Go to Post ... the real mark of integrity is doing the right thing even when nobody is watching. - DonRotolo [more]
Home
Go Back   Chief Delphi > Competition > FRC Game Design
CD-Media   CD-Spy  
portal register members calendar search Today's Posts Mark Forums Read FAQ rules

 
Closed Thread
Thread Tools Rate Thread Display Modes
  #1   Spotlight this post!  
Unread 15-05-2006, 15:41
dlavery's Avatar
dlavery dlavery is offline
Curmudgeon
FRC #0116 (Epsilon Delta)
 
Join Date: Jun 2001
Rookie Year: 1996
Location: Herndon, VA
Posts: 3,176
dlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond reputedlavery has a reputation beyond repute
[Official 2007 Game Design] Game Elements and Subtasks

This thread is a spin-off of this discussion, and has been started to focus on game elements and subtasks. This is a discussion of ideas for unique game elements and subtasks. If you don't have a fully developed game, but have a great idea about a piece of a game or an idea about something that has never been done before, then this is the place to talk about it. As examples from the past, someone could use this thread to post a suggestion to use funny pyramid-like PVC structures as an element, or that stacking stuff should be included as a challenging subtask, or that throwing objects would make for a great engineering challenge. Someone else may have a very creative idea for the role of the human player (while some may propose no human player at all). Others can use those ideas as a creativity springboard to develop a game concept.

-dave
__________________
"I know what you're thinking, punk," hissed Wordy Harry to his new editor, "you're thinking, 'Did he use six superfluous adjectives or only five?' - and to tell the truth, I forgot myself in all this excitement; but being as this is English, the most powerful language in the world, whose subtle nuances will blow your head clean off, you've got to ask yourself one question: 'Do I feel loquacious?' - well do you, punk?"
- Stuart Vasepuru, 2006 Bulwer-Lytton Fiction Contest



My OTHER CAR is still on Mars!!!
  #2   Spotlight this post!  
Unread 15-05-2006, 18:27
=Martin=Taylor= =Martin=Taylor= is offline
run the trap!!!
FRC #0100 (The Wild Hat Society)
Team Role: Human Player
 
Join Date: Feb 2006
Rookie Year: 2005
Location: Bezerkeley, California
Posts: 1,255
=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

The FRC games that have appealed most to me have been those that offered teams a wide variety of challenges (multiple tasks: hanging, capping, scoring balls).

These games encouraged teams to think creatively about strategy. As a result they produced a wide variety of diverse designs with some robots focusing on particular tasks while others attempted to do everything.

I think it would be really cool to have multiple game pieces. Like say buckets and tennis balls. Perhaps teams would receive extra points for putting the game pieces together: filling the buckets with tennis balls and pushing them back to base.
__________________
"Cooperation; because life is a team sport"
-Philip J. Fry
  #3   Spotlight this post!  
Unread 15-05-2006, 19:29
sanddrag sanddrag is offline
On to my 16th year in FRC
FRC #0696 (Circuit Breakers)
Team Role: Teacher
 
Join Date: Jul 2002
Rookie Year: 2002
Location: Glendale, CA
Posts: 8,517
sanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond reputesanddrag has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

We still are lacking the "big finish" of 2003 and 2004. We need something big smack in the center of the field that every team "fights" for at the end of the match.

Also, I'd like to see a greater than 45 degree incline somewhere.

