AugustineS 304 Posted December 4, 2016 (edited) Wait, ew, NO. God. Please. NOOOOOOO.That's better, here we go (normal apologies for posting that awful comic design, and pre-emptive apologies for the duplicate ship/title art, but there's only like 2 pieces out there):I am honestly pretty much guessing at points, but I think it's impossible to lock that down without testing. Mostly built around the Fake Transponder mechanic, which seemed like fun. Edited December 4, 2016 by AugustineS 6 Magnus Grendel, Darth Tam, RogueLeader42 and 3 others reacted to this Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted December 4, 2016 (edited) Glad someones doing this one! Always liked thr ship, but its not one ive gotten around to working on myself. So the pulsar skate title is way powerful. Best case its essentially +7 hull at the cost of 7 stress. Totally worth the trade. Even if you only have a couple faceup cards, being anle to completely discard them is big. Oh, you got 2 direct hits and a blinded pilot on me? Yah theyre all gone and Im gonna shoot you anyway and suddenly have 5 more health. It also shoulf habe a definite trigger. Action, start or end of some phase, after defending, something to tell you when to trigger it beyond just "once per game". Meridee Hope is a cool ability with a potential downside. Gilded lily lets you get another ships title effect at range 1-2? Should probably just say title instead of the symbol since thry dont have it on the pilot cards or the corner of the upgrade card. Means you could have 2 ships that get the Pulsar Skates title in the same game. Or an extra die out the front arc from an ARC. Wedge actually breaks the rules for the CCL since hes an exact duplicate of outmaneuver. Fake transponder seems too good with the given titles. For one thing, you can have a 100 point title with merisee hope, swap to pulsar skate when you have damage cards to get rid of, then swap back. And get the best of both worlds. Mirax pilot has the same issue of being a copy of the tie x1 title. I like the other titles, though i might argue for booster being higher PS I like mirax and booster crew, though booster needs text that lets him maintain multiple target locks, or youll lose all but 1 Rebel agent seems like a good counter to gunner. Now they cant just save focus for the second shot Edited December 4, 2016 by VanderLegion Quote Share this post Link to post Share on other sites
ObiWonka 7,040 Posted December 4, 2016 Should the Fake Transponder be something other than Missile? Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 Yeah, that's definitely the card I'm most iffy on - it has to cost the same as the other titles, and I didn't want to do an evade-based title. Might be worth bumping up to 2 stress per card. Phase trigger I definitely missed, will edit to start of End phase. Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 Should the Fake Transponder be something other than Missile? Oops! (why Strange Eons doesn't default to something normal like EPT I'll never know), it's supposed to be an illicit. 2 VanderLegion and ObiWonka reacted to this Quote Share this post Link to post Share on other sites
Darth Tam 156 Posted December 4, 2016 This looks cool, maybe change the Pulsar Skate title. As it is, it is a bit too powerful. Maybe change it to only face up OR face down damage cards. So you can pick to remove all your normal hits or your crits, depending on which is worse for you. Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted December 4, 2016 (edited) (I edited more into my first comment) Edited December 4, 2016 by VanderLegion Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted December 4, 2016 This looks cool, maybe change the Pulsar Skate title. As it is, it is a bit too powerful. Maybe change it to only face up OR face down damage cards. So you can pick to remove all your normal hits or your crits, depending on which is worse for you. Could also do flip all faceup damage cards facedown instead of removing them Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 ^oops, I responded before that, here we go: Glad someones doing this one! Always liked thr ship, but its not one ive gotten around to working on myself.So the pulsar skate title is way powerful. Best case its essentially +7 hull at the cost of 7 stress. Totally worth the trade. Even if you only have a couple faceup cards, being anle to completely discard them is big. Oh, you got 2 direct hits and a blinded pilot on me? Yah theyre all gone and Im gonna shoot you anyway and suddenly have 5 more health. It also shoulf habe a definite trigger. Action, start or end of some phase, after defending, something to tell you when to trigger it beyond just "once per game".Meridee Hope is a cool ability with a potential downside. Gilded lily lets you get another ships title effect at range 1-2? Should probably just say title instead of the symbol