Ive been making mech viable by building barracks, turrets, sensor towers and bunkers in front of my tanks. Blinking in with stalkers is so much dificult, and charged zealots dosnt work as well if the spaces are tight, Also Archons clump up, making my mech play much better. To move i just lift the barracks get a new position and so on, crawiling slowly in the map. It Also works vs Zerg with zerglins, ultralisks and roaches.
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I proposed in other thread minefields called by Planetary Fortress and deployed like a mule, ramdomly deploying "real" mines in a radius arround the Planetary Fortress. You can also let the Fortress to deploy arround autoturrets like the Raven. Then It will became a real Fortress and let Terran drone a little, like the zergs can.
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Since my thread was closed down with the reason "A post listing a bunch of different changes with limited explanation is not good at generating discussion. This would be better off on the bnet forums." i hope its ok for the mods that i post my ideas here. Probably should have posted here to begin with instead of creating another thread.
I have hade some ideas for changes for hots and wanted to present them
Zerg
Infestor + Show Spoiler +For the zerg units I feel like the infestor itself makes it so that allot of units cant show the full potential . Here is something From a previous post of mine of the problem + Show Spoiler + “As the game functions right now the problem with fungal It’s not about that the ability itself but the advantage being to advance thru one tech tree without taking any major risk. What we have to remember fungal growth is one of the ability that have changed the most since the launch of sc2. The changes was done initially done to give zerg a better response to handling Protoss armored units. I think everyone agrees on that handling allot of the late game protoss composition without fungals would be impossible. The problem here is that the fungal when first presented had a low damage output and a long rotting effect(it was also a missile attack if remember it correctly). When increasing the damage to handle protoss ground units more effectively it lead to a different problem that is present now. This is also why these kinds of big changes on abilities should not be done often as the effect of the changes can lead to different problems in the future. The problem that has occurred is the fugal effectives off handling air units. I think people agree on that choosing different unit composition should lead to different advantages and disadvantages. One unit should not be the answer to everything. The following logic was presented from blizzard when nerfing ghost:
“Snipe damage changed from 45 to 25 +25 Psionic We felt the Snipe ability was countering zerg broodlords and ultralisks slightly too well. Especially at the pro level, we were seeing a lot of games where terran players were playing very defensive games while massing ghosts to counter most of the options zerg players had at their disposal. While we like to see creative and innovative use of units, we felt that in this case Snipe was becoming too effective against zerg’s most expensive units. When adjusting the ability, we tried to settle on a number that would allow using Snipe to remain a viable tactic, though not as powerful as it is now. With this change, brood lords will fall in ten casts of Snipe rather than six (taking into account health regeneration), while an ultralisk will die in 21 casts, up from 11. This also significantly increases the number of ghosts and stockpiled energy needed to pull this tactic off, which we feel confident about because, previously, terran players rarely needed to consider the energy on their ghosts units. “ (http://us.battle.net/sc2/en/blog/4448820/Situation_Report_Patch_143-2_10_2012)
The exact logic and be applied to fungal growth. Infesters are able to counter most options every other race can present. Previously a well executed air attack from protoss could force hydras if the zerg couldn’t handel it with spore crawlers and queens. Blizzard further patched the spore crawlers rooting time to make it easier for zergs. After the infester changed combined with people figuring out the effectiveness off fungal u could now bypass hydras completely without any problems at all. U end up going to the infesters tech which u would have gone for anyway. The opponent is no longer able to force u do adjust your play with his air play and can comfortably play as u wanted to do .
Instead it should be choice of going hydras or doing a good defend with queens and spores. IF u wish to skip hydras/coroupters and take the risk to defend air only with queens and spores u should be rewarded with being able to go infesters. Currently there is no risk att all since the infesters with fungal combined with infested terran counters air units. Fungal growth is not game breaking with any means or overpowered but it does give a unfair advantage to zerg . I believe infesters effectives against air units should be addressed . There should be a bigger risk of going infesters for zerg since the other lair tech choices presents risk factors that seem to be lacking in the infesters. This problem because more apparent in late game where the fungal ability is used to both shut down the ground and air army. Making u rely less on your corrupters. Infested terran used to supplement the lack of attacking units witch allows u to have a higher supply of infesters.