Last, I think it'd be neat if part of the field could be powered by a robot. Say there's a platform a robot drives onto. It has a rope going from it up over a pulley and back down. A partner robot can grab ahold of this rope and start pulling raising the platform. Kind of like an elevator in a sense.
__________________
Teacher/Engineer/Machinist - Team 696 Circuit Breakers, 2011 - Present
Mentor/Engineer/Machinist, Team 968 RAWC, 2007-2010
Technical Mentor, Team 696 Circuit Breakers, 2005-2007
Student Mechanical Leader and Driver, Team 696 Circuit Breakers, 2002-2004
  #4   Spotlight this post!  
Unread 15-05-2006, 22:18
Jherbie53's Avatar
Jherbie53 Jherbie53 is offline
Hoshua The 2nd
AKA: Joshua aka "Hosh"
FRC #0085 (Built On Brains B.O.B.)
Team Role: College Student
 
Join Date: Mar 2005
Rookie Year: 2003
Location: Zeeland, MI
Posts: 363
Jherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to behold
Send a message via Yahoo to Jherbie53
Smile Re: [Official 2007 Game Design] Game Elements and Subtasks

I would like too see a pressure pad or sensor on the field for the robots. An example would be, that the pad or sensor would light up a light, open a gate to another part of the field , or move a game piece onto the field for your team during the game. This would make for a good game element that requires teamwork.

The Human player needs to be involved like it has been the past couple of years. Stack Attack was not a good human player game, because they only had ten seconds to place the bins on the field and their effort could be wiped out in the first 5 seconds of autonomous. Triple Play and Aim High are good human player games.

I would like too see the return of a open "bonus" zone. Like the ramp in 2003 or the bar in 2004. The ramps at the other ends of the field make it easier for the teams to go to their own ramps, most of the time, and made some pretty exciting finishes to matches.
__________________
  #5   Spotlight this post!  
Unread 15-05-2006, 22:37
Billfred's Avatar
Billfred Billfred is offline
...and you can't! teach! that!
FRC #5402 (Iron Kings); no team (AndyMark)
Team Role: Mentor
 
Join Date: Feb 2004
Rookie Year: 2004
Location: The Land of the Kokomese, IN
Posts: 8,555
Billfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond reputeBillfred has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

Here's another idea. It seems that there are about fifteen threads that've floated around Delphi about how the game pieces have been triangles and circles and squares. How about just blowing all of 'em out of the water once and for all with three different game pieces on the field, one of each form (a four-sided pyramid, a cylinder, a cube) that must be assembled using reasonably strong magnets inside each piece. You then get the awesomeness of stacking without the ridiculous ease of knocking over.
__________________
William "Billfred" Leverette - Gamecock/Jessica Boucher victim/Marketing & Sales Specialist at AndyMark

2004-2006: FRC 1293 (D5 Robotics) - Student, Mentor, Coach
2007-2009: FRC 1618 (Capital Robotics) - Mentor, Coach
2009-2013: FRC 2815 (Los Pollos Locos) - Mentor, Coach - Palmetto '09, Peachtree '11, Palmetto '11, Palmetto '12
2010: FRC 1398 (Keenan Robo-Raiders) - Mentor - Palmetto '10
2014-2016: FRC 4901 (Garnet Squadron) - Co-Founder and Head Bot Coach - Orlando '14, SCRIW '16
2017-: FRC 5402 (Iron Kings) - Mentor

94 events (more than will fit in a ChiefDelphi signature), 14 seasons, over 61,000 miles, and still on a mission from Bob.

Rule #1: Do not die. Rule #2: Be respectful. Rule #3: Be safe. Rule #4: Follow the handbook.
  #6   Spotlight this post!  
Unread 15-05-2006, 22:49
santosh's Avatar
santosh santosh is offline
Registered User
AKA: 2415
FRC #2415
Team Role: Mentor
 
Join Date: Nov 2004
Rookie Year: 2004
Location: The world
Posts: 796
santosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond reputesantosh has a reputation beyond repute
Send a message via AIM to santosh
Re: [Official 2007 Game Design] Game Elements and Subtasks

