XCOM 2
CP G.I. Joe
The_Man_In_The_Shack  [developer] 15 Jul, 2016 @ 2:53pm
Evolution
https://docs.google.com/spreadsheets/d/1oebXjYsCWjdYwsHXqhitBPtJLgv510awybFPo3VAcI0/edit?usp=sharing

I've got a notion...it's a bit over the top, but it would certainly smash through many compromised pieces of this puzzle. It was the perennial thorn in my side Tripwire, plus my frustration at seeing the class shakeup in the wake of LWS perks (which I think are fantastic), that finally made me say to myself...f--- it, let's just make 185 different custom classes.

I said it was over the top.

But, really it's not that crazy...it's just a data organization problem, which is my bread and butter IRL. What I know I can do:

- make copies of all relevant perk powers, from all sources, and condense them into a single list by parsing the existing files and reordering them. By mining LWS along with vanilla and the fifteen other classes that I've been using, I would not have to write any of that code myself, which is the thing I don't have time to do. This is what LWS asked us to do, in fact.
- Using a reference matrix, I can write a Python script that will write out the specs of an arbitrary number of person-specific classes. The daunting part would be doing that by hand and typing out all that crap...this way that's not necessary, and it can be revised on the fly as many times as necessary, just by jacking with the matrix.

So, one mod with 185 different classes in it, and each guy gets his own class! The CP is set ahead of time, and everyone is classed to themselves, so the only actual dependencies would be the cosmetic mods and stuff like LW lasers and CV Weapons. All the other classes could go away, possibly some other stuff too.

The interesting thing about it is that we'd truly be setting the person's build ahead of time, so when it comes time to level up, for each person at each level there would only be one choice! Forcing the AWC bonus would cement it, and the loadout restrictions could be very specific.

Another REALLY interesting thing about it is that if it works, I could just release the Python code, and anyone could do the same thing for their own character pool...any number of custom classes could be created on the fly. That's a pretty cool idea.

Of course this would be a separate, revamped version of this mod...this one will always remain only the CP itself.

The new Google document linked above will be serving as the notes. For the first step, I am stripping it back to a more abstract representation of the characters, which takes the form of a long list of attributes that may be distributed among them. This information will spell out the 'personality' of each character, and will be the thing that drives which perks are the most appropriate for each guy.
Last edited by The_Man_In_The_Shack; 15 Jul, 2016 @ 8:26pm
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Showing 1-15 of 63 comments
The_Man_In_The_Shack  [developer] 16 Jul, 2016 @ 11:23pm 
Just logging...I've fleshed out a lot of the worksheet; there are nearly 150 attributes now, and approaching two hundred characters, including all groups. I've filled in a lot of the attribute flags for a lot of the characters, though there is probably plenty more to do in it. That data will be interesting enough on its own, but using it as a bit of a guide, I have started filling in another section, which is a sort of abstracted build, where I'm not getting into the actual details yet, but trying to make a general list of each guy's priorities. I've written in short concepts for all 86 'core' Joes...just finished a couple minutes ago.
Last edited by The_Man_In_The_Shack; 16 Jul, 2016 @ 11:26pm
The_Man_In_The_Shack  [developer] 18 Jul, 2016 @ 9:52pm 
Logging again...with the grid in pretty good shape for a start, I concentrated today on understanding the fundamentals of how the classes are set and the nature and contents of the config files necessary; I did comparisons of 14 different class mods, including LWPP and Escalation, which both have multiple classes, which is what this will be. For each of the 'standard' files involved, I did full comparisons and accounted for all of the code that I found; I now have a damn good idea of how to build this thing with a minimum of fuss and a very low probability of coding error. I've built myself an annotated shell, and I've built a Python script that I'm using to do most of the dirty work of parsing what is there.

This is only for the standard files however; next I will parse the 'class ability' .ini files, which are different for each, and figure out how to rebuild those en masse; after that I will work to understand the items in the src directories.