This is my take on it and its only an opinion and by no means facts. I believe people have different opinions in this subject and its more beneficial to present them that trashing down other people opinions.
With the hots beta out now I think it’s a good time to find other solution to supplement the role that fungal growth gives now. In wings of liberty its made sense to use infesters to address the issue zerg hade with protos but with the hots beta I hope they try to find other ways.
My suggestion is to change the fungal growth completely to a mass corruption spell. The abilty will work ass following: spawns swamp pool in the target area. Units/building 1.5 radius(believe it’s the same range as blinding cloud) will take 20% more damage. The damage increase can be adjusted and if it should work on buildings and your own units. The idea here is to increase the skill cap for the area control and have an ability that by itself isn’t good but synergize with the other units well. The concept of space control should work similar to the creep spread. As players don’t want to fight when they are on creep they would not like to take a fight if there units are in the clouded area. In that sense u can put this ability down to force your opponent to reposition but it’s their choice if they want to engage with less favorable position or a 20% more damage taken. Fungal growth in its current form forces the engement without any opportunity to retreat. Overall this spell should work better with the current zerg units and allow hydras,swarmhost and viper be more favorable to use. At the same time combining any of these units with the infesters would make them more effective.
Swarm host + Show Spoiler +For the swarm host balancing I would like to implement the idea of balancing the damage not by increase and decrease the range or damage from the lotus but by increase the amount of lotus spawned. Instead of decreasing the damage u could for instance dubbel the amount of lotus spawn and then nerf the damage and hp 50% for every lotus. This makes it so that the overall damage the swarm host does is the same if u let all of the lotus fire on a target without your opponent reacting. Using units without aoe attack to engage the lotus also make it less effective since u have more targets shot down before u take damage. Aoe units become more effective to negate the damage. This also makes the lotus more like cannon fodder instead of damage dealers.
Protoos
Replican + Show Spoiler +For protos I would like to reintroduce and old hots unit with some adjustment. The idea behind this is to give a better connection for protoss with their star gate tech and robotech. I think ever sine starcraft 2 realse people have been on the subject that protoss tech transitioning is not as effective as the other races. Terran have the add on switch and zerg have to build 1 tech building. The current transition between twilight tech and robo seem to be working better then with stargate. Transitioning from star gate tech to robo or twilight seems to be less effective. Making star gate tech being less flexible and in some sense predictable on how the protoss will be abel to play the rest of the game.
So don’t freak out when I say the unit but i want to reintroduce to fill this role is the replicant. Of course is not in the same form blizzard presented it. This replicate can only copy your own units that u have created and can’t transform to massive units. So how would this unit solve the problem I presented with the star gate tech. The replicant will be built from the stargate(maybe nexus) with a small cost of minerals and maybe gas. The supply will be 4-6 and it will have a fast building time. The replicant will have 2 abiltys: Transformation that allows it to become any non massive units that is in your current army. The cost will be the same as building the unit its self. This means that if u replicate a phoenix u would have to pay the same gas and minerals the phenix cost to built. The idea is the choice by investing in tech that cost more in time and money for now but allows u to transition better later.
So if we take the scenario where we built 1 phoenix and 3 replicate phoenix we would have a have a phoenix harass group that have the same damage potential as 4 ordinary once but an higher cost in supply and base cost. Here is where the second ability kicks in that makes this investment worthwhile. After the replicant transform a new abilty is created allowing the replicant to transform back to its orginal form. The ability will work similar to salvage on bunkers. You will get 75% of the gas and minerals back from the transformation cost. This is where the transition effect kicks in for this unit. If u have built a robo bay and created one immortal u can instantly transform the 3 replicant that was used as phoenix to an immortal if u have the cash. If you still have your replicate immortals alive u can then transform them to void rays later in game.
