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I have to agree.  As long as there isn't a balance of power of the weapons and hulls this, "Elite Gold Box War" would be a useless and futile game play.

 

For example, the other day I played 1v1 my M1 mu 50/50 smoky and M2 mu 35/50 Hunter vs an M2 Firebird and M2 Titan on the island battlefield.  It was a pro battle so drops and supplies were turned off.  It was a very good battle a blow for blow fight to the very end. 

 

Until there is balance in the fields such as this...  fool hardy suggestions like DmanBattleMaster presented should go the way of the dinosaurs.

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Tanki.io!

 

A mode in which you're stuck in a bird's eye view over your tank and you must collect colored boxes to upgrade from your puny M0 Wasp Smoky! Yello, pink and blue boxes will fall from the sky, each containing exp points. (for the game mode, not your actual exp)

 

Although, you cannot just drive through these boxes and have it work, you have to shoot them to break then and get their points! If you run into them you will drive through them but it will damage you!

 

Blue boxes - 50 - 200 crystals

Yellow boxes 350 - 450 crystals

Pink boxes 500 - 750 crystals

 

Note: These are IN-GAME MODE crystals. They will NOT be added to your crystal funds, but a box like the one that shows your crystals will show numbers in blue to represent your in game crystals

 

When you collect these boxes, a green bar near the top of the screen will fill up a bit and when you level up, you can select to either upgrade your turret or your hull. Along with these, the boxes we know and love will drop and these you can drive through. They'll do what they've always done.

 

Parameters of your turret will change according to the turret you have.

Parameters of the hull you can change are armor, agility and handling.

 

When you fully upgrade your turret or hull you will move onto the next gun. Same for hulls.

 

Progression will be this:

 

Turrets: Smoky --> Isida --> Freeze --> Firebird --> Twins --> Hammer --> Ricochet --> Vulcan --> Thunder --> Striker --> Shaft --> Railgun

Hulls: Wasp --> Hornet --> Hunter --> Viking --> Dictator --> Titan --> Mammoth

 

Since here are less hulls in the game, the hulls will take longer to fully upgrade. Now, when you fully upgrade, you can choose to wait or modify to the next hull/turret.

 

Fur turrets, you will have to make 5 upgrades for each parameter, 8 for hulls and each one costs more than the last, but with so much and not very many crystals given from the boxes, the increases will be small.

 

You also get crystals for killing other tanks! You get 50% of the crystals they earned since the start, so if I earned in total, 20,000 crystals and I get killed, that player gets 10,000.

 

Now, I bet what you're wondering what the point of this game mode is. Well, it's a timed mode. you can't have 0 time. The minimum is ten minutes up to however high you want it to go. Alternatively, you can change it, so the first person to get a kill with a fully upgraded Railgun wins.

 

If you get killed, you keep 10% of whatever crystals you had at the time and when you spawn, you'll have a stock Wasp/Smoky.

 

Battle fund will increase as normal. The higher the ranked a player is, the more fund is added.

 

Also for this mode, only the biggest maps can be used: Berlin. Dusselorf, (idk how it's spelled) Lost Temple, Deathtrack, Kunger, Madness, Skylark, etc. Up to 20 players can be in a battle. You can also use the standard game modes in this. TDM, CTF, CP, DM <-- probably best.

 

Now, if a gold box drops, there will be a golden arrow pointing into its direction with a symbol of the gold box's drop zone image after it.

 

Tell me what you think 0f this idea! :D

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there should be a conquer mode (CQ) where everyone is in a 1 person team and have their own point. if a point turns 100% of a color then it stays like that to the end of the game. when all points are taken, whoever has the most points conquered gets the majority of the battle fund. tell me if you like it! ^_^

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Tanki.io!

 

A mode in which you're stuck in a bird's eye view over your tank and you must collect colored boxes to upgrade from your puny M0 Wasp Smoky! Yello, pink and blue boxes will fall from the sky, each containing exp points. (for the game mode, not your actual exp)

 

Although, you cannot just drive through these boxes and have it work, you have to shoot them to break then and get their points! If you run into them you will drive through them but it will damage you!

