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What's that? A new Wishlist Thread? What you would like to see in future FM versions.


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I would like the option of being able to select one of my first team coaches to handle training responsibilities, not just the assman. Also if i dont want to appoint a DoF, i would like the ability to appoint one of my coaches or directors to take on the DoF responsibilities , such as handling transfer targets, instead of limiting it to the assman.

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not sure if it is in 15 but one thing that would be a real help in the game is a way to scout what role and duty a player has been used at a previous Club and possibly view the roles and duties of the opposition is the analysis tab rather than just formations. I say this because you buy a player who has been say a very successful goal scorer at a previous Club but you have no knowledge as to how that Club played him, you just know he is a forward. Yes you have the star system (or you do in 14) but it is very hit and miss.

Something like this may be in 15 so would be interested to know?

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you could even be a player-manager a la Jamie Day/Welling (with the player aspect simulated as usual) and decide when you want to hang your boots up.

Yeah! Brilliant. I'd love that. Like Edgar Davids did with Barnet F.C.

I'd actually like this

If the player doesn't have a photo, then the newgen face-creator thing goes to work and creates one for them

Of course, it runs the risk of having real player be unfairly depicted and SI being sued, but ohhhhh

I'd imagine that a player would be more concerned about his stats than his generated face. :-P

But it isn't going to happen. Games like Fifa and pro-evo use similar 'digital faces' without getting sued right?

How awesome would it be to see Messi change his hair?

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grow a beard during an injury

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being annoyed during interaction with him

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or get old!

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In real life, some players really value playing on a specific position, even though they are also able to play on other positions. It should be possible for a player to demand playing on a particular position, during contract negotiations. And he might become annoyed if the manager doesn't put him on his favourite position often enough (e.g. he is positioned as a winger instead of a CAM, even though he is a natural on both positions).

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I don't know if this has been suggested before, but I had an idea regarding scouting the next opposition. I would find it great if the scout could tell the manager on the news page that the next opposition likes to play quick counter and that they have quick forwards. Also scout could suggest what to do to counter that threat. For example recommend that the manager uses deep defensive line and plays narrow.

The Scout could also spot that the other team is low on bravery and suggest using hard tackling.

This information is available allready, but I think a few suggestion on tactics would be great.

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In real life, some players really value playing on a specific position, even though they are also able to play on other positions. It should be possible for a player to demand playing on a particular position, during contract negotiations. And he might become annoyed if the manager doesn't put him on his favourite position often enough (e.g. he is positioned as a winger instead of a CAM, even though he is a natural on both positions).

Yes! I'm all for making players more difficult to keep happy. And unhappy players being more disruptive to the whole team spirit. This makes you think twice about having huge squads (usually an advantage for human vs. AI) and makes man-management more important.

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I have an old expectation that I have been waiting for a long time. Every new version of FM is announced my eyes are looking for it. It is simple but something that must be already in the game: Adding favorite players & staff. Every manager has some favorite players/staff - and FM players too. Before every new game is released, FM fans start discussion about "who will you transfer first". Actually all of us have some names in mind while searching for a position. When we set someone as favorite; we may be his favorite personnel too. And this should affect all conversations (transfer, contract, performance/training, etc.) with him in of course positive way.

Cheers!

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I would want to see something akin to "teaser videos" from agents or scouts promoting young players. Preferably without techno music.

Even though scouting seems very impressive in FM 15, it would be quite entertaining to be able to watch a "highlights reel" of a player in action for youth teams on a club or international level.

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Contain, Defensive, Counter, Standard, Control, Attacking, Overload.

All of these strategies have their place, I won't deny that. These are some obvious basic game plans.

What's the problem?

Well, I think there are two basic ways of playing counter attacking football:

- There's the cautious Counter that we have already, that's good.

- The other way is the aggressive Counter in which you defend deep, draw the opponent to your half, then you attack at pace whether or not the counter is 'on'. I think many want to play like that, but they choose the Counter that we have and often see their team build up frustratingly slowly and not taking positive enough actions to try to create something, just because the counter isn't 'on'. They'd want the players to try to create something without fear of losing possession, but end up controlling the game with neat little passes and winning the possession battle that they cared nothing for. They get confused.