I would also like to see a large structure in the middle of the fiel. My biggst thing that I would like to see a lot of diferent tasks like in 2004. I understand the arguement that it can make things difficult for rookies,. But there must be some way to integrate a lot of different tasks into a game that isn't overwhelming for a rookie teams.
I would like something lik hav had in the past where you either have to climb on something or lift yourself up to get a large bonus.
__________________
2004 - 2007 = 1002
2007 - 2011 = Founding Mentor of 2415
6 regional wins, 3 EIs, 3 Chairmans
kiddies kiddies kiddies
  #7   Spotlight this post!  
Unread 15-05-2006, 23:14
Dan Petrovic's Avatar
Dan Petrovic Dan Petrovic is offline
Got my degree and ready for more!
FRC #0166 (Chop Shop)
Team Role: Mentor
 
Join Date: Jun 2005
Rookie Year: 2004
Location: Merrimack NH
Posts: 1,668
Dan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond reputeDan Petrovic has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

I'd like to see stair climbing. I don't mean just one step.

I mean a whole series. That'd be neat to see.
__________________
Quote:
Originally Posted by Koko Ed View Post
The sign applause was definately one of the best moments I had ever witnessed at a FIRST event.
Who knew silence could be so loud?

Mayhem in Merrimack hosts: 2005-2016 - Week Zero hosts in partnership with FIRST HQ: 2014-2016
  #8   Spotlight this post!  
Unread 15-05-2006, 23:24
Rick TYler Rick TYler is offline
A VEX GUy WIth A STicky SHift KEy
VRC #0010 (Exothermic Robotics)
Team Role: Mentor
 
Join Date: Jan 2005
Rookie Year: 2005
Location: Redmond, Washington
Posts: 2,000
Rick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond reputeRick TYler has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

My only two years in FIRST have both featured fields with only limited 3D features. I want to see both a really tall scoring element (eight feet plus) and elevated structures that need to be driven over, around, or under.

The scoring things are all in the other Alliance's end (or at least the key component that allows bonus points -- like making 3-across patterns in '05), and there are three ways to get there: a 5-degree ramp leads to a bridge that turns left and goes across the arena to a right-hand turn down a 5-degree ramp on the other side. At both extreme sides of the arena is a 30-degree ramp that goes up to a 40-inch square platform and then down again on the other side. Under the bridge formed by the 10-degree ramp bridge is the "underpass" to the other side that is only 24 inches high.

Simple bots can climb the shallow ramp, turn across the bridge, and then go down the other side. It's not hard, but it is slow. Better bots can take advantage of the 30-degree ramps to go over, but there are only two of them, they are all they way on the outside edges of the field, and they are steep. Really creative bots can zip straight through under the wide bridge in the center. This gives a real challenge to teams that want one, but doesn't make the game impossible for BLTs.

We could also add some complexity by including scoring elements with a complex, hard-to-hold shape (see "tetras") and another simple shape (like a squishy ball). The complex shape could be worth more points, but be more complex. Another interesting spin on game elements would be to introduce something genuinely heavy, but not particulary hard to grasp. We have some barbells (little one-hand units) covered with a non-skid rubber-like material that might be just the ticket. I know for sure that they come in 5- and 10-pound weights. What would a robot look like that could lift and carry several 10-pound barbells under a 24-inch bridge, but still be able to lift them onto an 8-foot-high scoring cage? The weights have obvious safety issues, but it would put a premium on stronger mechanisms than we had in '06.

Now, as for the actual game, I don't have any idea except that it should involve either helicopters, boats, or bobsleds...
__________________
Exothermic Robotics Club, Venturing Crew 2036
VRC 10A, 10B, 10D, 10Q, 10V, 10X, 10Z, and 575
  #9   Spotlight this post!  
Unread 16-05-2006, 11:18
s_forbes's Avatar
s_forbes s_forbes is offline
anonymous internet person
FRC #0842 (Falcon Robotics)
Team Role: Engineer
 
Join Date: Jan 2006
Rookie Year: 2006
Location: Phoenix, AZ
Posts: 1,150
s_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond reputes_forbes has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

Quote:
Originally Posted by Jherbie53
I would like too see a pressure pad or sensor on the field for the robots. An example would be, that the pad or sensor would light up a light, open a gate to another part of the field , or move a game piece onto the field for your team during the game. This would make for a good game element that requires teamwork.
I like the idea of an automated feild element, where an action on one spot of the field activates an element on a different part of the field. That would be really cool to see.