I have also pulled in some mods that do stuff to weapons and gameplay, because if we're going this far, we may as well go farther. I've expanded the plans of this thing to overhaul the weapon system inside the mod itself. There are a number of guys that would just feel so much more correct with custom weapons, so I'm going to figure out how to build those too. I will likely recreate some of the things like deployable turrets and the flamethrower inside the mod, so that we can have precise control over them.
The_Man_In_The_Shack  [developer] 19 Jul, 2016 @ 9:02pm 
Logging...I've pooled all of the 'ability' config files into one place for examination and set it aside; after that I worked through the source code directories of the different classes, and consolidated most of the relevant material. A couple of the classes seem to have included a copy of every file that was in the vanilla set of stuff that might have been manipulated...that might be interesting for later, but for now I am focusing on the files that all of them seem to have in common:

- downloadablecontentinfo
- uiscreenlistener
- x2abilitycost
- x2abilityset
- x2effect
- x2statuseffect
- x2strategyelement

I've condensed all of the files that fit in each of the categories, and I've furthermore made a master list out of those...so, I'm now looking at parsing about 150,000 lines of barely documented code, written in a language I've never used, and turn it all into one cohesive library. No sweat.

I also began working back through the matrix and marking who needs unique weapons, and why. I've begun a weapons table where that can be expanded. That's a whole other kettle of fish!

I've also supplemented the vehicle representation list, and every soldier is now accounted for in a non-VIP way....and the idea of making specific powers that can really represent the individual vehicle's strengths is really intriguing. For example, the design I have in mind for Cutter revolves around turrets, armor, and AOE buffs, while Lift Ticket can specialize in giving group movement buffs and delivering equipment to other soldiers. This gives both of them a totally unique way to play, that fits with their characters' jobs and makes them totally viable. They can ALL be like this.
LeMarteau 20 Jul, 2016 @ 7:11am 
The drivers unique habilities would be great! I love your ideas so far.

On my own (only ideas and some coding research for now) I had been working on different potential classes. I haven't looked into the LW perks yet. I don't know how to make most of those, but I believe everytging below is reasonably possisible, from what I saw and other people out there might want to give a hand or make them. I give you my ideas t all in case it helps flesh out the whole concept that you put forward some more.

I looking into giving Alpine and Hit & Run (or Rock Vipers, for Cobra playthroughs) a grappling hook by default, while having each a specific tech tree, making them the only Joes that don't need a Spider suit to get this. Alpine would have been a sharpshooter (always wanting to go higher) and Hit & Run a fast close attack and withdraw (implacable like, but using the grappling hook) kinda guy.

For Doc and Lifeline I was working on a non-combattant/unarmed doctor relying solely on buffs debuffs (strong ones) and a gremlin... though we'd have to find a way for them to get experience. They could get a small amount automatically by accompanying a squad and/or by healing and buffing others. A vaccine/antivenom charge making them immune to poison. Calming panicked/disoriented soldiers would be pretty basic for them. I mean the guy have no weapons they have to get his pretty soon, right?

Also, I was looking into a demolitions expert class for EOD and UDT purposes. The Spec ops class features a close result to what I had in mind regarding blowing stuff up. Aside from making X4 charges available, I wanted something similar to the psi soldier's fuse to ignite explosable things but also, in a reverse way, to detect possible expoisive devices on enemiesnto give a squad defense boost against those (or slightly reduced explosive dammage, and maybe. Another perk might would have required the soldier to get dangerously close (maybe an area effect but needing to be close) to disarm those explosive devices at the risk of being exposed. This last one would imply a good cover strategy for the EOD guy.

By the the way a perk coming with a clumsiness possibility attached might be interestingfor Tripwire: Good perks and skillsset, but the result might not always be top notch. Just sayin' since you want to make them unique. ;-)

Lastly, I had been working on a communications specialist class to be used mostly as a strategic corner stone. It would sacrifice most firepower if not all (I really like the no weapons idea... that makes for a good challenge) to concentrate on buffing and debuffing others. Among the ideas that I had was giving squadsight to any individual and later guys in an area. Scrambling the enemy's communications, thus making them disoriented or leading them in a specific area after setting an ambush or to clear a path for other soldiers (once per mission because the enemy wouln't be fooled twice). Giving an extra move/action a soldier that is far away, or giving squadsight to everyone based on the farthest soldier. Finally, providing attack and/or defense boosts to individuals and later and guys in an area. The technician class already gets close to this soldier class that I have in mind.