Why does my team play possession game when it says Counter?

I'm aware that there are ways you can make this thing happen, and it's second nature to me, but it is a little tedious. You can choose Attacking and drop deep, close down less, get narrower, shorten passing except for defenders who you make pass more direct or clear to flanks. That will do it. But it's tedious and many don't know how to do it.

Wouldn't it be better to have this basic way of playing as an option?

Then there's two basic ways of playing possession game:

- We currently have Control that seems like it should attempt to do just that. But I think Control sees your players be too optimistic with ball, trying to find opportunities, except for defenders who'll just pass it short to the midfield. And you try to control the game by closing down high up the pitch. Much like Attacking, just less so.

We need possession strategies.

- First there's the "Positive Possession" game that Control seems to hint at. You're active with and without the ball, pass crisply, but favor keeping the ball instead of trying to pull off those low percentage moves. This is what I'd expect and it's not terribly far from what Control does.

- Then there's the 'Cautious Possession" game where you want to build up slowly and safely from the back, then probe the opposition defense in their half patiently until there's an obvious opening.

I think this is another one that people get confused about. They want to control the game like this, having hundreds of passes per player, starving the opposition of the ball. They might choose Control because it sounds like what they want and then they get frustrated with their players trying to force the issue.

Instead they should be choosing Defensive or Counter with a simple play out of defense instruction, perhaps be more aggressive without ball, maybe wider, restrict the end moves (crossing, long shots, hopeful through balls). Again, that's tedious and confusing. They want to take control of the game by keeping the ball, not defend or counter-attack.

Ok, let's leave that jibber jabber behind. What I actually propose is condensed here:

- Rename mentality to game plan.

- Offer these options for a game plan: (I grouped them like that on purpose)

Contain--------------Cautious Counter---------------Cautious Possession

Defensive------------Aggressive Counter-------------Positive Possession

Standard

Attacking

Overload

- Left column game plans stay as they are now.

- Cautious Counter is the old Counter, just renamed.

- Aggressive Counter is like Attacking, except for defensive characteristics of Counter, and less width.

- Cautious Possession is like Standard, except for Defensive-like mentality, lessened inclination to execute end moves, slower tempo and shorter passing.

- Positive Possession is like Control, except for Standard-like mentality, lessened inclination to execute end moves and less direct passing for more attacking players.

- Work ball into box should not only limit long shots, but to a lesser extent crosses and through balls.

- Lessened inclination to execute end moves can now be achieved by implementing the effects of the new work ball into box into the possession game plans.

Final word:

I'm always thinking about the AI's benefit as well. Wouldn't this larger diversity of base game plans offer some nice tools for the researchers and developers?

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I'd like to be able to build a full profile on my manager before I start my game.

Let's be honest most of us make up a little history in their head about their manager so the game feels a little bit realistic, for example when I play I'm a former Derby County player / Journeyman who has decided to have a shot at management.

I like the fact that we can decide what kind of manager we are now which is niec but it drives me absolutely mad when it says XXX XXXXXX made 88 appearances for England scoring 7 goals, that's not how I envisioned my manager, how many managers in lower league football have long succesful england careers, only a tiny handful.

I'd like to be able to put the following into my bio before starting the game.

- Former clubs: I.e. In order as in played for Derby (Youth), Burton Albion (Loan), Derby, Ilkeston FC.

- International experience: I know we already have this which is a major factor in your career i.e. helping with rep and all that, but now we have coaching badges we should be able to edit this to something like 3 England caps 0 goals.

- Rival clubs: A list of club's where you're disliked for your time as a player who won't likely ever hire you due to your playing career i.e: Nottingham Forest, Leicester City, Leeds United won't hire me because of my Derby career.

- Favoured personell: Perhaps a teammate or a coach you played under, favoured personel would be more likely to come join your backroom staff.

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This is a separate matter from the earlier post there.

Lets say I have a nimble footed striker, an advanced forward type.

I'd like him to play like the advanced forward, only from deeper.

I'd like him to play like a complete forward, only not with hold the ball.