 

Blue boxes - 50 - 200 crystals

Yellow boxes 350 - 450 crystals

Pink boxes 500 - 750 crystals

 

Note: These are IN-GAME MODE crystals. They will NOT be added to your crystal funds, but a box like the one that shows your crystals will show numbers in blue to represent your in game crystals

 

When you collect these boxes, a green bar near the top of the screen will fill up a bit and when you level up, you can select to either upgrade your turret or your hull. Along with these, the boxes we know and love will drop and these you can drive through. They'll do what they've always done.

 

Parameters of your turret will change according to the turret you have.

Parameters of the hull you can change are armor, agility and handling.

 

When you fully upgrade your turret or hull you will move onto the next gun. Same for hulls.

 

Progression will be this:

 

Turrets: Smoky --> Isida --> Freeze --> Firebird --> Twins --> Hammer --> Ricochet --> Vulcan --> Thunder --> Striker --> Shaft --> Railgun

Hulls: Wasp --> Hornet --> Hunter --> Viking --> Dictator --> Titan --> Mammoth

 

Since here are less hulls in the game, the hulls will take longer to fully upgrade. Now, when you fully upgrade, you can choose to wait or modify to the next hull/turret.

 

Fur turrets, you will have to make 5 upgrades for each parameter, 8 for hulls and each one costs more than the last, but with so much and not very many crystals given from the boxes, the increases will be small.

 

You also get crystals for killing other tanks! You get 50% of the crystals they earned since the start, so if I earned in total, 20,000 crystals and I get killed, that player gets 10,000.

 

Now, I bet what you're wondering what the point of this game mode is. Well, it's a timed mode. you can't have 0 time. The minimum is ten minutes up to however high you want it to go. Alternatively, you can change it, so the first person to get a kill with a fully upgraded Railgun wins.

 

If you get killed, you keep 10% of whatever crystals you had at the time and when you spawn, you'll have a stock Wasp/Smoky.

 

Battle fund will increase as normal. The higher the ranked a player is, the more fund is added.

 

Also for this mode, only the biggest maps can be used: Berlin. Dusselorf, (idk how it's spelled) Lost Temple, Deathtrack, Kunger, Madness, Skylark, etc. Up to 20 players can be in a battle. You can also use the standard game modes in this. TDM, CTF, CP, DM <-- probably best.

 

Now, if a gold box drops, there will be a golden arrow pointing into its direction with a symbol of the gold box's drop zone image after it.

 

Tell me what you think 0f this idea! :D

this is a great idea! 

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guys , we should have a messaging box in inviting option and as tanki told sell option cannot be accepted but you can make it  for a special day i.e. new year sale,halloween,tankers day etc. it should be refunded for how much is the discount on that eqipment. And the clan system isn't fair , if someone creates a clan withing a short period its becoming full!. to avoid this tanki may make to create clans with crystals . i mean 5k or 10k  crystals so that every tanker could join a clan

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My mode -- JUGGERNAUT

 

The match starts like a normal DM ,but a player after sometime is highlighted as the "juggernaut"(A red symbol will appear above that tank).

Players will have to kill the juggernaut... The one who does becomes the juggernaut( from now on I will call the juggernaut as "it").

The match goes on like this, the player who becomes it the most no. of times in the specified time period wins the battle.

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Now, I bet what you're wondering what the point of this game mode is.

 

Yep.

 

Kidding - it's like a mini game. Might be tough for players to get past the fact that the in battle crystals do not equate to their ongoing inventory

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Here a Wild Idea...

 

Mode; CHAOTIC Battle. Team Chaotic Battle.

Truly a Wild Idea. In battle, every time you die, and re-spawn, you spawn with different Turret/Hull, than what you had last Spawn. All kills and deaths still count for/against you in battle, but each one is recorded against the equipment you're using at the time, for record/stat keeping on your profile. How this works could be one of two ways. Everyone has more than one turret and hull in their garage. This is likely a given, although chances are slim that someone might only have One of either or both, it's not likely! So the Randomness just goes off of your Garage Inventory, without considering what you prefer. Sometimes you'll re-spawn with what you want, other times you will not... it will require the player be willing to adapt in the fight. Other players will be re-spawning with different equipment as well... and thus, the fight will constantly be changing dynamics during the fight, creating a potentially Chaotic, and confusing challenge! 

