Staredit Network > Forums > Games > Topic: Let's Make a MOBA
Let's Make a MOBA
Nov 27 2010, 3:31 am
By: LoveLess  

Nov 27 2010, 3:31 am LoveLess Post #1

Let me show you how to hump without making love.

Edit: http://www.staredit.net/topic/12938/

Edit: I have multiple posts throughout this topic and ideas will change rather rapidly. Until I get a concrete idea of what we have going on here, my post will remain as is and I will make the original post into a quote or something. Until then, read all of my posts.

Quote
So, let us begin to design our own MOBA for when I begin to design games after I do some college-work and make a company, eh? Haha.

My idea lies in the fact that we all want a variety of shit going on, not just pick hero, do generalized build and rape the other team. My idea lies in the fact that you always: 1. Get boots and 2. Have a style of Play different from others. The second leads me to believe that a "Spell Book" class of items needs to be added, so that you can play your hero different from everyone. These Spell Books would alter your abilities by adding or altering effects, though not drastically.

So my idea is this: There needs to be a much more defined hero role in the game and the common shit needs to be integrated into the game. In DotA and HoN, there is Strength, Agility and Intelligence. This isn't enough for me, even with the different styles for each hero, being Initiator, Ganker, Semi-Carry, Hard Carry and Support.

So lets do this:

For items, there are two fixed slots. These would be your Spell Book and your Boots. Then five custom slots for any items. Different from the generic six, because one is almost always boots and a game should never last long enough for you to not need boots, preferring more damage. That's ridiculous. Spell Books would be integrated for the sole purpose of defining what your hero is going to excel at, such as ganking, chasing, supporting, carrying, jungling, etc. They will of course still cost money, but be as basic as boots. Leading to what you want first: Your spellbook or your Boots.

Basically, in the beginning you get your starter item that defines where your going in the game. That would be your spellbook ingredient or your boot ingredient. If you buy the basic boots first, your obviously going to rush your boots before your spellbook or just want the initial speed before getting your spellbook then getting boots.

Now onto what spellbooks really are: Let's say one is a Necronomnicon: When you cast 3 spells, you create a minion with a 15 second life span. It has so much HP, attack, defense, movement speed, etc based on how much mana these spells cost all-together. The book can then be upgraded X amount of times to increase this effect or maybe create more than one, maybe 2, depending on how much mana all these spells cost. Maybe even make the book create the minions after you expend so much mana. Another version of a spellbook might be a Chilling Tale, the book that adds a slow to your single target spells and a lesser slow to AoE. These different books would define your hero into a ganker, support, carry, etc as mentioned before.

Now, I do like some aspects of LoL and despise of others. Let us know in this topic what you think should come and go.

This topic is also serious business.

Edit:

To add more definition to the game, in Heroes of Newerth and DotA, you have three stats: Strength, Agility and Stamina. These were basic, easy to understand and you knew what your hero needed. This is where a part of LoL's imbalance also lies, because they go for straight stats in the form of Attack Damage, Health, Mana and the like. A few friends of mine came up with a much simpler, easier and balanced system of stats. Each hero scales differently on their given stats, levels and has special needs. The stats are as follows: Stamina, Strength, Intelligence, Agility and Constitution. Stamina generally increases health, Strength increases physical damage and reduces it, Agility increases ranged damage and reduces it, Intelligence increases magic damage most of the time and also reduces magic damage, Constitution increases the chance of landing critical strikes. For example:



Meet Gossamer, she is a nuker by the standard terms and an effective ganker. Stamina increases her health by 3.2 per point, meaning 10 Strength increases her health by 32. Strength reduces her incoming physical damage by 0.35 per point, ten points reducing 3.5 physical damage each hit. Agility increases her movement speed by 0.25 per point, 10 points would increase her overall movement speed by 2.5 and reducing incoming ranged damage by 0.4 per pont, 10 reducing it by 4. Intelligence increases her spells by whatever and her total pool of mana by 7.8 per point. Constitution along with Strength increases her chance of landing a critical hit.