I'd like him to play like a trequartista, only not as a playmaker.

I'd like him to play like false 9, only more laterally and not that deep

Do you see my dilemma?

I just don't see a role that lets you use a general non-hold-up supporting striker role that bases his game on running at defence and lateral movement.

Now if we have deep-lying forward/attack, can we have advanced forward/support? Or something else to that effect?

And an inverted winger for wide midfield. For everyone's and AI's convenience.

And why not a central winger for AMC position while we're at it.

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I don't understand why, since FM 2014 it is impossible to make any loan offer for players plying in the first squad.

Of course i will not present a loan for Messi but the are a lot of young players, are parked in 1st squad which could perfectly move on loan in presence of a good offer but the game now is not accepting the possibility of making any offer. Also IRL there are a lot important players moving on loan with a initial cost and possibly a future cost for buying.

I'd like to have more flexibility in this matter, letting me to present loan offers and a AI able to consider if the proposal is good enough.

thanks.

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Guest El Payaso

I would really like to get some challenge to this game in the future. Espeacially the tactical side of the game is far too simplified for me so SI could just start working to create a new mod for the game called 'hardcore football manager' or something like that. A mod that had some aspects of real football tactics like able to create passing patterns and ability to influence more on your players' positioning. Like a mod where you simply don't win the Premier league in first season with Arsenal and you don't beat Mourinho's Chelsea 4-0...

This current one, really it is too easy in terms of difficulty. I watch loads of those Youtube-videos where FM players post their own journeys with teams and they are mostly heavily over-achieving even though they do nothing tactically during games and watch the matches with like key highlights. Also those tactics that they use: many of them just add instructions for the sake of it instead of actually thinking things tactically. And once again, still being succesful most of the time... Really doesn't make you wanna put in an effort for anything when you see others being as succesful without actually doing or knowing anything.

And I'm not saying that those guys are playing it wrong. I'm only saying that some of us want and need to do more to be properly entertained. :)

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Two suggestions from our french fansite:

- A "Save and continue" button, for those of us who likes to save after every single match and use this time to go grab a snack, go "where nobody can replace you" (also known as "the William and Cynthia room"), etc. It would allo us to gain a few seconds/minutes.

- One of our admins is currently managing Torres in italian Lega Pro and has chosen to add a bit more difficulty: he only can buy/offer contracts to sardinian players. But if you want to do it, you have to add every single town or village in your search filter: would it be possible to add a "Born in *insert region here*" and "Trained in *insert region here*" ? Probably already asked (and maybe even considered by SI), but it would be very helpful for him and potentially lot more of players.

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As someone who typically spends ages at the start of each save meticulously sorting the staff situation out, my suggestions on this occasion are going to focus entirely around staffing issues, so if this side of the game doesn't interest you, skip to the next post ;)

Firstly, you know that option to assign one of your staff to deciding who gets a new contract, and then dealing with it? Well what I want is to be able to decide for myself who deserves a new contract, but then click a button to have my assman/DoF/HoYD deal with it. The "both or neither" option, as it is at the moment just isn't doing it for me.

I'd also like to see more staff roles introduced, and more job-specific ones, too:

Instead of having a head physio and 5 physios, I could have a head physio, a team doctor, a nutritionist, a rehabilitation specialist, massage therapist, etc. These jobs could then require different combinations or weighting of attributes, for instance a rehab specialist is likely to benefit from good motivation and mental coaching, while a team doctor might benefit from high determination (to make sure they make the right diagnosis), and a nutritionist should require a high level of discipline.

Additionally, there could be specialists not necessarily affiliated to any particular club, who players could be sent to in order to improve recovery time, reduce attribute loss through injury, improve a players physicality relatively quickly, and so on. Obviously there should also be drawbacks to using these: they should not be cheap, and if they are based abroad, the player in question should be unavailable for matches and team training sessions regardless of their match fitness. Using specialists of this nature is fairly common in the real world, and I think could also work very well within the game.

I'd like to see the introduction of commercial staff, even if it's just one position, who could influence things such as ticket sales, merchandise sales, sponsorship deals and so on.