That's it for now.
The_Man_In_The_Shack  [developer] 20 Jul, 2016 @ 10:25am 
My thoughts on Doc and Lifeline have moved in the direction that we can give them experience by upping the weight that they get on assisted kills (specialists have this already, but they would get more), making it easier for them to level up, and that they should have no problems destroying mechanical units, which solves the how-do-they-level-up-at-all problem. Ideally, there will be some programmatic way of restricting them from firing on any non-mech unit...otherwise we just have to play with a conduct. Additionally, Doc carries that flare gun...he could have a supply of those that could act just like they do for Lucu's Infantry. In the lore, Lifeline has mastered Aikido, and should be able to use it to disorient, disarm, or stun enemies from a melee-like distance.
The_Man_In_The_Shack  [developer] 20 Jul, 2016 @ 10:31am 
Regarding the clumsiness...this is the concept I wrote the other day for Tripwire:
All manner of exploding things, along with buffs for them and armor. Then movement and concealment later. Super explosions at the end. Penalty to aim for being clumsy.

So I'm right there with you!

I started thinking about that part more, and I like the idea of weaknesses being attached in general. For another example, since Cross-Country is mainly representing the HAVOC, he should be very powerful and armored, but since that tank only works when facing forward, he would have larger-than-usual penalties for being flanked. It's this type of thing that can balance out more powerful characters, while differentiating similar guys...Steeler/Heavy Metal/Armadillo would have similarly leveled but different weaknesses to make up for the fact that they are all tanks...slow and loud were two of the attributes that I put on my long list...reduce the movement and increase the detection radius, etc.
Last edited by The_Man_In_The_Shack; 20 Jul, 2016 @ 10:33am
LeMarteau 20 Jul, 2016 @ 11:00am 
I gave the new doc a read. I had not seen your comment about clumsiness, or read any of what you aready had aside form what appears here. :-) I like the idea that Doc can't harm non-mech units. Didn't know about Lifeline and Aikido, that's a cool idea.
Last edited by LeMarteau; 6 Sep, 2016 @ 6:47pm
The_Man_In_The_Shack  [developer] 20 Jul, 2016 @ 2:23pm 
Special Missions #4 - one of the best character-defining issues in the entire canon. He knocks the crap out of Horror-Show in single combat without throwing a punch.
The_Man_In_The_Shack  [developer] 20 Jul, 2016 @ 6:25pm 
Another idea...buffs for pairs of people who should be together on missions. Teaming up Scarlett and Snake Eyes on the same mission would give them both some particular thing that allows them to work together, for example. Ditto with Rock and Roll/Clutch, Lady Jaye/Flint, Alpine/Bazooka...Snake Eyes and Storm Shadow...they would have a DIFFERENT affinity buff than SE and Scarlett. Tomax and Xamot could be built entirely around this idea.

Basically, something like the mechanism in 'Squad Cohesion', but for pre-known sets.
The_Man_In_The_Shack  [developer] 13 Aug, 2016 @ 10:58am 
Just logging again, since it's been several weeks. I was able to parse out all of the existing powers in the list of classes, enough to make a master list and to have organized the stuff into buckets of code, which I will later rearrange.

I've been mostly working on the documentation, which is proceeding along, but is very large at this point, and there is a tremendous amount still to do. It is in the following pieces:

1. Character Data - this has evolved into the master sheet, on which is stored the complete list of planned characters, which is right at 200 now, and is becoming filled out with BOTH the huge set of attribute tags, and now the data for the builds themselves, which include stat progression and lists of perks. At this point, I'm writing out some real and some fantasy perks...trying more to capture the characters at this point, and how, given unlimited potential to make it happen, that each guy should function. Also, I've been trying to fill in which PROPER weapon each person should be using, regardless of whether it exists in the game/mods yet or not.

2. Weapons/Items - This is barely started at this point, but this will be a complete list of weapons and items, along with their attributes, and specs for unique versions.

3. Perk data - This is the coolest thing so far...I've got a list of close to 300 perks, the ones that I've accounted for in the code, that I'm organizing into some really useful data. If there's anything that would be a benefit to the larger community that I'm doing, it would be this part. I'm starting to tag them with the same kind of attribute list as I'm using on the characters...if this thing gets filled out enough, it could be used as a search tool by other modders, to help them organize perks for their own classes. Eventually, this will be 'weeded' so that we only have one coded version of each thing.

And then a few sheets of notes and crap, along with some annotated template code. so I don't lose track of it.