since thry dont have it on the pilot cards or the corner of the upgrade card. Means you could have 2 ships that get the Pulsar Skates title in the same game. Or an extra die out the front arc from an ARC.Wedge actually breaks the rules for the CCL since hes an exact duplicate of outmaneuver.Fake transponder seems too good with the given titles. For one thing, you can have a 100 point title with merisee hope, swap to pulsar skate when you have damage cards to get rid of, then swap back. And get the best of both worlds.Mirax pilot has the same issue of being a copy of the tie x1 title.I like the other titles, though i might argue for booster being higher PSI like mirax and booster crew, though booster needs text that lets him maintain multiple target locks, or youll lose all but 1Rebel agent seems like a good counter to gunner. Now they cant just save focus for the second shot Gilded Lily: I like symbols too much Will change though. That one is a bit winging it, I may restrict it to other Large ship titles only, which has fairly major list-building implications (you could actually dock and deploy Phantom, but its title wouldn't do anything to the Baudo since it doesn't have a turret slot, for example, while locking out some of the smaller ship-specific titles (actually I really should restrict it to large-ship titles since it could grab AWTP >_< ). Wedge's ability is subtly different - Outmaneuver doesn't specify the enemy's primary arc, so Wedge crew would work against Firesprays etc). I don't know what degree of similarity is allowed (is it exact wording? some nebulous degree of similarity?), but Mirax is definitely not a copy of the TIE/x1 title Booster pilot could probably be higher PS, though I get the impression he's more a businessman than a really good pilot (should Corellians just all be PS9?) Booster crew doesn't really need to keep TLs - the ability procs every round to refresh the locks, it's essentially FCS with target selection. I couldn't find good Coruscant art for Rebel Agent Pretty happy with the ability, and I feel like Rebels are missing decent 2pt generic crew. Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 This looks cool, maybe change the Pulsar Skate title. As it is, it is a bit too powerful. Maybe change it to only face up OR face down damage cards. So you can pick to remove all your normal hits or your crits, depending on which is worse for you.Could also do flip all faceup damage cards facedown instead of removing them Allowing a choice of face-up or face-down actually makes it more powerful - if you never take a crit the title doesn't do anything in its current incarnation (and given crits are more rare than hits idk). Idk, the hit:crit ratio on the dice is 3:1. Now, crits are slightly more likely to get through defense than hits are, but that's still probably only 3 damage removed, and the higher it goes the more stress-saddled the ship gets (and that takes a while to clear, although I suppose Rebels can manage 3 stress in 2 turns or so. Still only works once, and you'd get more benefit from, say, R2-D2 crew over the course of a game. Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted December 4, 2016 ^oops, I responded before that, here we go: Glad someones doing this one! Always liked thr ship, but its not one ive gotten around to working on myself. So the pulsar skate title is way powerful. Best case its essentially +7 hull at the cost of 7 stress. Totally worth the trade. Even if you only have a couple faceup cards, being anle to completely discard them is big. Oh, you got 2 direct hits and a blinded pilot on me? Yah theyre all gone and Im gonna shoot you anyway and suddenly have 5 more health. It also shoulf habe a definite trigger. Action, start or end of some phase, after defending, something to tell you when to trigger it beyond just "once per game". Meridee Hope is a cool ability with a potential downside. Gilded lily lets you get another ships title effect at range 1-2? Should probably just say title instead of the symbol since thry dont have it on the pilot cards or the corner of the upgrade card. Means you could have 2 ships that get the Pulsar Skates title in the same game. Or an extra die out the front arc from an ARC. Wedge actually breaks the rules for the CCL since hes an exact duplicate of outmaneuver. Fake transponder seems too good with the given titles. For one thing, you can have a 100 point title with merisee hope, swap to pulsar skate when you have damage cards to get rid of, then swap back. And get the best of both worlds. Mirax pilot has the same issue of being a copy of the tie x1 title. I like the other titles, though i might argue for booster being higher PS I like mirax and booster crew, though booster needs text that lets him maintain multiple target locks, or youll lose all but 1 Rebel agent seems like a good counter to gunner. Now they cant just save focus for the