I'd also like to see more options for staff responsibilities, for instance in hiring and firing. I want to be able to give my youth team manager or HoYD free reign to hire the youth team coaches, let my chief scout and head physio hire their respective underlings. I want to allow my HoYD to sign whatever youngsters he sees fit, but within the framework of an assigned budget, that is to say that if I have a budget of £10m I can give the HoYD £500k or £1m or whatever I deem appropriate to sign youngsters with, rather than having him spend big chunks of my budget, leaving me unable to make the senior squad signings I need.

Finally, and this goes for players as well as staff, I want to be able to send people along to a local college or something to learn the language quicker. This should have some minor drawbacks: It should cost a bit of money (maybe only a couple of hundred pounds, keep it realistic), it should take a little bit of time out of the relevant person's schedule (maybe they have to knock off early on thursdays to get to class), the availability of such courses should be limited based on what other languages the person in question speaks fluently and where you are (You're more likely to find a course taught in Spanish in London than one taught in Sanskrit in Aberystwyth) and, of course, particularly rebellious, unprofessional and lazy people might just refuse to go, or fail to turn up.

So basically, as far as staff goes, I want to see even more depth and even more choice.

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Oooh, you know what I'd really, really like, that would benefit the game immensely and make it a much more enjoyable experience?

q6sTT7x.jpg

To be able to choose which kit each team wears for a match.

I know, I know, it's probably the fourth time and third version of the game I've posted it for. I'm a broken record, but I'm gonna keep requesting it until it happens, because seriously, the game still isn't doing it well enough. Just give us the power before the match to pick whether teams wear their home or away kits- it's a decision that has to be made by either the game or the user, and the game isn't doing it well enough. So let the user do it.

This example, incidentally, is Cesarense (white and black hoops, white shorts, white socks) versus Gouveia (white shirts, white shorts, black socks). The home team, Cesarense, have an away kit that is yellow and black which would be an improvement, or the away team, Gouveia, have an away kit that is... purple. No, really. I can only assume the first colour of Cesarense's kit is set at black, which I guess is seen as a clash with the purple of Gouveia's away kit. As such, the black wouldn't be seen to clash with the white, which obviously it does because the main colour of the shirt is white.

On a sidenote, I'm not sure what's been gained by replacing the team name with the crest in the top left corner of that screenie, either- you wouldn't have known who was playing in that match from the screenshot, which doesn't seem right. Bad design choice for a default skin, though I'm sure I could find another one that fixes it if I looked in the right place.

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I just thought about a team instruction to force opponent players to make fouls (like more offensive dribbling team-wise ?) and/or even a specific player instruction to force a player to make fouls (like if he already have a yellow card, or is aggressive, etc).

Not sure if it has already been suggested so I wanted to share it.

Sorry for the small post and all, but I suck in English. :(

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i want fm 14 tactics selection screen. right now, it's a disaster. player roles and player positioning on the pitch goes hand in hand for better visualization and understanding. they should be interlaced on the pitch itself.

right now it's in 2 opposite direction of the screen like as if they 2 completely different things and out of sync. terrible fundamental mistake by SI.

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hi. have you thought of putting a progress bar when you are taking your course lessons?for the player to know approximately when it ends?and one for the staff.and maybe reduse the time that you need to accomple one. even the smallest degree cant take 5-6 months...

i believe its to long.

thank you for your time.

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Would be nice to start the game without loans in place. It's annoying having to wait an entire season to have some players back that I didn't send out on loan (and in many cases actually weren't farmed out until nearer the end of the first transfer window IRL).

Unless this option actually is available and I've missed it? :o

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Would be nice to start the game without loans in place. It's annoying having to wait an entire season to have some players back that I didn't send out on loan (and in many cases actually weren't farmed out until nearer the end of the first transfer window IRL).

Unless this option actually is available and I've missed it? :o

Use the pre-game editor, unless you're playing FMC.

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Loving this version more than any previous one and have to congratulate SI here for producing a superb game.

The new layout format feels fresh and the new 3D animations are wonderful :)

Finding it really hard to complain which makes a change for me.