 

The other possible way this works is almost the same. Except, first entering the battle, you are asked to choose three different Turrets and Hulls you use. If you don't have enough of either in your inventory, than maybe it randomly adds enough to replace the missing available, and you use those during THIS battle only. They would not be part of your inventory outside of Chaotic Battle Mode. 

 

Another alternative to this, those that don't use specific Turrets and Hulls often, or those that don't have those regularly, could also be a probability, allowing the user to freely sample Turrets/Hulls he otherwise would not use. 

 

In this mode, also collect Exp/Cry in a consecutively rewarding manner per Spawn. So you first spawn as a Viking Rico, your first kill only earns so few exp/Cry.... however, every new kill remaining in that same tank earns you a little more than last... rewarding you for staying alive longer with that setup. When you die, say after 4x kills, you re-spawn as a Titan Firebird. Your next kill starts at the bottom, but continually works up rewarding you more than the last for every kill you gain on that next spawn. Eventually, maybe only after 3 kills, you die again. Now you re-spawn as Mammoth Striker, and you survive getting 6 x kills, each rewarding you slightly more than last as you survive longer! This pattern continues til the battle is over. 

 

What's everyone THINK?? 

LIKE THIS 

Below 

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My mode -- JUGGERNAUT

 

The match starts like a normal DM ,but a player after sometime is highlighted as the "juggernaut"(A red symbol will appear above that tank).

Players will have to kill the juggernaut... The one who does becomes the juggernaut( from now on I will call the juggernaut as "it").

The match goes on like this, the player who becomes it the most no. of times in the specified time period wins the battle.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Who likes it? ;3

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5 cp mode:

 

Similar to tf2's:

 

First team to cap all 5 capture points win

 

The spawn point for each team moves up as they cap more control points (advances as far as CP point 3)

For example:

 

(Spawn point for team 1 = S1, spawn point for team 2 = S2, CP neutral = CP, CP capped by team 1 = CP1, CP capped by team 2 = CP2)

 

The map and points are a horizontal line such that it looks like this at the beginning of the match

 

(S1 - CP1) - CP1 - CP - CP2 - (CP2 - S2)

 

When the game starts, both teams rush mid and try to cap that. Whichever team wins that team fight gets to cap it (also longer cap times, say 12 seconds), and they get the spawn advantage. 

 

Say team 1 wins the team fight at mid, their spawn is now moved up to mid

 

CP1 - CP1 - (S1 - CP1) - CP2 - (CP2 - S2)

 

If they lose mid, then team 2's spawn point is moved up to mid and team 1's spawn point moves back to their last point

 

Also, in 5 cp, you cannot backcap, which means you can only cap the cap that is currently adjacent to the furthest one you own

 

say the map looks like this, where team 2 is almost about to lose

 

CP1 - CP1 - (S1 - CP1) - CP1 - (CP2 - S2) 

 

team two can only contest the cap right outside the door, and not go any further 

 

CP1 - CP1 - (S1 - CP1) - CP1 - (CP2 - S2) 

 

Another scenario would be where two team's are capping at the same time, (lets say team 1 is blue and team 2 is red)

team 1 is capping point 4, but only 1 tank is on it because the rest of the tanks are spawn camping

2 tanks from tank 2 snuck by and is capping point 3

 

CP1 - CP1 - (S1 - CP1) - CP2 - (CP2 - S2) 

 

 

Team 1 is waiting for the last point to unlock as soon as point 4 is capped so they can have an easy win

However Team 2 caps mid first. Now the map looks like this

 

(S1- CP1) - CP1 - (CP2 - S2) - CP2 - CP2

 

All of a sudden, point 4 is locked and progress is lost for team 1, suddenly team 2 respawns at mid while the entire team 1 is at point 5

this gives team 2 the momentum they need to push back fast and cap point 2 and point 1 winning the game. This would give incentive to lessen spawn camping (if there are many flank routes) and more team play.