If this all works, it's going to be so freaking cool.
LeMarteau 5 Sep, 2016 @ 3:46pm 
Here are some random comments on current concepts, based on the latest document. I didn’t pay the same attention to other aspects for now. Your ideas are already very well crafted. Now I’ve read many issues of the first comic book era, but not all of them. I know more about the cartoon and the figures / file cards in general.

Short-Fuze: I love the unique mortar weapon and especially the squad sight. I’d suggest that he can’t fire on his turn after moving. The mortar should have at least a small AOE with a drop-off dame from the epicentre. He could also have a penalty aim when enemy targets are very close. Maybe a cool down of one turn when he fires his mortar?

Tripwire: I not sure that I’d go with a direct (consistent) penalty to aim for clumsiness. A penalty aim might, however, happen from time to time. Also, I think an occasional break of concealment (when he moves, at the start of a mission and comes near enemies). I he doesn’t move, he doesn’t risk breaking concealment. So you’d move him carefully in the first stages of the mission.

Gung-Ho might not be affected by any kind of weather. I was re-reading when he was introduced in the comic book: bare-chested in the cold and “showing his marines tats”. Reckless courage might be a thing to address in the perks. Maybe a temporary boost to charge on an enemy position. Some kind of run and gun with an automatic graze on every shot aimed at him on this move. Could be used once per mission.

Snow Job: With the “uniform manager”, we can see what the terrain is, so I guess it would totally be possible to buff him, and all winter soldiers, accordingly when used in Arctic weather, render them a good choice to bring on missions. The “potential mod” might be an interesting starting point to make this. As an example, a soldier can work better in small-town areas, well with others, tend to make, better with women around them. This might be a helpful inspiration to have specific behaviours. Snow Job might have a buff when alone since Arctic soldiers are often specialized in recon or working pretty much alone. He might, however, perform better with other winter specialized soldiers in a squad because of their specific training.

Wild Bill: Maybe he could get a lasso to catch and bring close both bad and good guys. The Jedi class mod does this and this is pretty cool. Also, a cowboy needs his Winchester and revolvers. Enough said! :) I hope someone will make or port those from somewhere.

Cutter: I often give him smoke grenades. I believe those could be sent from the WHALE.

Mutt: Yeah… a K9 companion would be awesome/a must have. I suggested this to Firaxis on Twitter a while ago along with other ideas. Maybe they pay attention to comments like this, maybe not… I’d go with the second option, though. But at least I tokk a shot at it. We already have the gremlin. It is probably possible, yet I don’t know anything about it. The guys who make the XCOM 2 Coop mod advertise dragons on their website. Maybe they will eventually provide a potential way to do it. A K9 may not be visible, but we still may implement perks related to a K9 unit. Something like an area of detection to sniff out concealed units or faceless. It might also prevent an enemy from moving.

Recondo: A very minor comment. The base sword for rangers looks pretty great. I’d keep it, upgradable through tiers. It currently says “knife”. There rest of what you have says it all. He may be able to provide punctual concealment to a unit, one use or maybe two, when in a jungle environment only (teaching the unit how to blend with nature during a mission).

Spirit: A gremlin (or maybe an eagle since dragons might eventually become available, as mentioned earlier) that could bring a grenade, a med kit or any item that spirit has on him, to another soldier. A single use throwing knife (hidden under his headband like in the cartoon, so not visible) that provides an automatic hit but making a small damage. Might, however, pierce or ignore armor and shields. In the show, in "Countdown to Zartan", he calls upon his ancestors to guide his hand. That is pretty sweet.

Alpine: I don’t remember in the comics, but in the show he’s good friends with Bazooka. This might give both a small buff, “squad cohesion” like. He’s always joking around. Other Joes might like to be around him. A lasso perk might be interesting to grab friendly Joes and bring them close to save them, maybe one use. He did save a little girl in the “Money to burn” episode.

Bazooka: I was thinking of a demolition perk for his rocket launcher, useable once or twice with costing ammo and doing no damage to enemies, to destroy cover or anything that is in the way of the squad. In the show, a quote that I always loved about him is: “Nah Duke, you wanna go this way… We’ll go this way” or another Joe saying there’s no door, and Bazooka saying “Now, there is” while blowing up a wall.

Tollbooth: Maybe a perk to allow other soldiers to cross a river or a cliff without having to use a bridge, or a grapple, without costing an action to said soldiers.