Another thing that I could see happening is a feild element that is continuously moving, like a platform on wheels or a crane arm moving a gamepiece around in the air for a robot to catch. A moving feild would add a lot of excitement to the game.
  #10   Spotlight this post!  
Unread 16-05-2006, 18:43
=Martin=Taylor= =Martin=Taylor= is offline
run the trap!!!
FRC #0100 (The Wild Hat Society)
Team Role: Human Player
 
Join Date: Feb 2006
Rookie Year: 2005
Location: Bezerkeley, California
Posts: 1,255
=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute=Martin=Taylor= has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

Quote:
Originally Posted by Rick TYler
Another interesting spin on game elements would be to introduce something genuinely heavy, but not particulary hard to grasp. We have some barbells (little one-hand units) covered with a non-skid rubber-like material that might be just the ticket. I know for sure that they come in 5- and 10-pound weights. What would a robot look like that could lift and carry several 10-pound barbells under a 24-inch bridge, but still be able to lift them onto an 8-foot-high scoring cage?
Medicine balls would be perfect.

--------------------------------------------------------------------------
Another cool game element would be a marry-go-round, or spinning platform.


(imagine this without handle bars)

Robots would have to cross this powered hazard to score or to reach the other side of the field. This would be particularly spectacular if next year's game involved balls. Imagine the chaos of balls being spun off of the field!
__________________
"Cooperation; because life is a team sport"
-Philip J. Fry

Last edited by =Martin=Taylor= : 16-05-2006 at 19:02.
  #11   Spotlight this post!  
Unread 16-05-2006, 20:17
Tetraman's Avatar
Tetraman Tetraman is offline
FIRST on my mind
AKA: Evan Raitt
no team
Team Role: Alumni
 
Join Date: Mar 2006
Rookie Year: 2002
Location: Manchester, NH
Posts: 1,322
Tetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond reputeTetraman has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

Pool Noodles
I've seen footballs as a different ball design
A HEAVY ball...like a bowling ball.
Boxes that arn't bins.
Large Puzzle Peices

And something I would like to score with: Small robots you build that eject from your "mother-bot"
__________________
"For every great theory about design, there is a better and contradictory theory about design. And don't let the irony of that escape you."
  #12   Spotlight this post!  
Unread 16-05-2006, 23:21
Jherbie53's Avatar
Jherbie53 Jherbie53 is offline
Hoshua The 2nd
AKA: Joshua aka "Hosh"
FRC #0085 (Built On Brains B.O.B.)
Team Role: College Student
 
Join Date: Mar 2005
Rookie Year: 2003
Location: Zeeland, MI
Posts: 363
Jherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to beholdJherbie53 is a splendid one to behold
Send a message via Yahoo to Jherbie53
Re: [Official 2007 Game Design] Game Elements and Subtasks

Quote:
Originally Posted by Hachiban VIII
Another cool game element would be a marry-go-round, or spinning platform.


(imagine this without handle bars)

Robots would have to cross this powered hazard to score or to reach the other side of the field. This would be particularly spectacular if next year's game involved balls. Imagine the chaos of balls being spun off of the field!
I would also like to see something like a marry-go-round on the field. It could be powered and could not, the only problem with it being powered is, how do you get power to it? It either has to be large enough where there is no room on the sides or needs some walls or "speed bumps" covering the power cables. You could also put some gold rings around the marry-go-round to grab, bonus points for grabbing the rings, or a free ride.