I have some ideas for the mothership core that I might present latter.
Terran
Stasis bomb + Show Spoiler +For terran I want to change the window mine completely. I think blzzard is also noticing that balancing the window mine is really hard. I believe the problem lies with that the window mine have a high damage out put and at the same time the function as a space control unit. I want to follow the same concept as with the infesters change. Making a unit that empowers what terran already have but by itself is useless.
So instead of widow mine I want to implement something I call the stasis bomb. The function would be similar to the window mine but instead of damage it would channel out a lockdown area. Like the window mine this bomb burrows underground and triggers if a enemy unit walks in its range area. But instead of exploding and doing damage it will create radius are where all the units inside and walking in are locked down as in fungal growth or stasis. No damage is done but for the next couple of seconds(dont know how long is appropriate) any units even friendly are not able to move( attacking is still possible). This version of the spider mine will empower tank lines against protoss. By having a couple of these in front of your tanks u make it so that archons and charge lots can’t get to your tanks until the effect is gone. The siege tank that have superior range can still attack everything in the field. Battle hellions can still attack the zelots if position correctly with the mine ect. It’s the player choice on where he wants the mines to be. If he/she places it to far away from the army , the enemy colossus/tempest will snipe the mines if they have a obs. To close to the army and it might be less effective.
For the muta defense u can have a mine next to turrets. If the mutas fly by and get hit by the mine there stuck with getting damage from the turrets or marines. For bio this gives u an area u can run back to where the chargelots wont engage u. Zerglings rushing your tanks is also harder. Viper could pull the mines or cast blinding cloud on the tanks/units so they can’t do damage on whatever is stuck in the field. This mines won’t have huge effect on the brood lord tech but might counter ultras. Also setting up mines and tanks together fortify a specific are giving you space control against ground units. I can go on and on on how many combination and what u might be able to do with this effect instead. This is also allot easier to balance since it does not do damage. How its balanced and how its going to function can be changed completely but the basic idea is giving terran something that gives them a aoe lock down that does not do damage by itself.
Battle hellion + Show Spoiler +Another idea is similar to increasing the transitioning between tech trees as with protoss. Transitioning from bio to mech is also something that could be addressed. Blizzard seems to be trying this with the battle hellion. First making it more worth your invest meant by going hellions by giving them the ability to transform to battle hellions with bio features. I myself have a similar solution. Instead of making the battle hellion a unit that transform from the hellion I think it’s better of making it its own units itself. The main reason for this is the balancing concern. Since it’s a mineral only units with comes from hellion it makes it so that u can’t make it to powerful or change it too much. By separating it from the hellion u can add a small gas cost which also allows it to be more powerful and have better abilities. My first idea was to add an anti mech ability on it but with the recent change from blizzard I believe the transformation ability between bio and mechanical sounds more interesting. My idea of the battle hellion is that can transform between 2 different forms. The first is a bio form making it taking more damage against units that do extra damage to bio. It will have hp between 70-100 and can be healed from medivacs. The movement speed is also increased so it can follow the bio around. The second form allows it to becomes a mechanical unit with high hp around 150 maybe. Its movement speed is the same ass the current battle hellion. Both modes have the same type of attack and damage as the current battle hellion. What we have now are 2 modes. The bio mode makes it more mobile and allows small aoe damage with your moving army. The mech mode makes it tanky and more suitable with a defensive position. The main change is that it’s another unit by itself and not connected to the hellion . This makes it so that the damage can be adjusted, abilities added and more felxibel for changes overall. The blu flame upgrade should still be shared with the hellions and the battle hellion but that’s the only thing. This might allow terran to open up bio and put in some battle hellions over time and from there switch to mech. Marines/battle hellion bio might be better against mass zerglings.
I just want to end with that this are just some idea of concepts that might be interesting. Everything from damage,range,cost ect that have been suggested can be changed however it wants.
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