Have recommended to my brother in getting this version as we made a pact together that we wouldn't buy FM13 and FM14 because it didn't seem much different in wanting to spend any money on a game which comes out annually with little difference. This was the first time since 1992 I hadn't bought an SI product and the same for my brother.

I read the early reviews and was impressed with the changes and the new match engine build as well as the other additions.

SI you have given me the love back for your game which had slipped for the past 3 years and anyone else reading this wondering if it is worth the punt in spending some money I would say buy it because it's a fantastic game :)

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I was told to wait until the full game come out. So now I am trying to play an online game with force continue setting, but there is no option such as 'Force continue the game after 50% of the users have continued'. The only option for force continue is time limitation. It was the same in 2014 version, where we had some trouble as you could easily miss an important transfer, an interview or any "must respond!" messages in a multi-player game, because the game proceeded automatically. In earlier versions (for example 2011) it worked perfectly as only after the most of the users clicked on continue. In 2014 there were occasions when the game proceeded automatically even if all the users still reading messages or setting tactics... after the time limit just because we weren't paying attention how much time we had left. Often it also already started counting when the host game proceeded and the others were still waiting to get there new messages... (often 20 sec already gone from the 1 minute limit)

There are more other reasons why the previous setting was better for us. So please, can we get back those settings in online game preferences? It would really improve the experience of our online game!

Thanks for reading!

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Hi!

I always had the hope, that you implement All-Time Stats for each League (All-Time Points, All-Time Appearances and All-Time Scoring List as the most important ones).

That would be a big step into an "alternative reality", just to see how the alternative reality develops over the years during a career and how your club and players "fit" into the history. Imagine your newgen in 2030 being better in the All-time Scoring list in Spain than Messi.

It should be easy to implement as well.

Thanks.

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Something I'm slightly saddened to see didn't make the cut for FM15 is cancelling contracts. I have a player who wants to leave more than anything in the world, who I'm quite happy to get rid of because he's about as useful as a FIFA report into corruption. The problem? No other team wants to sign him, and the board won't let me release him, even mutual termination, because of the compensation.

He wants to go. I want him to go. Yet he's gonna stay poisoning the locker room because we can't actually find a way to get him out.

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Two simple things that would make my life easier:

(1) after a period of tutoring is over, the possibility of seeing EXACTLY what improvements were made to the tutee

(2) during the team talks a confirmation if you choose to skip the talk - I cannot count the times I clicked this and had to reload.

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Here's an annoyance:

My club is broke and I'm at my wage budget limit with no transfer money available. My star player is on a big contract but it expires in 8 months. He's aging so I figure he may take a reduction in wages, so I go to 'offer contract' to see what he's asking for. He's asking for more than he's on (£110k per week) and all I can offer is £59k. It's obvious he'll get insulted by this number so I just hit walk away, thinking we've not talked, I'll revisit this soon. Now when I revisit it his agent refuses to talk to me because 'talks broke down before'. Well they didn't, there were no talks, I was just sounding him out. This may well be working as intended but it's nonsense. Those who play OOTP will know you can go into a contract talk to 'sound out' the player and as long as you don't make an offer you aren't deemed to have 'engaged in talks'. This is how it should be. I'm now going to lose my best player and he's going to be pissed for the next 6 months. Great.

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I'd like much better media interaction, maybe with more media personalities and more exposure to media coverage. The press conference aspect is very tedious and I think some of the questions are pointless, like the weak link one, and the repetitive nature is very annoying. Wider range of questions, tailored more to each league and more focused on individual players.

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Improvement of the stats recorded. For example, you can view Tackles per 90 minutes, but only a total Interceptions rather than Interceptions per 90 mins. Not sure why. All of the stats we can see a total for, why not allow us to see per 90 min values?

Other stats to add:

Throughballs

Times ball lost / Turnovers

Dribbled past

Long balls

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Improvement on the feedback to injuries during a match.

There is a match feed on screen and the message of the player with a minor/major knock appears to be stickied. So perhaps a little more info on the approximate location and type of injury on the tool tip would be possible.