 

Light tanks would be very useful in pushing in, and flanking

Medium tanks would be very useful in coming in as the main offense force

Heavy tanks would be very useful in defending the cap as the offensive force caps the next point

 

This would be great for the new turrets with striker and artillery clearing caps

 

If the map was built right, having 5 control points in a line would offer many different map characteristics that could bring each turret into the battle and make them shine in their specialties 

 

Another balance would be that 

As the closer one team gets to the other team's last point, the losing team gets a bigger spawn advantage

 

CP1 - CP1 - (S1 - CP1) - CP1 - (CP2 - S2) 

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there should be a conquer mode (CQ) where everyone is in a 1 person team and have their own point. if a point turns 100% of a color then it stays like that to the end of the game. when all points are taken, whoever has the most points conquered gets the majority of the battle fund. tell me if you like it! ^_^

Basically King of the Hill. Me likey.

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5 cp mode:

 

Similar to tf2's:

 

First team to cap all 5 capture points win

 

The spawn point for each team moves up as they cap more control points (advances as far as CP point 3)

For example:

 

(Spawn point for team 1 = S1, spawn point for team 2 = S2, CP neutral = CP, CP capped by team 1 = CP1, CP capped by team 2 = CP2)

 

The map and points are a horizontal line such that it looks like this at the beginning of the match

 

(S1 - CP1) - CP1 - CP - CP2 - (CP2 - S2)

 

When the game starts, both teams rush mid and try to cap that. Whichever team wins that team fight gets to cap it (also longer cap times, say 12 seconds), and they get the spawn advantage. 

 

Say team 1 wins the team fight at mid, their spawn is now moved up to mid

 

CP1 - CP1 - (S1 - CP1) - CP2 - (CP2 - S2)

 

If they lose mid, then team 2's spawn point is moved up to mid and team 1's spawn point moves back to their last point

 

Also, in 5 cp, you cannot backcap, which means you can only cap the cap that is currently adjacent to the furthest one you own

 

say the map looks like this, where team 2 is almost about to lose

 

CP1 - CP1 - (S1 - CP1) - CP1 - (CP2 - S2) 

 

team two can only contest the cap right outside the door, and not go any further 

 

CP1 - CP1 - (S1 - CP1) - CP1 - (CP2 - S2) 

 

Another scenario would be where two team's are capping at the same time, (lets say team 1 is blue and team 2 is red)

team 1 is capping point 4, but only 1 tank is on it because the rest of the tanks are spawn camping

2 tanks from tank 2 snuck by and is capping point 3

 

CP1 - CP1 - (S1 - CP1) - CP2 - (CP2 - S2) 

 

 

Team 1 is waiting for the last point to unlock as soon as point 4 is capped so they can have an easy win

However Team 2 caps mid first. Now the map looks like this

 

(S1- CP1) - CP1 - (CP2 - S2) - CP2 - CP2

 

All of a sudden, point 4 is locked and progress is lost for team 1, suddenly team 2 respawns at mid while the entire team 1 is at point 5

this gives team 2 the momentum they need to push back fast and cap point 2 and point 1 winning the game. This would give incentive to lessen spawn camping (if there are many flank routes) and more team play.

 

Light tanks would be very useful in pushing in, and flanking

Medium tanks would be very useful in coming in as the main offense force

Heavy tanks would be very useful in defending the cap as the offensive force caps the next point

 

This would be great for the new turrets with striker and artillery clearing caps

 

If the map was built right, having 5 control points in a line would offer many different map characteristics that could bring each turret into the battle and make them shine in their specialties 

 

Another balance would be that 

As the closer one team gets to the other team's last point, the losing team gets a bigger spawn advantage

 

CP1 - CP1 - (S1 - CP1) - CP1 - (CP2 - S2) 

Funny!! I already mentioned that!! Earlier in this thread! 

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Here a NEW idea??

 

Why just have Team modes with 2 teams?? 

 

Lets go crazy with CHINESE CHECKER style madhouse but in teams!! 

 

MADHOUSE TEAM DEATH MATCH (MTDM) / MADHOUSE CAPTURE THE FLAG (MCTF), and even 

MADHOUSE CONTROL POINT (MCP)!

 

 

So creating the game, one can choose how Many teams on the map, from 3-6. So those on Team 1 must kill those on Team 2, and Team 3. Although teams 2 & 3 still having to kill each other, have to kill you and your team as well! 

 

When setting up any MADHOUSE map, you choose how many teams their are, and how many per team, but not exceeding the max limit for the map. So for Brest for ex, I believe has a max of 24 on the map. If two teams, max per team is 12, if three teams, max per team is 8. If 4 teams, max per team is 6. If 5 teams, max per team is 5, with only 20 on map. And last, if 6 teams, max per team would be 4. 

 

Just imagine the CHAOS... the MADHOUSE that it would be!! If only 3 teams, working with your team of 8, you have to worry about 16 others in two different teams... If you approach a battle between two other team members, might let them finish and than take the second kill... or interrupt the fight with something like Firebird or Thunder destroying both same time if already damaged.

 

Obviously the objective would be keeping your team in First above the other two. Fairly easy if just a MTDM!! But the Chaos would be unimaginable for a MCTF match! If only three teams, the level of Team work needed for getting a flag from one of the other teams to your base? If another team loses flag to the third team, you want them to get it to their base? Or you wanna kill him, and take it to your base? CHAOS!! That's just at 3 teams! 

 

The MADHOUSE chaos only gets worse with upto 6 teams on one map! 

 

Granted.. SOME new maps would have to be developed to compliment this idea! A challenge I'm sure the Mapping community would love to tackle! Afterall... they probably running fresh out of ideas for maps to allow for two teams. Lets open up the flood gate of ideas for maps allowing upto 6 teams!! 

 

Let the MADHOUSE begin!?!? 

LIKE??  Please....

LIKE THIS 

Below...

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Here a NEW idea??

 

Why just have Team modes with 2 teams?? 

 

Lets go crazy with CHINESE CHECKER style madhouse but in teams!! 

 

MADHOUSE TEAM DEATH MATCH (MTDM) / MADHOUSE CAPTURE THE FLAG (MCTF), and even 

MADHOUSE CONTROL POINT (MCP)!

 

 

So creating the game, one can choose how Many teams on the map, from 3-6. So those on Team 1 must kill those on Team 2, and Team 3. Although teams 2 & 3 still having to kill each other, have to kill you and your team as well! 

 

When setting up any MADHOUSE map, you choose how many teams their are, and how many per team, but not exceeding the max limit for the map. So for Brest for ex, I believe has a max of 24 on the map. If two teams, max per team is 12, if three teams, max per team is 8. If 4 teams, max per team is 6. If 5 teams, max per team is 5, with only 20 on map. And last, if 6 teams, max per team would be 4. 

 

Just imagine the CHAOS... the MADHOUSE that it would be!! If only 3 teams, working with your team of 8, you have to worry about 16 others in two different teams... If you approach a battle between two other team members, might let them finish and than take the second kill... or interrupt the fight with something like Firebird or Thunder destroying both same time if already damaged.

 

Obviously the objective would be keeping your team in First above the other two. Fairly easy if just a MTDM!! But the Chaos would be unimaginable for a MCTF match! If only three teams, the level of Team work needed for getting a flag from one of the other teams to your base? If another team loses flag to the third team, you want them to get it to their base? Or you wanna kill him, and take it to your base? CHAOS!! That's just at 3 teams! 

 

The MADHOUSE chaos only gets worse with upto 6 teams on one map! 

 

Granted.. SOME new maps would have to be developed to compliment this idea! A challenge I'm sure the Mapping community would love to tackle! Afterall... they probably running fresh out of ideas for maps to allow for two teams. Lets open up the flood gate of ideas for maps allowing upto 6 teams!! 

 

Let the MADHOUSE begin!?!? 

LIKE??  Please....

LIKE THIS 

Below...

Follow up with my own thought. 

If MCTF... All three/Four/Five/Six teams have One flag each. one Tanki can only Carry One flag same time! If a full compliment of 6 teams, and you may have 2-3 diff tanki's on your team bringing home a flag of other teams... if all three make it home? You get all three Flags captured. The problem their? Unlike on CTF when you know what team your flag is going to? The chaos would be... Where is my flag going to? Where do I go to save it?? Teamwork would also play a role! 

 

Control Points? For the MCP mode... probably want the number of CP be equal to number of teams?? Or not. Idk. Something to consider.

 

For starters... I would suggest first implementing a MTDM mode and test it... see what the community thinks... than go from their and implement MCTF and MCP modes later. 

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Juggernaut Sounds Like A fantastic Idea But it should Function Like The One In the Game Raze

----->>> Link for game here: http://www.kongregate.com/games/Addisonr/raze?acomplete=raze

 

Work as a team to defeat the juggernaut and become him . only the Juggernauts Kills will earn him points. the juggernaut has Extra shield power But can not pick up powerups (Tanki online equivalent ) supplies

(in this case cannot use any supplies in garage or pickups

(except gold boxes they will be able to be picked up or used)

 

In battle the juggernaut will have about lets say 3k health and a 2K shield  In the tab bar will have a additional section before Kills (juggernaut kills)

 

(I have made this Idea seem better than other people suggestions )

 

Aka made it better Hope it comes to Tanki soon :-D

 

 

Thanks  to all other people who Forwarded this Idea

 

 

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thx for say my idea great reason i didnt say 4 teams cuz maps not so big for 4 teams thats why i said 3 teams mabey in furture they make bigger maps then why not 4 teams

But you can see that all modes are not available in all maps so that 4 team match will be play3d in bigger maps.

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Parkour Tag!

 

Requirements-

 

1) Isida Turret Only

 

this gameplay is basically tag, but it is in Tanki instead of outside running.

 

It should have its own special map of its own which it would be a setup for a tag theme...

If you get killed you are eliminated from the game until the end of the game.

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Its noise, noob turrets must be ban. What use of playing tanki online if all players are noob? They def 7, 1 attack, what is this?

The upp base just take striker, shaft, smoky, thunderr and rail just shooting players coming, you called this player tanki online, every noise battle i played, only few attacks why???????????????? same thing everywhere, no help when you konw only you playing and some.  I think tanki mods understand what is it, taking big hulls sitting on flag and stay stable, no move. Play noise CTF. 

 

Its pro noise i referring to. Now tanki do not tell me it happened rarely, if so you do not know nothing, i play it all and every battle noise, everywhere the same thing.

 

No want to play??

Only gaining exp??

No want help other?? 

Want only kill??

No teamwork??

Only ruining the battle for losing??

 

 

 

i RECOMMENDED TANKI TO BAN THESE TURRETS IN THESE MAP.

 

Just think a bit, if these noob turrets cannot be use there, they be forced to play or will not enter these battle causing this problem to be sorted, shaft killing you and you play having more d than k.

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pnVpq8C.png

 

Have a brilliant idea for a new game mode? Post it here!

 

Though the developers aren't currently accepting game mode ideas, as they have plenty of their own, feel free to share yours! The more details you have, the better. Images? Sketches? Comparisons? Share it all!

 

 

 

3 teams red,blue,green in big maps like: http://prntscr.com/645sj7 berlin

 
 
 
http://prntscr.com/645tk6 Esplanade some will thinks it will easy to cap but no 2 flags should be down and 1 up middle
 
http://prntscr.com/645u29 Highways 2 flags up 1 down middle
 
http://prntscr.com/645ux1 Lost Temple 2 flags up 1 down middle
 
http://prntscr.com/645whm Scope flags just same places but only 1 down look at pic u will see where 
 
http://prntscr.com/645xk2 Year2042 flags same places other one look at pic u will see where
 
there are 2 other big maps but they need edit it cant be 3 teams on it :)
 
 
Thank you :)

 

 

pnVpq8C.png

 

Have a brilliant idea for a new game mode? Post it here!

 

Though the developers aren't currently accepting game mode ideas, as they have plenty of their own, feel free to share yours! The more details you have, the better. Images? Sketches? Comparisons? Share it all!

 

please add joystick game controls. it would be awsome while playing with joysticks.best regardings

 

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