second shot Gilded Lily: I like symbols too much Will change though. That one is a bit winging it, I may restrict it to other Large ship titles only, which has fairly major list-building implications (you could actually dock and deploy Phantom, but its title wouldn't do anything to the Baudo since it doesn't have a turret slot, for example, while locking out some of the smaller ship-specific titles (actually I really should restrict it to large-ship titles since it could grab AWTP >_< ). Wedge's ability is subtly different - Outmaneuver doesn't specify the enemy's primary arc, so Wedge crew would work against Firesprays etc). I don't know what degree of similarity is allowed (is it exact wording? some nebulous degree of similarity?), but Mirax is definitely not a copy of the TIE/x1 title Booster pilot could probably be higher PS, though I get the impression he's more a businessman than a really good pilot (should Corellians just all be PS9?) Booster crew doesn't really need to keep TLs - the ability procs every round to refresh the locks, it's essentially FCS with target selection. I couldn't find good Coruscant art for Rebel Agent Pretty happy with the ability, and I feel like Rebels are missing decent 2pt generic crew. Awing test pilot actually wouldnt help. Since the gilded lily title wouldnt have any effect until you got into the game, its too late to equip an ept. Same for sabines masterpiece. Could use the falcon title. Missed the primary for opponents arc on wedge, so that is at least slightly different. Thatd be upt to banaganoosh i guess on what constitutes a big enough change. X1, v1, same difference . The acquire an evade makes it slightly different from v1 (and once per round), but personally id probably argue against it being a big enough change myself. Actually makes it more powerful than the already rather good v1. Thats just my opinion though (on being too similar). Other people are free to disagree (at least untol baba says one way or the other or committe is formed down theroad and decides) My thoughts on booster being higher ps are more on his anbility to evade capture by Hal Horn for so long. But his PS is something we really dont have a lot of evidence for either way, so doesnt really bother me. Just figured id mention it. My thought for booster wasnt the need to keep it across rounds, but that with the way TLs work, he lets you TL every enemy ship, but youll get the tl on the first ship, then when you get the TL on the second, you lose the first, gain the third you lose the second, etc, so you only actually get the TL on the final ship unless his card allows you to maintain more than one like weapons engineer. If the intent isnt actually to have TLs on everyone in range, it could just be reworded to acquaire anTL on "an" enemy ship Also, is it supposed to have a standard forward primary arc? The base doesnt look like it has the primary shaded like usual (see the shadowcaster base). Or is it just the single mobile arc? Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted December 4, 2016 This looks cool, maybe change the Pulsar Skate title. As it is, it is a bit too powerful. Maybe change it to only face up OR face down damage cards. So you can pick to remove all your normal hits or your crits, depending on which is worse for you.Could also do flip all faceup damage cards facedown instead of removing them Allowing a choice of face-up or face-down actually makes it more powerful - if you never take a crit the title doesn't do anything in its current incarnation (and given crits are more rare than hits idk). Idk, the hit:crit ratio on the dice is 3:1. Now, crits are slightly more likely to get through defense than hits are, but that's still probably only 3 damage removed, and the higher it goes the more stress-saddled the ship gets (and that takes a while to clear, although I suppose Rebels can manage 3 stress in 2 turns or so. Still only works once, and you'd get more benefit from, say, R2-D2 crew over the course of a game. I agree that allowing the choice is more powerful. Which is wxactly what I DONT want since it already has the potential to be incredibly powerful. And its worth multiple stress to get tid of a whole bunch of damage. Whther r2d2 is better entirely depends on how many shields he manages to regen. And how many damage cards he flips up. Notably, you can use r2d2 AND the pulsar skate title at the same time... Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 (edited) ^oops, I responded before that, here we go: Glad someones doing this one! Always liked thr ship, but its not one ive gotten around to working on myself. So the pulsar skate title is way powerful. Best case its essentially +7 hull at the cost of 7 stress. Totally worth the trade. Even if you only have a couple faceup cards, being anle to completely discard them is big. Oh, you got 2 direct hits and a blinded pilot on me? Yah theyre all gone and Im gonna shoot you anyway and suddenly have 5 more health. It also shoulf habe a definite trigger. Action, start or end of some phase, after defending, something to tell you when to trigger it beyond just "once per game". Meridee Hope is a cool ability with a potential downside. Gilded lily lets you get another ships title effect at range 1-2? Should probably just say title instead of the symbol since thry dont have it on the pilot cards or the corner of the upgrade card. Means you could have 2 ships that get the Pulsar Skates title in the same game. Or an extra die out the front arc from an ARC. Wedge actually breaks the rules for the CCL since hes an exact duplicate of outmaneuver. Fake transponder seems too good with the given titles. For one thing, you can have a 100 point title with merisee hope, swap to pulsar skate when you have damage cards to get rid of, then swap back. And get the best of both worlds. Mirax pilot has the same issue of being a copy of the tie x1 title. I like the other titles, though i might argue for booster being higher PS I like mirax and booster crew, though booster needs text that lets him maintain multiple target locks, or youll lose all but 1 Rebel agent seems like a good counter to gunner. Now they cant just save focus for the second shot Gilded Lily: I like symbols too much Will change though. That one is a bit winging it, I may restrict it to other Large ship titles only, which has fairly major list-building implications (you could actually dock and deploy Phantom, but its title wouldn't do anything to the Baudo since it doesn't have a turret slot, for example, while locking out some of the smaller ship-specific titles (actually I really should restrict it to large-ship titles since it could grab AWTP >_< ). Wedge's ability is subtly different - Outmaneuver doesn't specify the enemy's primary arc, so Wedge crew would work against Firesprays etc). I don't know what degree of similarity is allowed (is it exact wording? some nebulous degree of similarity?), but Mirax is definitely not a copy of the TIE/x1 title Booster pilot could probably be higher PS, though I get the impression he's more a businessman than a really good pilot (should Corellians just all be PS9?) Booster crew doesn't really need to keep TLs - the ability procs every round to refresh the locks, it's essentially FCS with target selection. I couldn't find good Coruscant art for Rebel Agent Pretty happy with the ability, and I feel like Rebels are missing decent 2pt generic crew. Awing test pilot actually wouldnt help. Since the gilded lily title wouldnt have any effect until you got into the game, its too late to equip an ept. Same for sabines masterpiece. Could use the falcon title. Missed the primary for opponents arc on wedge, so that is at least slightly different. Thatd be upt to banaganoosh i guess on what constitutes a big enough change. X1, v1, same difference . The acquire an evade makes it slightly different from v1 (and once per round), but personally id probably argue against it being a big enough change myself. Actually makes it more powerful than the already rather good v1. Thats just my opinion though (on being too similar). Other people are free to disagree (at least untol baba says one way or the other or committe is formed down theroad and decides) My thoughts on booster being higher ps are more on his anbility to evade capture by Hal Horn for so long. But his PS is something we really dont have a lot of evidence for either way, so doesnt really bother me. Just figured id mention it. My thought for booster wasnt the need to keep it across rounds, but that with the way TLs work, he lets you TL every enemy ship, but youll get the tl on the first ship, then when you get the TL on the second, you lose the first, gain the third you lose the second, etc, so you only actually get the TL on the final ship unless his card allows you to maintain more than one like weapons engineer. If the intent isnt actually to have TLs on everyone in range, it could just be reworded to acquaire anTL on "an" enemy ship Also, is it supposed to have a standard forward primary arc? The base doesnt look like it has the primary shaded like usual (see the shadowcaster base). Or is it just the single mobile arc? True, I keep forgetting how that one works as I haven't touched A-Wings since the dawn of time. Might be neat to let it use Moldy Crow. I'll have to go through all the titles one by one and decide if any interactions are broken. Yeah, idk the degree of difference, I can always make him some sort of turret-gunner thematically if it's too close. Wait a sec, are you missing the red assign? /v1 works when you target lock, Mirax works when an enemy ship TLs her. Kind of "stand by to be boar- NOPE". PS is kind of weird to decide, I could bump Booster to 6 and keep Liat at 5 and it probably wouldn't mess anything up. 1/4/5/8 feels like a prettier spacing tho~ Yeah, I need to caveat Booster so that he can hold ALL the TLs (this is my favourite card thematically due to that one scene in Bacta War, hehe). It's supposed to have a primary arc, I didn't realise Strange Eons missed that when mobile's selected. Definitely not allowing the face-up/down choice. Actually, what if it discarded all face-up cards and then flipped all face-down cards up? Would make it a definite conundrum for when best to use it since you'd want to save it for cases when you have less hits than crits, or use it if you get a really nasty crit early (which limits its potential since once-per-game). Not sure if that AND the stress-taking would fit well on the card tho. Edited December 4, 2016 by AugustineS Quote Share this post Link to post Share on other sites
Scoundrel 114 Posted December 4, 2016 This os how it looks. It should definetely be made. https://peristilcards.com/wp-content/uploads/2012/03/star-wars-reflections-ii-light-pulsarskate.gif 1 VanderLegion reacted to this Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted December 4, 2016 Wait a sec, are you missing the red assign? /v1 works when you target lock, Mirax works when an enemy ship TLs her. Kind of "stand by to be boar- NOPE". Yup, totally missed the red part there. Definitely a big change, no complaints now PS is kind of weird to decide, I could bump Booster to 6 and keep Liat at 5 and it probably wouldn't mess anything up. 1/4/5/8 feels like a prettier spacing tho~ Yah, that one's not really a big deal. Yeah, I need to caveat Booster so that he can hold ALL the TLs (this is my favourite card thematically due to that one scene in Bacta War, hehe). Yah, that was all I was worried about. Getting TLs on everyone doesn't help if you lose all but one as you go . It's supposed to have a primary arc, I didn't realise Strange Eons missed that when mobile's selected. Definitely not allowing the face-up/down choice. Actually, what if it discarded all face-up cards and then flipped all face-down cards up? Would make it a definite conundrum for when best to use it since you'd want to save it for cases when you have less hits than crits, or use it if you get a really nasty crit early (which limits its potential since once-per-game). Not sure if that AND the stress-taking would fit well on the card tho. That could be an interesting case. Quote Share this post Link to post Share on other sites
Razgriz25thinf 1,430 Posted December 4, 2016 Wedge is a no-no by the CCL rules. Someone tried to do basically the same thing with a Biggs crew and it was dumb. Minor, minor adjustments to the ability but fundamentally identical. I'd recommend that be changed to something new. Pulsar Skate is crazy powerful. i like the flip up face down to discard all the face-up ones, cause chances are you're not going to have 7 face up damage cards on you and still be alive, let alone not having already proc'd the title. At the very least it gives a real downside because stress is not a significant enough of a downside compared to the advantage of "I WAS almost dead, now i'm very much alive, and i intend to stay that way!" 1 VanderLegion reacted to this Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 (edited) e: oops, darn mobile post button! Edited December 4, 2016 by AugustineS Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 This os how it looks. It should definetely be made. https://peristilcards.com/wp-content/uploads/2012/03/star-wars-reflections-ii-light-pulsarskate.gif No, just no. Has never fit the book description, which I would consider definitive. Wedge is a no-no by the CCL rules. Someone tried to do basically the same thing with a Biggs crew and it was dumb. Minor, minor adjustments to the ability but fundamentally identical. I'd recommend that be changed to something new. Pulsar Skate is crazy powerful. i like the flip up face down to discard all the face-up ones, cause chances are you're not going to have 7 face up damage cards on you and still be alive, let alone not having already proc'd the title. At the very least it gives a real downside because stress is not a significant enough of a downside compared to the advantage of "I WAS almost dead, now i'm very much alive, and i intend to stay that way!" Wait, doesn't it work the same as putting an existing pilot in a new ship, or does that not work for crew. Huh. Think I'm going to go with the trade-faces setup, minus stress since it is a one-shot and potentially flipping 4 direct hit up is enough of a downside Quote Share this post Link to post Share on other sites
Razgriz25thinf 1,430 Posted December 4, 2016 This os how it looks. It should definetely be made. https://peristilcards.com/wp-content/uploads/2012/03/star-wars-reflections-ii-light-pulsarskate.gif No, just no. Has never fit the book description, which I would consider definitive. Wedge is a no-no by the CCL rules. Someone tried to do basically the same thing with a Biggs crew and it was dumb. Minor, minor adjustments to the ability but fundamentally identical. I'd recommend that be changed to something new. Pulsar Skate is crazy powerful. i like the flip up face down to discard all the face-up ones, cause chances are you're not going to have 7 face up damage cards on you and still be alive, let alone not having already proc'd the title. At the very least it gives a real downside because stress is not a significant enough of a downside compared to the advantage of "I WAS almost dead, now i'm very much alive, and i intend to stay that way!" Wait, doesn't it work the same as putting an existing pilot in a new ship, or does that not work for crew. Huh. Think I'm going to go with the trade-faces setup, minus stress since it is a one-shot and potentially flipping 4 direct hit up is enough of a downside Nah, it doesn't. Even then, it's still a literally word-for-word of Outmaneuver, right down to cost. Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 That figures. Can't change it until tomorrow anyway since I'm stuck at work :/ Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted December 4, 2016 This os how it looks. It should definetely be made. https://peristilcards.com/wp-content/uploads/2012/03/star-wars-reflections-ii-light-pulsarskate.gif No, just no. Has never fit the book description, which I would consider definitive. Wedge is a no-no by the CCL rules. Someone tried to do basically the same thing with a Biggs crew and it was dumb. Minor, minor adjustments to the ability but fundamentally identical. I'd recommend that be changed to something new. Pulsar Skate is crazy powerful. i like the flip up face down to discard all the face-up ones, cause chances are you're not going to have 7 face up damage cards on you and still be alive, let alone not having already proc'd the title. At the very least it gives a real downside because stress is not a significant enough of a downside compared to the advantage of "I WAS almost dead, now i'm very much alive, and i intend to stay that way!" Wait, doesn't it work the same as putting an existing pilot in a new ship, or does that not work for crew. Huh. Think I'm going to go with the trade-faces setup, minus stress since it is a one-shot and potentially flipping 4 direct hit up is enough of a downside Nah, it doesn't. Even then, it's still a literally word-for-word of Outmaneuver, right down to cost. Yah pilots can keep the same ability in a new ship, but crew versions of pilot characters always have different (though sometimes related) abilities. And it's not quite word for word, as he pointed out when I said the same thing earlier, wedge only counts the targets primary arc, not aux/mobile/speical arcs . Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 (edited) ^changed it little anyway. Updates (also in first post but might as well put them here too): Booster pilot now PS6 (this enables a neat little Black One combo with Adaptability/VI+Gilded Lily) Booster crew wording allows multiple target locks (edited discard timing to fit well on card, no practical change) Wedge crew now prevents the defender from spending focus/evade (instead of reducing ability). Still arc-locked. Pulsar Skate flips facedown Damage cards faceup instead of adding stress. By the way, Strange Eons does have the primary arc shaded for mobile-arc inserts, it's just faint. Edited December 4, 2016 by AugustineS 1 VanderLegion reacted to this Quote Share this post Link to post Share on other sites
Babaganoosh 3,079 Posted December 4, 2016 One thing that you should be aware of is that in the CCL season 2, the number of custom upgrade cards you can have in a pack is limited, depending on the type of expansion you're submitting. The submission forms are HERE. As it is, you've got about twice as many upgrades as a custom ship expansion allows, so you should think about which ones are absolutely necessary for the submission. If you think that you need more upgrades for this particular ship, you can ask, but you'd have to be very convincing and I probably won't allow more than one or maaaybe two extra cards. Quote Share this post Link to post Share on other sites
AugustineS 304 Posted December 4, 2016 (edited) Okay, that is a hard limit, I was wondering about that. Still feels wrong for large ship expansions, but whatever, it's your contest. All I know is if it's a choice between entering and verisimilitude, you couldn't pay me to take the first over the second. ¯\_(ツ)_/¯ I get that you probably don't want to deal with that many new interactions per entry, but if you want expansions, let us make expansions, not contractions. Edited December 4, 2016 by AugustineS Quote Share this post Link to post Share on other sites
spacelion 453 Posted December 5, 2016 nice design! really like the artwork Quote Share this post Link to post Share on other sites