I think the game needs a movable field element, like movable goals in First Frenzy or a movable platform. In the Autonomous thread like this one, someone mentioned a "house robot" that would just keep moving around the field and sometimes play defense. This can also be done with a part of the field. Have something that moves, like two gates that open for a set number of seconds at different times in the match.
__________________
  #13   Spotlight this post!  
Unread 17-05-2006, 12:54
Peter Matteson's Avatar
Peter Matteson Peter Matteson is offline
Ambitious but rubbish!
FRC #0177 (Bobcat Robotics)
Team Role: Engineer
 
Join Date: Sep 2003
Rookie Year: 2003
Location: South Windsor, CT
Posts: 1,653
Peter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond reputePeter Matteson has a reputation beyond repute
Re: [Official 2007 Game Design] Game Elements and Subtasks

I would love to see goals that drive themselves around the field using a kop tranny and cim. Maybe they could line follow a pattern to make scoring more challenging.
__________________
2011 Championship Finalists/Archimedes Division Championships w/ 2016 & 781
2010 Championship Winners/Newton Division Champions
Thank-you 294 & 67

2009 Newton Division Champions w/ 1507 & 121
2008 Archimedes Division Champions w/ 1124 & 1024
2007 Championship Winners/Newton Division Champions w/190, 987 & 177 The Wall of Maroon
2006 Galileo Division Champions w/ 1126 & 201
www.bobcatrobotics.org
"If you can't do it with brains, it won't be done with hours." - Clarence "Kelly" Johnson
  #14   Spotlight this post!  
Unread 17-05-2006, 14:34
mjbrauck mjbrauck is offline
Registered User
FRC #0768 (Techno Warriors )
 
Join Date: Jan 2006
Rookie Year: 2005
Location: maryland
Posts: 23
mjbrauck has a spectacular aura aboutmjbrauck has a spectacular aura about
Re: [Official 2007 Game Design] Game Elements and Subtasks

What about a moveable object that teams try to get on their side? Like instead of trying to get your robots up a ramp at the end there is one large object that you have to pull, push and/or lift onto your side or onto your platform, and stop the other team from getting it to theirs.
  #15   Spotlight this post!  
Unread 17-05-2006, 15:02
Bill Moore's Avatar
Bill Moore Bill Moore is offline
Iv2gr8sons
AKA: Be More
FRC #0365 (Miracle Workerz)
Team Role: Team Spirit / Cheering
 
Join Date: Oct 2002
Rookie Year: 2001
Location: Wilmington, DE
Posts: 461
Bill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond reputeBill Moore has a reputation beyond repute
Send a message via AIM to Bill Moore
Re: [Official 2007 Game Design] Game Elements and Subtasks

Quote:
Originally Posted by mjbrauck
What about a moveable object that teams try to get on their side? Like instead of trying to get your robots up a ramp at the end there is one large object that you have to pull, push and/or lift onto your side or onto your platform, and stop the other team from getting it to theirs.
How about a "hoverpuck", which becomes active for the final 30 seconds of the match. The robots could not grasp or push it, but could only hit it with a flat bumper/plate on the side of the robot. Something that will have the robots applying vectors and aiming ricochets toward a goal. (Maybe have a big "Easy" button on the bumper/plate that disables the robot for 5 seconds after it applies a force to the object.)
__________________
Three Signs You Are Getting Old: 1) You forget things, 2) You begin repeating yourself, 3) You forget things.
Closed Thread


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
[Official 2007 Game Design] OK, so YOU design the 2007 game... dlavery FRC Game Design 44 17-12-2006 17:05
[Official 2007 Game Design] Radical Tournament Ideas dlavery FRC Game Design 60 02-12-2006 11:54
[Official 2007 Game Design] Autonomy And Other Technology Discussions dlavery FRC Game Design 48 02-07-2006 20:05
[Official 2006 Game Design] Game Elements and Subtasks dlavery FRC Game Design 79 02-12-2005 21:35
[Official 2005 Game Design] Game Elements and Subtasks dlavery FRC Game Design 60 19-10-2004 21:06


All times are GMT -5. The time now is 07:29.

The Chief Delphi Forums are sponsored by Innovation First International, Inc.


Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi