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New Dev Blog: Player-owned Customs Office

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Author
Dominus Alterai
Star Freaks
#1261 - 2011-10-21 16:42:39 UTC  |  Edited by: Dominus Alterai
Scrapyard Bob wrote:
pmchem wrote:
Allowing the POCO owner to set a straight up isk per m3 tax would make more sense. It's makes cost immediately clear to the user, it encourages users to have more complex setups on a planet instead of exporting raws or p1s, and it would encourage people to produce the most profitable products per p3 at a given tier, which is a user demand-driven market driver instead of driving the market based on some weird base tax value CCP creates.


http://wiki.eveonline.com/en/wiki/Planetary_interaction#Taxes

Main issues with the existing tariff scheme is that they need to be adjusted to match reality with what the real conversion rates are between the tiers. Exporting the individual components for Robotics should not cost so much more then what it costs to export Robotics.

Robotics (3) <- Mechanical Parts (10) + Consumer Electronics (10)
Mechanical Parts (5) <- Precious Metals (40) + Reactive Metals (40)
Consumer Electronics (5) <- Chiral Structures (40) + Toxic Metals (40)

Export tax for Robotics = 600 ISK/u
Export tax for the (13.3) units of P2 needed to create (1) Robotics = 120 ISK/u of robotics produced
Export tax for the (212.8) units of P1 needed to create (1) Robotics = 161 ISK/u of robotics produced
Export tax for the (31920) units of P0 needed to create (1) Robotics = 3192 ISK/u of robotics

(P0 tariffs too high, P1/P2 tariffs too low currently, P3 tariffs are about right.)

Existing export tariffs for the various tiers, on a per m3 basis:

P0 - 0.01 m3 - 0.10/unit = 10 ISK/m3
P1 - 0.38 m3 - 0.76/unit = 0.5 ISK/m3
P2 - 1.5 m3 - 9/unit = 6 ISK/m3
P3 - 6 m3 - 600 ISK/u = 100 ISK/m3
P4 - 100 m3 - 50,000 ISK/u = 500 ISK/m3

The problem with trying to harmonize solely on ISK/m3 to say 100 ISK/m3 is that P0 taxes would go up 10x, P1 would go up 200x, P2 would go up 16x, and P4 would go down 5x. It doesn't take into account the various conversion rates between the tiers (such as 3000 P0 -> 20 P1, which results in a decrease from 30 m3 down to 7.6 m3).

While I agree that P1 & P2 export tariffs need to go up, existing P0 export tariffs being multiplied by 10x would absolutely crush the ability (for those who want to) to move P0 to another planet. And it would lower the tariff rate on P4 too much (that tier only needs about a 50% reduction to bring it more in line with the other tiers).


THIS^^

Just an easier way of looking at it...
It takes 3000 P0 units to make 20 P1 units and 40 of each P1 units to make 5 P2 units, and 10 of each P2 units to make 3 P3 units. So, 3 Robotics is actually 20 P2 units, which is 160 P1 units, which is 48,000 P0 units.

SO, 48,000 P0 units is 480 M3, which is 4,800 ISK tax. While 3 Robotics, a P3 unit, takes 1800 ISK tax. This is the reason people almost never export or import P0 products and just forward the extractors to processors for P1 production. P1 products are cheaper to import or export BY FAR.

Just to be clear, I agree that P0 prices need not go up, while the rest does.

Reducing your holes to a quivering mess since 2009.

rootimus maximus
Perkone
Caldari State
#1262 - 2011-10-21 16:57:46 UTC  |  Edited by: rootimus maximus
CCP Phantom wrote:
List of concerns and whines


A hefty chunk of that list comes down to people whining because of change, whining because they'll have to work with other people in a multiplayer game, whining because they might have PvP forced on them in lowsec, whining because they don't have a clue about markets and whining because they can't plan ahead. The whine about some of the blockade runners not being able to fit a gantry was extra whiney. Still, I'm sure the EU has a huge pile of surplus cheese somewhere and this could be a great way to get rid of it.