Dial-Tone: I love the idea of calling reinforcements or a medevac for communications specialists. What would also be cool is both at once: by that I mean medevac a bleeding out or stabilized soldier and receiving a random one in return. Also, give squad sight or an extra action to a soldier or a group in an area later on would be great. Confusing opponents by scrambling communications, scanning an area could a small aiming bonus on scanned targets, simulating intercepted enemy communications.

* About the reinforcement idea: soldiers like airborne or Ripcord or Crazylegs could be part of a fixed group of soldiers that you might receive as reinforcements (making it interesting to include the sky patrol subgroup in the CP).

** Speaking of subgroups, I think all member of subgroups should perks because of their specific training. As an example, all members of the Night Force should get buffed at night (a specific buff for each soldier), Eco Warriors (like Flint) could be immune to acid or any kind of biohazard by default, members of the Tiger Force work well in a jungle environment. Members of different subgroups would get all membership perks.

*** Another thing about reinforcements, the “Additional mission types” mod features very cool ideas. Some that gives you soldiers from your CP when defending havens that arrive to assist you. This is one of my favourite mods. I believe since we are aiming at a complete overhaul, providing new mission types would be a pretty great. You could have a fixed number of starting soldiers, when starting the game (maybe even some fixed soldiers, if that is even possible and if so I’d give at least one leader with that fixed lot, that maybe as already achieved level 2 or 3), and then the player would get random or specific soldiers depending on where the mission takes place.

Leatherneck: Would give him a leadership perk to encourage others.

Low-Light: Would buff him at night.

Mainframe: Buffing SPARKs is a good idea. I would suggest a perk removing shields of robotic enemies and/or giving an aim penalty. Some sort of computer virus.

Chuckles: Like for Lady Jaye, I’d give him the ability the blend, passing for a civilian, or even passing for an enemy trooper.

Law: Yes, pistol and stunning abilities are great. I’d suggest the same as I did above for Mutt’s Junkyard.

Psyche-Out: He could “convince” enemy soldiers to revolt and attack enemies randomly on his turn. Not like mind control. Muck like panic reactions but temporary at first and mission permanent at later levels.

Tunnel: I LOVE the idea of a perk like the wraiths allowing to go through walls. He should be able to “appear inside” a building (the animation maybe like falling from a floor, to simulate air ducts) and moving inside without breaking concealment to ambush or do some recon.

Hit & Run: Would simply give him a grapple by default like for alpine. Would use it an implacable gun and run kind of way: Fleeing the scene using a grapple when possible, thus moving farther, and getting a good chance of remaining concealed if he was before firing.

COBRAS
Destro: Like the Guerilla class mod’s Trauma Plates, he could once in a mission give 1 point (later 2) of armor or an energy shield to a soldier and or give the equivalent of a stock to a soldier, may be something else like giving a specific buffed gun, as he is an arms dealer. He has the best gear and he can provide it. Also, Destro’s gear (which he’d give) might have a defect (Typical Destro junk in the cartoons) and might only be temporary.

Tomax and Xamot: I suggest a pretty good HP buff when they are together, but the moment one of gets hit, they both lose the HP bonus. They could also have a buff to movement when they are together in a squad as they make acrobatic moves together. They could also share experience from kills. If one kills an enemy, so that they level together most of the time, both get XP, or assist XP for the other twin. I wouldn’t split the experience in two since they would level slower that would make them level slower. Small buff to aim. Together they might provide every soldier in a squad with a small buff or ability, like one free reload because they can make things happen with all their money.

Croc master: Could inspire panic.

Metal head: Could cause occasional friendly to squad mates near his explosions, but otherwise be powerful to compensate.
Last edited by LeMarteau; 6 Sep, 2016 @ 6:48pm
LeMarteau 5 Sep, 2016 @ 4:06pm 
I just read the Synergies tab so I see that friendship was already covered. :)

For the "Joe-verhaul", I would replace Bradford with Joe Colton istead of General Flagg. Give a beard to Bradford and he's pretty much Joe Colton to me. He had one in early concept art. He's also more of a bad ass in my opinion than Flagg. Maybe another guy from MASK could fill in as science chief? Alex Sector?

I also see that scripted missions are already in the loop. So, yeah specific rewards would definitely be great!
The_Man_In_The_Shack  [developer] 6 Sep, 2016 @ 6:09pm 
Yessss! I love all of those ideas...some of them cross over with some things I had thought of already, but every single one of those adds something new.

Aside from the concepts, did you see the part of the sheet where I'm adding in the powers? I'm sort of filling them out in priority order; so far I'm not explicitly tying them to the perks in the perk sheet yet, but sort of drawing inspiration from it. Sometimes I'm just thinking of names of powers that work, and then backfilling them with specifications that sound right, and sometimes I'm just going through the perk list and considering who might use that perk. This part starts at about column BH of that first sheet.

The_Man_In_The_Shack  [developer] 6 Sep, 2016 @ 6:29pm 
So, here's the list of the areas that can be affected by all of this:
1. Classes - 200 classes, all vanilla classes would be suppressed
2. Weapons - a pack of unique weapons to go along with specific guys, and generic weapons for the rest. The classes would be tooled to only use the weapons from this pack.
3. Specific cosmetics - in addition to things like Destro's helmet, there could be simple things that are specifically to solve color-based problems like Law...A regular Kevlar helmet, but forced to be white, would go a long way with him...a set of BDUs that are forced to olive drab...then his primary is red, his secondary is blue, but he's using two items that override color, and suddenly he's four different colors like he should be.
4. Music - I see that we can now replace music. There are no clean versions of the soundtrack cues (I've looked extensively), but there's always possibility.
5. Enemies - there's got to eventually be some Exalt-style way to use the Cobras as enemies.
6. Missions - specific level design, and a directed campaign.

Regarding the campaign, you had mentioned getting specific starting guys...I do that with the 'Starting Soldiers' mod now...I always start out with Hawk/Stalker/Scarlett/Snake Eyes on Gatecrasher, and I set Hawk to already be level 4, and the others to already be level 3. In addition, when I get to the Avenger, my barracks always start with Clutch, Rock 'n Roll, Breaker and Zap. After that it's a crapshoot.

I'd ultimately like to take this a step further, and have the progression of the guys that join be directed as part of the campaign. Maybe the original 13 are all in the barracks to start, and the others are brought in not by recruiting them, but by specific missions where they will show up.
LeMarteau 8 Sep, 2016 @ 11:18am 
I had taken a look in general to the powers but not a close one. The names and descriptions are pretty cool and give a very nice flavour as the whole! The AWC bonus descriptions really flesh out the characters. I like that characters get specific items that do not cost a slot. Smoke and flashbang grenades do not add too much of an impact, yet they are useful.

Breaker: l love the bubble gum AWC bonus. I was expecting bubble gum and wrapper to come in handy this way.

Clutch: I like very much the “Llllaydies” the AWC bonus.

Rock N’ Roll: Bandoliers are a very good idea. I thought the “Good friend” AWC bonus was for Hawk because I had read the wrong line. I thought that it would have suited Hawk very well. However, I agree that Rock N’ Roll has that quality.

Scarlett: For “Shuriken” I would personally guarantee 2 damage instead of 1-2. Generally the powers a very interesting. “The big picture” adds a nice quality.

Steeler: “Worlds without end” was a definite turning point for him. I don’t know what the AWC power would do but I like the name. Maybe a significant bonus to will? He might as well start the game with low will for that matter.

Airborne: The paratrooper power is a very good idea. The AWC Bonus is a nice way to make his particular psi ability count.

Cover girl: Foxy lady is a definite plus that fleshes out the character. I feel like watching the show when thinking about it.

Duke: I’d personally set “The Coma Card” as an AWC bonus instead of a Rank 7 power. I’d use something like cover overwatch instead.

Roadblock: “Ma Deuce” I like that he does more damages with a higher range but with a penalty to aim for not using a tripod. Very logical, while representing very well the character.

Barbecue: maybe he could destroy walls with his axe, like cover to uncover enemies, as a first action and then move away as a second action to clear the line of sight, making enemies more vulnerable. He could extinguish an area that is on fire, or soldiers in an area that are on fire, without having to use a med kit. We already have the right animation with the med kit. Might have a four turn cool down or useable twice during a mission.

Lifeline: “Aikido Master” is a very very nice passive perk! The description is just perfect.

Repeater: Could get a bonus to aim for mastering a steady-cam machine gun.

Leatherneck: I like the idea for his M203.

Last edited by LeMarteau; 10 Sep, 2016 @ 11:29am
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