I'm not talkling major detail perhaps something like these examples:

Minor hamstring: repored as tight hamstring.

Bruised rib: minor chest injury

Damaged elbow: Arm injury.

That way if we see it could be a hamstring problem we can sub him immediately. Possibly also have feedback during halftime with a little more detail.

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Just a small one from me and that is to get an agent, or more feedback as to your own reputation against a clubs. When I'm playing a career game and a decent job comes up I don't want to mess up my own team by applying for it if I had no chance of getting it but it is sometimes hard to tell, how about if you could tell your agent you might fancy a change soon and he could let you know which jobs are available and if you have a chance, and you could get him to let other teams know you are looking to move to unsettle their managers, I appreciate you can do this yourself already but this way you would lose your job chasing a club that would never hire you, and your board could ask you to sack your agent for linking you instead of sacking you for looking to move on.

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Just a small one from me and that is to get an agent, or more feedback as to your own reputation against a clubs. When I'm playing a career game and a decent job comes up I don't want to mess up my own team by applying for it if I had no chance of getting it but it is sometimes hard to tell, how about if you could tell your agent you might fancy a change soon and he could let you know which jobs are available and if you have a chance, and you could get him to let other teams know you are looking to move to unsettle their managers, I appreciate you can do this yourself already but this way you would lose your job chasing a club that would never hire you, and your board could ask you to sack your agent for linking you instead of sacking you for looking to move on.

This is a good point- it's not an easy one to judge your own reputation in the game, particularly if you're moving from one country to another where it's likely to be somewhat diminished.

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A thing i would like to see is a summary, maybe 2-3 days before the first competitive match of the season,

from my coaches and physios of their thoughts about the players for the coming season.

Something like, "Johnson has been looking sharp and should be rewarded with a place in the starting XI".

Or "Wily hasn't been looking too impressive during pre-season, so he should be be playing in the reserves

for a while".

Probably in a news item that looks neat and tidy.

That way i can take their actual recommendations and consider them, together with what i think

and form a more complete picture of how the pre-season went.

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I would like to have the option to take a job as reserve or U manager added. In this scenario the role is defined by what is delegated to you by the senior manager, ie stick to set tactic or not, contract renewal, youth intake, staff (for the squad you are managing) hiring, training etc. If not happy with the delegated tasks, this could be discussed in a similar way to the board interactions we have currently (but with the senior manager).

The players at hand would be decided by the senior manager, but you could interact with him and request availability of a given player or indicate to him that a player deserves a chance in the senior team.

I would love to take charge of Jong Ajax and be able to focus entirely on developing players, not having to concern myself with week to week results of the senior team.

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A thing i would like to see is a summary, maybe 2-3 days before the first competitive match of the season,

from my coaches and physios of their thoughts about the players for the coming season.

Something like, "Johnson has been looking sharp and should be rewarded with a place in the starting XI".

Or "Wily hasn't been looking too impressive during pre-season, so he should be be playing in the reserves

for a while".

Probably in a news item that looks neat and tidy.

That way i can take their actual recommendations and consider them, together with what i think

and form a more complete picture of how the pre-season went.

I'd actually like to see notes on training performances before every match. Sure I can trawl through player profiles to see but a quick note of XXXXXX has really stepped it up in training this week while YYYYYYY has been very lazy etc.

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I'd actually like to see notes on training performances before every match. Sure I can trawl through player profiles to see but a quick note of XXXXXX has really stepped it up in training this week while YYYYYYY has been very lazy etc.

That too.

Would be very helpful to get quick notes like that, instead of trawling through player profiles over and over again.

Wholeheartedly agreed.

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You can actually add the column "Training performance" to your tactical screen or your squad screen, and you get green and red arrows.

I don't know the time frame of those arrows, though. Could be the last 2 days or the last 2 weeks.

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You can actually add the column "Training performance" to your tactical screen or your squad screen, and you get green and red arrows.

I don't know the time frame of those arrows, though. Could be the last 2 days or the last 2 weeks.

My standard squad screen is already cluttered enough!

It would be great (and I'm sure realistic) to get notes saying 'xxxx is really pushing for a starting place' etc.

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