Now say we have a spellbook that makes Constitution apply critical hits on spells rather than attacks. For this type of hero, that would be an obvious choice since her Strength and Constitution apply a chance of critical hits. Then again, maybe her spells are better if their damage were increased or make her into an attacker with a spell book that increases critical hits even further or something along those lines, depending on her skill set.


Post has been edited 5 time(s), last time on Nov 28 2010, 8:30 am by LoveLess.



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Nov 27 2010, 3:36 am OlimarandLouie Post #2



I do think that your spellbook/item system would work very well from what we've seen in LoL, HoN, and DotA. I was wondering whether we would make this via Galaxy Editor or from scratch... and who of us knows how to do either reasonably well?



None.

Nov 27 2010, 3:41 am LoveLess Post #3

Let me show you how to hump without making love.

Well I figured that if we wanted, we could make a variation of it on SC2, so that we could get a real hands-on design for it.

I do actually plan to make my own games in the future, seeing as my greatest joy is making things that others love and hate. It's why I made maps, I make them for others and not myself, my motivation even lies in the support of it.



None.

Nov 27 2010, 4:08 am MadZombie Post #4



Quote
MOBA
In first person. Please.



None.

Nov 27 2010, 4:29 am DevliN Post #5

OVERWATCH STATUS GO

Creating this in SC2 would be much simpler, but if you did actually go for a first-person perspective you'd have major lag issues. So I don't suggest that. :P

Question about the spellbooks, do they just augment the hero's pre-existing spells or do they actually make up the hero's spells?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 27 2010, 4:55 am NicholasBeige Post #6



My take on the Spellbook function.
  • Your inventory has 6 slots total.
  • 1 of these slots can only contain Boots.
  • Another 1 of these slots can only contain a Spellbook

Each spellbook gives a varying bonus to all the abilities of your character. Spellbooks can be upgraded to extend and strengthen their abilities. It is essentially a highly complex item, which sculpts and moulds your hero around a certain play-style.

In the sense that it is a determining item: it is going to be a pain to balance. Every hero's abilities are going to need to be tested with every level of every spellbook.

In the sense of ingenuity, I like it.

My suggestion? Have three kinds of spellbooks. When a game starts, your spellbook is blank. As you play, your play-style and the type of spellbook you currently possess determines what effects, boosts and abilities you gain.

The reasoning for this is, if you're going to make something complex and pull it off, you might as well make it extremely complex and pull it off very well.

Offensive Tome - This is the offensive spell book. As you play, your game-style will grant you bonuses to attack damage, attack speed, offensive auras and bonus damage to your spells.
Defensive Manual - This is the defensive spell book. The abilities which you learn here are focussed at increasing armour, hitpoint regeneration and distraction techniques.
Support Cypher - This is the support spell book. These abilities are focussed at buffing and healing friendly heroes, and applying curses to enemy heroes.

So immediately, any hero created for this game has 3 distinctive playstyles. You should design and create heroes so that any hero can play a balanced Support, Defensive or Offensive role.

My idea on how the Spellbook 'learns' from your play style? Last-hitting creeps adds bonus experience to all spellbooks. Dealing lots of damage to enemy heroes increases Offensive. Taking lots of damage increases defensive. Casting certain spells and abilities will add experience to the spellbook they most closely represent. For example, casting Stun on an enemy hero will increase Offensive experience, casting a Heal spell on a friendly team-mate or creep will increase Support experience. All Spellbooks gain experience overtime, but players should focus on not only leveling up their Hero but also leveling up their Spellbook.

Final idea: Players can purchase Gems from a shop in the mid-late game which can be applied to your spellbook. Gems range from things like Fire (offensive - adds fire damage and splash AoE to most effects, defensive - returns damage to nearby melee attackers, support - creates an attack speed and movement speed aura around the user)... to the other three elements, Water, Earth, Air...

These gems and their abilities should be hard countered. In the sense that offensive Fire is protected against by defensive Water. Or an offensive Air can be defended against by a Defensive Earth player. In their support roles, they correspond roughly like so:
  • Earth - Armour, Regeneration, Defence.
  • Air - Movement speed, attack speed, dodge chance, critical strikes.
  • Fire - Damage, lifesteal, damage over time, area of effect.
  • Water - Spellcasting, mana regeneration, manipulation and versatility.

In addition to elemental gems, there are also more generic gems which can be bought in the early game, but have uses throughout the late game also. Certain Gems reduce ability cooldowns, others increase experience gained by heroes and others increase experience gained by spellbooks...

Only one gem may be active in a Spellbook at any time. It is impossible to remove a gem from a Spellbook.

Just brainstorming.



None.

Nov 27 2010, 5:03 am LoveLess Post #7

Let me show you how to hump without making love.

Quote from DevliN
Creating this in SC2 would be much simpler, but if you did actually go for a first-person perspective you'd have major lag issues. So I don't suggest that. :P

Question about the spellbooks, do they just augment the hero's pre-existing spells or do they actually make up the hero's spells?
They augment, say like a Rylais augments your spells in League of Legends.

And I like what Cardinal said about your spell book being determined off experience, but that would fuck with some people and their builds. The general idea is something like this:



Sorry for the quick-shit made quality, but yeah. Total of five of any item you want, to exclude boots and spell books. The gem idea is definitely something worth exploring, but would add way too much for somebody new to the game to learn. This system of a spellbook and boots being limited to one, then being made into integrated items that are pretty much screaming out, "you need me" would lessen the learning curve on that end.

To look at what you said about balance, of course each hero would have to be carefully looked at. I have actually had experience in designing balance in a MOBA a friend was making on SC2, balance isn't incredibly difficult to be honest. It's obvious as to what is imbalanced and unbalanced in a matter of releasing to the testers/public, hearing complaints and watching replays. I would be more afraid of bugs than imbalances.

Post has been edited 4 time(s), last time on Nov 27 2010, 5:43 am by LoveLess.



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Nov 27 2010, 12:26 pm LoveLess Post #8

Let me show you how to hump without making love.

Alright so here are some ideas of what Spell Books would be like:

First, let's go with a Jungle/Farm-based Spell Book. You may remember this from DotA or HoN, but essentially, this Spell doubles the damage done by your abilities/spells and if killed by your spells, grants 200% the normal gold. For AoE abilities, the damage is only 1.25x and grants an additional 25% gold than normal. This could use variable tweaks as more ideas come along, but the basic idea is there. This would be the Tablet of Greed, made for nukers who excel in single target or heroes who need to jungle/farm early to mid game. Even late game, this would help with pushing as well with getting those high cost items.

The Grimoire, by taking the average mana cost of your abilities, creates a number. Whenever you cast spells, it adds up that used energy and will upon expending that much, create a minion at the target attacking it. If it was an AoE, the weakest hero or unit. If you meet its requirement twice or three times (with skill), it creates that many minions at the same time. Their stats are determined by the goal originally set with that average, which changes with any mana cost reductions in your abilities.

For another, we can make this the Chilling Cypher, which slows enemies dealt magic damage by the bearer by 30% and a reduced 10% by AoE magic damage. Great for gankers, heroes that tend to be chasing a lot or even support, aiding a carry or ganeker in kills.

Maybe we can take the idea that Cardinal had and once you have a spell book, it's power increases the more assists/kills you have, but also decreases in power when you die. Sort of like the stacks they have in LoL. For the Tablet of Greed, an additional 1 gold in bounty per stack or something. Grimoire would increase the stats of it's minions regardless of the average, then Chilling Cypher would have another 1% slow per 'stack.'



None.

Nov 27 2010, 3:31 pm poison_us Post #9

Back* from the grave

When I get SCII, I plan on actually getting into the mapmaking biz, not just petering out, so I'll know Galaxy Editor fairly well. Then again, I think this idea goes beyond what Galaxy Editor would be capable of.

My idea would be something like a spellbook that you buy for some in-game cash or whatever, which adds a base attribute, sorta like slows-on-spells, then you can build pages into it. Maybe like LoL's Runes, but you must pay real money for them. Players without spellbooks, pages within books, or spellbooks and pages, could only be paired with players that have the same stuff. For example, if I have a book but no pages, and you have a page, I'd never play against or with you, unless we make a premade.

For your Necronomicon, pages could be inserted to increase the stats of the minion...ya know? There could be a limit on pages, for a maximum of like 5 or so. If you know what I mean, the books provide a base attribute or ability or whatever, sorta replacing LoL's passive (to help reduce people that complain about OP passives, because they could get the same book), and rewarding people that are willing to support us. Also, if it replaces passives, it could pick up a slot next to the spells like LoL's passive, which would make it more visually apparent that the spellbook has spell effects that do more than increase damage or reduce cooldowns.

Then again, this all goes off of the idea that this won't be based off of the Galaxy Editor. We could possibly make a system that remembers who is who if we need to in the GE, but I don't think it will be feasible, especially if we need to use codes that can be shared or cracked...

TL;DR: Galaxy Editor probably wouldn't work, we would need a stand-alone deal for anything like this. I like the book idea, but I think it needs to have more individualism even within the same books, ya know what I mean?

(this was copypasta'd from the proboards forum, so if something looks out of place, I'll explain when I actually get time to read it)





Nov 27 2010, 5:12 pm aalleecc248 Post #10



I am a little confused by the explanation of the Inventory system. Would it be 5 custom items, 1 boot, and 1 spell book setup?



Totaling 7 slots, or a different concept?



None.

Nov 27 2010, 5:35 pm Biophysicist Post #11



I love the spellbook idea.

But: Does anyone here who's interested know how to code? Like, really well? 'Cause this is way beyond even my skills, and I have had several professional programmers say that they find my skills impressive (for my age, but then again I don't think most people on SEN are much older than me). Of course, that means very little... What I guess I'm trying to say is, this is going to be ha-

WAIT. UDK. I've fooled around a bit in it when IskatuMesk sort of implied (accidentally, I think) that he'd want my help with his UDK project. (Which I don't think he actually does want, but w/e. It still made me fool around with UDK.) And it looked awesome.

My two supply.



None.

Nov 27 2010, 6:52 pm LoveLess Post #12

Let me show you how to hump without making love.

Quote from poison_us
When I get SCII, I plan on actually getting into the mapmaking biz, not just petering out, so I'll know Galaxy Editor fairly well. Then again, I think this idea goes beyond what Galaxy Editor would be capable of.

My idea would be something like a spellbook that you buy for some in-game cash or whatever, which adds a base attribute, sorta like slows-on-spells, then you can build pages into it. Maybe like LoL's Runes, but you must pay real money for them. Players without spellbooks, pages within books, or spellbooks and pages, could only be paired with players that have the same stuff. For example, if I have a book but no pages, and you have a page, I'd never play against or with you, unless we make a premade.

For your Necronomicon, pages could be inserted to increase the stats of the minion...ya know? There could be a limit on pages, for a maximum of like 5 or so. If you know what I mean, the books provide a base attribute or ability or whatever, sorta replacing LoL's passive (to help reduce people that complain about OP passives, because they could get the same book), and rewarding people that are willing to support us. Also, if it replaces passives, it could pick up a slot next to the spells like LoL's passive, which would make it more visually apparent that the spellbook has spell effects that do more than increase damage or reduce cooldowns.

Then again, this all goes off of the idea that this won't be based off of the Galaxy Editor. We could possibly make a system that remembers who is who if we need to in the GE, but I don't think it will be feasible, especially if we need to use codes that can be shared or cracked...

TL;DR: Galaxy Editor probably wouldn't work, we would need a stand-alone deal for anything like this. I like the book idea, but I think it needs to have more individualism even within the same books, ya know what I mean?

(this was copypasta'd from the proboards forum, so if something looks out of place, I'll explain when I actually get time to read it)
Eh, this has too much detail. Besides, many people agree that the best thing about MOBA, is that every time you play a game, you start from scratch and how you play NOW determines how the entire game goes. It's not a "oh hey im a higher level than you because I played longer" or "i have this because I have played this game too much."

Quote from aalleecc248
I am a little confused by the explanation of the Inventory system. Would it be 5 custom items, 1 boot, and 1 spell book setup?



Totaling 7 slots, or a different concept?
Exactly, One slot MUST have boots and another slot MUST have a spellbook. These two slots cannot be for anything else. Then there are five more slots, for a total of seven, that can carry any item that is not boots or a spell book. Ingredients that go into the two will definitely be there, but themselves, no.

Quote from Biophysicist
But: Does anyone here who's interested know how to code? Like, really well? 'Cause this is way beyond even my skills, and I have had several professional programmers say that they find my skills impressive (for my age, but then again I don't think most people on SEN are much older than me). Of course, that means very little... What I guess I'm trying to say is, this is going to be ha-
My two supply.
I do not, but I can always make an attempt.



None.

Nov 27 2010, 9:15 pm DevliN Post #13

OVERWATCH STATUS GO

For now, this is entirely possible to make in SC2 so far. It might be worthwhile to just make it there first as a base, and then if you did want to create a standalone game you would at least have something to base it on.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 28 2010, 12:34 am LoveLess Post #14

Let me show you how to hump without making love.

I agree DevliN, but we would really need coders and terrainers. I have ideas for it, but I lack the ability to code and this is something we can't just trigger, it would be much more efficient to be done in pure code.

As for the actually front of making it a SC2 map, the generic 3 lanes with trees/terrain dividing them and the standard river diving the two sides. As for the river, this could definitely be messed with and altered. I would like to semi-implement bushes, but in a different manner. Maybe just as walls dividing the line of sight, but you can't hide in them. I prefer LoL's creep spawning system over DotA/HoN's to include spawning at the main structure and re-spawning barracks. As for creeps, let's do 3 Physical, 3 Ranged and 1 Tank. The Tank is weak against turrets, but has high HP and deals additional damage to turrets/other tanks. Now HoN/DotA had turrets that didn't suck, while LoL's do, so we will be looking at them closely. As for Neutrals, we will not implement these immediately. They will require a lot of thinking/consideration as to how we can make them unique, this is to include ALL neutrals like Kongor/Baron. I will want to implement Runes from DotA/HoN, because they added a very nice Meta-Game to have players on the look-out for them and enemies with them.

As for any ideas you guys have on the subject, please share what you have with everyone, even if they seem stupid or I am an asshole and shot down ideas of yours. Ideas can always be brought back up and be applied if they are needed down the line.

SRSBSNS!



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Nov 28 2010, 1:17 am Zycorax Post #15

Grand Moderator of the Games Forum

*Throws in random idea*
How about making the map top left vs bottom right for a change? ^^




Nov 28 2010, 1:19 am MadZombie Post #16



If it has to be a specific article of clothing or armor could it be something like a hat? Boots sound so... lame. It's all about Hats in games now a days.



None.

Nov 28 2010, 1:23 am poison_us Post #17

Back* from the grave

People would miss jungling, but that's something they would have to get over. If we have a game style, it aught to be 5v5 (if SCII allows this; not sure since I haven't paid any attention to it thus far) or 6v6 (again, if possible). 3v3 absolutely sucks, see Twisted Treeline and whatever HoN's 3v3 map is. I would be willing to devote myself to terraining or coding, whichever we would need more. We need more than the ghosts/golems/wolves of LoL, but I love their individual respawn timer for each forest. I forget how HoN towers worked, but I agree they're so much better than LoL towers. When I get time, I'll outline what I love about LoL and about HoN, and what I feel we should implement.

Continuing off of my spellbook+runepage idea, it's not like people without anything would play against those that have it all. Basic spellbooks would be like the Necronomicon, which spawns a controllable creep with X hp and Y attack (IMO should be after a certain amount of mana is used, but meh), and additional pages could decrease the amount of mana required, or increase the ratio at which X and Y are gained, or whatever. Another could be a book that increases the attack, defense, speed, or whatever, and based on the intended class (tank, fighter, etc) could get 20% increased benefits from their book.

Sound good?





Nov 28 2010, 1:40 am LoveLess Post #18

Let me show you how to hump without making love.

Quote from poison_us
People would miss jungling, but that's something they would have to get over. If we have a game style, it aught to be 5v5 (if SCII allows this; not sure since I haven't paid any attention to it thus far) or 6v6 (again, if possible). 3v3 absolutely sucks, see Twisted Treeline and whatever HoN's 3v3 map is. I would be willing to devote myself to terraining or coding, whichever we would need more. We need more than the ghosts/golems/wolves of LoL, but I love their individual respawn timer for each forest. I forget how HoN towers worked, but I agree they're so much better than LoL towers. When I get time, I'll outline what I love about LoL and about HoN, and what I feel we should implement.

Continuing off of my spellbook+runepage idea, it's not like people without anything would play against those that have it all. Basic spellbooks would be like the Necronomicon, which spawns a controllable creep with X hp and Y attack (IMO should be after a certain amount of mana is used, but meh), and additional pages could decrease the amount of mana required, or increase the ratio at which X and Y are gained, or whatever. Another could be a book that increases the attack, defense, speed, or whatever, and based on the intended class (tank, fighter, etc) could get 20% increased benefits from their book.

Sound good?
Did you read all of my posts? I made a mention about another idea around it, but called it the Grimoire as far as the Necronomicon and how I feel the spellbooks should be.

Now, I m made a really random 3 minute outline as to how I feel the map should be like. Discredit me for taking the idea off of HoN's Watchtower map, but it is highly under-rated. It has amazing new ideas as far as gank areas, pushing differences and really, really, REALLY nice idea for a complete layout. Here is the basic idea:



Now, it has no real layouts or definition, but for a general idea. The reason there are so many curves, is that it makes you weary of ganks from the cliffs or forest by your tower, also adding in the element that your tower can help in certain situations beyond lane control, enhancing the caution your enemies and allies will employ dependent on where that tower is located.

EDIT:

Wait! Now I have a different idea to enhance ganking a little more to give aid to the side lanes. The area with grass, lets cut that down and make it closer to the center. So the bottom left and top right are now going to curve in more like a circle. The image isnt entirely accurate because I could feel that they could get closer, but this is all to be determined with actual design and testing.



Post has been edited 2 time(s), last time on Nov 28 2010, 1:51 am by LoveLess.



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Nov 28 2010, 2:35 am Riney Post #19

Thigh high affectionado

Quote from Zycorax
*Throws in random idea*
How about making the map top left vs bottom right for a change? ^^

Temple Siege?



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-- Updated as of December 2021 --

Nov 28 2010, 5:37 am LoveLess Post #20

Let me show you how to hump without making love.

Alright, so apparently there is some interest in making this into an SC2 project to get a hands-on feel for the features. I am not aiming to make this a public-hit, it is more so a test for our own ends to further the project. For quite some time, this is going to be an SEN-only map and your friends can play, but I don't want to release it until it is in a beta-type status. That is far in the future though... So let's just toss that aside.

So to start off, we are going to need people to design the terrain. Seeing as a jungle with the standard river and everything has been done over n over... Let's do a destroyed/burning/ruined city theme for the map. We can make the river polluted and everything to give it a unique feel. I would like to have multiple people working the terrain, to get multiple perspectives on it. These people should not mind having to edit the terrain once it is 'finished' over and over, to fix points of interest and bugs that may appear: Such as being able to fit through gaps they shouldn't be going through or sight imperfections.

For the other half, we will need coders. People who can hard-code hero stats, items, unit stats and menus. I am planning to make a whole "unit selection" screen that replaces the actual game with a picture and puts up more pictures/dialog for picking heroes before the gameplay actually starts. To include a shop as well with more dialog boxes that are clean and easy to use. I am not too familiar with the coding side of the house, but I am told that everything that can be triggered, can be coded better. So my assumption lies that they have the same features available.

Once a team is assembled (lol, assembled) I will make a SC2 project topic with the entire outline of the map. This is not at all a rush project like I have been doing for the past few years, this map will entirely be somewhat of a... Game Pitch. Maybe we can use it to get hired by a game company, eh?

Also... We need a name. Something with Arena sounds awesome.



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