I hope the dev team are extremely judicious in ignoring that nonsense and concentrating on the very valid concerns that have been raised in the thread. As it stands, the changes are going to be good for non-whiners, but with some attention paid to the genuine shortcomings it could be excellent.

Will there be a new list that shows the appropriate counters?
Dominus Alterai
Star Freaks
#1263 - 2011-10-21 17:09:14 UTC  |  Edited by: Dominus Alterai
rootimus maximus wrote:
CCP Phantom wrote:
List of concerns and whines


A hefty chunk of that list comes down to people whining because of change, whining because they'll have to work with other people in a multiplayer game, whining because they might have PvP forced on them in lowsec, whining because they don't have a clue about markets and whining because they can't plan ahead. The whine about some of the blockade runners not being able to fit a gantry was extra whiney. Still, I'm sure the EU has a huge pile of surplus cheese somewhere and this could be a great way to get rid of it.

I hope the dev team are extremely judicious in ignoring that nonsense and concentrating on the very valid concerns that have been raised in the thread. As it stands, the changes are going to be good for non-whiners, but with some attention paid to the genuine shortcomings it could be excellent.

Will there be a new list that shows the appropriate counters?


THIS^^

Cloaky hauler too small? Tough ****. Want to name the POCO? Too bad. Don't want to go to PVP? Don't go to low-sec.

Some of the whine here has an excellent year, I recommend some nicely aged gouda or perhaps some brie and toast points.

Reducing your holes to a quivering mess since 2009.

Meldan Anstian
The Night Crew
#1264 - 2011-10-21 17:10:45 UTC
Jack Dant wrote:


Meldan Anstian wrote:
After you put up or capture a PCO, it can not be attacked for a period of time. How long would have to be discussed.


If it stays operational while reinforced (the devs said so), you already have around 24 hours to use it before you can lose it.



Good point, but maybe you are incorrect.

It takes some time to anchor a gantry, and then more time to upgrade it to a customs office. How much hasn't been announced I don't think.

Nothing has been said about the defenses of a gantry, other than hit points. Does a gantry go into reinforcement mode like a CO? Is a gantry vulnerable while it's being upgraded? How long does it take to upgrade a gantry to a customs office? What happens if your gantry is being upgraded and then is put into reinforced mode? Does upgrading cease until RF mode ends?

Ingvar Angst
Nasty Pope Holding Corp
#1265 - 2011-10-21 17:10:57 UTC
It's cute when children on the internet pretend to be men. Roll

Six months in the hole... it changes a man.

Dominus Alterai
Star Freaks
#1266 - 2011-10-21 17:14:59 UTC
Meldan Anstian wrote:
Jack Dant wrote:


Meldan Anstian wrote:
After you put up or capture a PCO, it can not be attacked for a period of time. How long would have to be discussed.


If it stays operational while reinforced (the devs said so), you already have around 24 hours to use it before you can lose it.



Good point, but maybe you are incorrect.

It takes some time to anchor a gantry, and then more time to upgrade it to a customs office. How much hasn't been announced I don't think.

Nothing has been said about the defenses of a gantry, other than hit points. Does a gantry go into reinforcement mode like a CO? Is a gantry vulnerable while it's being upgraded? How long does it take to upgrade a gantry to a customs office? What happens if your gantry is being upgraded and then is put into reinforced mode? Does upgrading cease until RF mode ends?



I'm assuming that they are much like station 'eggs.' When it's in it's prebuilt, yet anchored form, it's VERY vulnerable to enemy fire, which is the reason people anchor and 'feed' the outpost eggs minutes before downtime, as when downtime ends, the build timer is done.

Reducing your holes to a quivering mess since 2009.

Meldan Anstian
The Night Crew
#1267 - 2011-10-21 17:22:18 UTC
Scrapyard Bob wrote:


While I agree that P1 & P2 export tariffs need to go up, existing P0 export tariffs being multiplied by 10x would absolutely crush the ability (for those who want to) to move P0 to another planet. And it would lower the tariff rate on P4 too much (that tier only needs about a 50% reduction to bring it more in line with the other tiers).


Changing the relative tax values of the different levels of PI materials, also affects how people design their PI manufacturing. I, and I believe many others as well, export P1 materials from a planet, and move it to a pure production planet to make P2-P4 commodities.

In thinking of this, it made me realize another avenue of grieving. Have a low tax rate, get a few people to invest a few million into PI on my planet, and then jack the tax rate up to max. That kind of problem would make me want to either just have launches, or avoid PI entirely.

In every other area of Eve, your costs can be more or less determined before hand. If player collected taxes can be anything from the current fairly insignificant amount, to something fairly significant, you loose that ability to have a good idea of your costs before investing.
rootimus maximus
Perkone
Caldari State
#1268 - 2011-10-21 17:26:06 UTC
Dominus Alterai wrote:
THIS^^


Awww, bless, my first ever "this". I feel all warm and fuzzy inside now. :)

CCP, any chance of getting corporate hangers added to the list of wants? I realise you're swamped with posts here and you're working to a deadline, so I'll just keep prodding you on this issue in the hope that it gets noticed. Some of us want to be able to do PI as a team (in lowsec, with customs offices open to neurals and defended by our small gangs).
Dominus Alterai
Star Freaks
#1269 - 2011-10-21 17:30:45 UTC
Meldan Anstian wrote:
Scrapyard Bob wrote:


While I agree that P1 & P2 export tariffs need to go up, existing P0 export tariffs being multiplied by 10x would absolutely crush the ability (for those who want to) to move P0 to another planet. And it would lower the tariff rate on P4 too much (that tier only needs about a 50% reduction to bring it more in line with the other tiers).


Changing the relative tax values of the different levels of PI materials, also affects how people design their PI manufacturing. I, and I believe many others as well, export P1 materials from a planet, and move it to a pure production planet to make P2-P4 commodities.

In thinking of this, it made me realize another avenue of grieving. Have a low tax rate, get a few people to invest a few million into PI on my planet, and then jack the tax rate up to max. That kind of problem would make me want to either just have launches, or avoid PI entirely.

In every other area of Eve, your costs can be more or less determined before hand. If player collected taxes can be anything from the current fairly insignificant amount, to something fairly significant, you loose that ability to have a good idea of your costs before investing.


While I agree that this is a possible tactic of griefing other players, this is another reason to either have conquerable offices that you can take if this happens, at least in low-sec. However, in 0.0 space, I don't see this happening, as tax rates are tied to standings with your corp/alliance. As anyone in 0.0 space can tell you, increased taxes on planets is the least of your worries if your standings get reset.

Reducing your holes to a quivering mess since 2009.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#1270 - 2011-10-21 17:31:08 UTC

I have a few questions I'd like answered:

1.) How is the location of a new POCO to be determined? Is the only tool available to use warping around and dropping bookmarks, or will ccp develop some deployment tool?

2.) Is the upgrade from a Gantry to a POCO instantaneous? Do we have to wait until a DT?

3.) In my experience, most of the people doing PI use CO's to export goods, and don't even bother wiring in the CC. By eliminating our CO's, your eliminating the ability of spaceports to move goods off the planet. I think allowing planetary launches from spaceports is important to maintaining the production of many of our planets, and think this deserves some examination.
Dominus Alterai
Star Freaks
#1271 - 2011-10-21 17:36:16 UTC
Gizznitt Malikite wrote:

I have a few questions I'd like answered:

1.) How is the location of a new POCO to be determined? Is the only tool available to use warping around and dropping bookmarks, or will ccp develop some deployment tool?

2.) Is the upgrade from a Gantry to a POCO instantaneous? Do we have to wait until a DT?

3.) In my experience, most of the people doing PI use CO's to export goods, and don't even bother wiring in the CC. By eliminating our CO's, your eliminating the ability of spaceports to move goods off the planet. I think allowing planetary launches from spaceports is important to maintaining the production of many of our planets, and think this deserves some examination.


I know I sound like a broken record, but this is another reason to make low-sec CO's conquerable. For you guys in 0.0, have your system director anchor a few of these bad boys. I know I'll be doing this ALL WEEK when these come out.

Speaking of anchoring, I think it will be similar to how a POS tower is anchored, that is, it's anchored where ever you warp in at.

Reducing your holes to a quivering mess since 2009.

Creat Posudol
German Oldies
#1272 - 2011-10-21 17:41:07 UTC  |  Edited by: Creat Posudol
I'm only on page 33 reading the thread, so apologies if I missed some newer relevant comments...

Disclaimer: I do PI, I've thought about doing it in low-sec on a small scale (I'm frequently there anyway) and I've been looking for planets for this. My main PI-Planets are Factory planets though, turning P2/P3 into P4 though, these are obviously in high-sec since I need a hub nearby to get the stuff.

My first reaction was "Yay, sounds great", which turned to "omg this is never gonna work" after reading a few pages here, and has since alternated between those two quite a few times. So I'm very much undecided on what I think about this.

First of all though, even if everyone acts like CCP expects (cooperating, allowing neutrals and stuff), I don't think many people are gonna go to low-sec to setup PI for the assumed lower taxes on exports. They currently go there for the higher yield the planets offer, which in turn gives a greater revenue over all (with similar income per produced item sold) with just a bit more overhead (hauling through low). After this change the incentive will be much less to do so, since they potentially have to invest about 80-100 mil (rough current market value including LP cost) or more (after expected price increase) to even use a planet. The yield is not THAT much higher to justify that currently, even after including taxes. The only thing that is currently already quite expensive to export are P4s, so against all odds it might be worth moving those to low-sec. Export will be 100k per unit in high-sec, which is already between 10-20% of their current market value.

What I think is required in any case is the following:

  • access for anyone, independent of standing, but:
  • tax rates based on standings
  • Alliance standings have to be usable, corps in an alliance rarely bother to maintain a second set of standings
  • a good interface for managing the customs offices, preferably with the ability to set some settings for all at once (stop the clickfest!)
  • courier contracts from/to POCOs
  • Bigger launch cans for circumventing the POCO as a reasonably viable alternative to huge taxes

Note that the last item acts as an incentive to A) allow anyone to use the POCO (if the situation doesn't change that it can be disallowed based on standing) and B) have reasonable taxes. This should still be limited enough so that

There are also three things which I haven't seen mentioned (until page 33 at least), which baffles me somewhat:
Insecure Investment: There are several risk factors involved which have been mentioned many times, like losing one's own Customs Office, the fact that it costs way too much given the expected income (return of investment and the like) and so on. But it will also give an additional insecurity when planning/investing in a new planet. It's quite a bit of work at the moment to find a worthwhile planet, after this you'll have the "needs to have customs office" as a constraint for a small-scale PI player, and in addition to that: "needs to have nice tax rate". Let's assume you find a planet that's worth using, and it even has a customs office with a nice tax rate (let's say 5%). Nothing is stopping the player from basically tax-baiting you, as soon as someone settles on the planet and builds a network, he cranks the tax up to let's say 20% in the hope he won't abandon/decommission the colony after the work he has already gone through to find it. It will probably no longer be even as profitable as a highsec planet. The tax can also rise more at any time. This fear might stop quite a few player from trying their hand at PI in low!
Remote Export/Import: The most restrictive thing about PI at the moment is that it basically requires you to be in the system(s) your doing PI in at least once a day. This negates any possibility of longer excursions to WHs/0.0 or other just as distant places. This is much worse for factory planets of course, but the location dependence could be reduced a bit by introducing a skill similar to market skills allowing for remote operation of the customs office. This would also be the perfect basis for allowing courier contracts from POCOs. At the very least allow me to VIEW the contents without being in the system! I can view every hangar in all of new eden via assets, but I can't see what I have in the Customs Office one system over? Seriously???
Ninja PI without access to POCO (mentioned maybe once or twice): This will be restricted to anything which doesn't require input. Quite a few production chains can't be on a single planet or need an incredibly specific planet to work well (including some P2, most P3 and all P4). No access to the POCO means no import at all. I think I saw a (player-manufactured) launch can specific for planetary import mentioned somewhere. This sounds like a nice idea, it's cost shouldn't be too high (couple of thousand ISK maybe? just a guess) and allow a certain sized import per can (5k m³?). The can should be BIGGER on the outside compared to the inside to accommodate the 'landing equipment' needed (as opposed to current containers) to avoid them being used for anything other than launching stuff to a planet.
Adamantor
Legendary Knights
#1273 - 2011-10-21 17:47:26 UTC
rootimus maximus wrote:
Dominus Alterai wrote:
THIS^^


Awww, bless, my first ever "this". I feel all warm and fuzzy inside now. :)

CCP, any chance of getting corporate hangers added to the list of wants? I realise you're swamped with posts here and you're working to a deadline, so I'll just keep prodding you on this issue in the hope that it gets noticed. Some of us want to be able to do PI as a team (in lowsec, with customs offices open to neurals and defended by our small gangs).


This little change would allow a frigate to fly to a customs office, export from the planet and dump it all into the corp hangar available as shared goods. I can't agree that would be a good change for the current mechanic. The effort of flying a ship capable of carrying the goods risks that ship and requires the effort to train. I think those mechanics should remain in place, not be made easier just because you own the Customs office.

The same sharing can already be done in a POS or station via a corp hangars.
CCP Nullarbor
C C P
C C P Alliance
#1274 - 2011-10-21 18:01:10 UTC
Meldan Anstian wrote:
It takes some time to anchor a gantry, and then more time to upgrade it to a customs office. How much hasn't been announced I don't think.


60 seconds to anchor, 20 seconds to bring online.

Meldan Anstian wrote:
Nothing has been said about the defenses of a gantry, other than hit points. Does a gantry go into reinforcement mode like a CO? Is a gantry vulnerable while it's being upgraded? How long does it take to upgrade a gantry to a customs office? What happens if your gantry is being upgraded and then is put into reinforced mode? Does upgrading cease until RF mode ends?


They are invulnerable during anchoring but not onlining. 10,000,000 shield HP for the gantry and no RF timer.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Marcus Eurealus
Doomheim
#1275 - 2011-10-21 18:01:35 UTC
CCP Omen wrote:
Midnight Hope wrote:
If you are going to blow up every PO on launch date, I hope you thought what you are going to do with all the stuff in those offices. Are you going to blow it up as well??

I can already see PI prices spiking, regardless of the increase in link capacity.

The stuff that you have in the CO's will be teleported to a station hangar. I forgot the exact details of which station etc.





I think this was already said,why not make existing POCO's vulnerable .......


..... and slow down the sudden crush as everyone runs for Concord or Faction HQ in a need to grab up the BPC's (WFT was CCP thinking only making copies and no Originals; what every time someone needs a replacemnt they get to pay 100's of Millions to someone who runs incursions or factional warfare all the time) to make a POCO to get the flow of POS Fuel Going Again .....


I forsee alot of abandon POS in High Sec, as people can no longer afford to feed Vaal ..... forcing small research outposts back to LONG Station Quques
Dominus Alterai
Star Freaks
#1276 - 2011-10-21 18:02:51 UTC  |  Edited by: Dominus Alterai
Adamantor wrote:
rootimus maximus wrote:
Dominus Alterai wrote:
THIS^^


Awww, bless, my first ever "this". I feel all warm and fuzzy inside now. :)

CCP, any chance of getting corporate hangers added to the list of wants? I realise you're swamped with posts here and you're working to a deadline, so I'll just keep prodding you on this issue in the hope that it gets noticed. Some of us want to be able to do PI as a team (in lowsec, with customs offices open to neurals and defended by our small gangs).


This little change would allow a frigate to fly to a customs office, export from the planet and dump it all into the corp hangar available as shared goods. I can't agree that would be a good change for the current mechanic. The effort of flying a ship capable of carrying the goods risks that ship and requires the effort to train. I think those mechanics should remain in place, not be made easier just because you own the Customs office.

The same sharing can already be done in a POS or station via a corp hangars.


This mechanic, however, creates additional risk for the people that own the office. Defend the office or lose all of you PI in the corp hanger. Also, the PI products need to eventually get taken off, so a hauler will still be needed. The only difference is that the PI stuff in there is now corp property instead of private property. However, another problem occurs with corp roles and access to said hanger.

Reducing your holes to a quivering mess since 2009.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#1277 - 2011-10-21 18:09:09 UTC
Would it be at all possible to code the mechanism to allow different tax rates depending on corp/alliance standings?

i.e Blue pays 5% tax
neutrals pay 10%
Reds pay 15%

Cuz that would just be win sauce.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Adamantor
Legendary Knights
#1278 - 2011-10-21 18:11:00 UTC
Dominus Alterai wrote:
Adamantor wrote:
rootimus maximus wrote:
Dominus Alterai wrote:
THIS^^


Awww, bless, my first ever "this". I feel all warm and fuzzy inside now. :)

CCP, any chance of getting corporate hangers added to the list of wants? I realise you're swamped with posts here and you're working to a deadline, so I'll just keep prodding you on this issue in the hope that it gets noticed. Some of us want to be able to do PI as a team (in lowsec, with customs offices open to neurals and defended by our small gangs).


This little change would allow a frigate to fly to a customs office, export from the planet and dump it all into the corp hangar available as shared goods. I can't agree that would be a good change for the current mechanic. The effort of flying a ship capable of carrying the goods risks that ship and requires the effort to train. I think those mechanics should remain in place, not be made easier just because you own the Customs office.

The same sharing can already be done in a POS or station via a corp hangars.


This mechanic, however, creates additional risk for the people that own the office. Defend the office or lose all of you PI in the corp hanger. Also, the PI products need to eventually get taken off, so a hauler will still be needed. The only difference is that the PI stuff in there is now corp property instead of private property. However, another problem occurs with corp roles and access to said hanger.


That's a good point but doesn't it favor larger corps, alliances and those with multiple pilots/accounts? For null sec systems that are more protected, this just makes it easier for large alliances to pool PI and haul it off with an Orca. It also lets several pilots run max efficiency PI on one planet and easily pool for manufacture on another. If you let the PI be moved to the corporate hangar remotely, you'd make it even easier to manage.

I can't see a low-sec PI scenario where an Orca is pulling up to the customs office.

I think the logistics of PI is one of the key challenges in place and any change to reduce those logistics should be seriously considered for all the impact it will have.

Dominus Alterai
Star Freaks
#1279 - 2011-10-21 18:13:12 UTC
Asuka Solo wrote:
Would it be at all possible to code the mechanism to allow different tax rates depending on corp/alliance standings?

i.e Blue pays 5% tax
neutrals pay 10%
Reds pay 15%

Cuz that would just be win sauce.


Pretty sure that's what the current mechanic is. See the picture related to standings in the dev blog.

Reducing your holes to a quivering mess since 2009.

Dominus Alterai
Star Freaks
#1280 - 2011-10-21 18:16:50 UTC
Adamantor wrote:
Dominus Alterai wrote:
Adamantor wrote:
rootimus maximus wrote:
Dominus Alterai wrote:
THIS^^


Awww, bless, my first ever "this". I feel all warm and fuzzy inside now. :)

CCP, any chance of getting corporate hangers added to the list of wants? I realise you're swamped with posts here and you're working to a deadline, so I'll just keep prodding you on this issue in the hope that it gets noticed. Some of us want to be able to do PI as a team (in lowsec, with customs offices open to neurals and defended by our small gangs).


This little change would allow a frigate to fly to a customs office, export from the planet and dump it all into the corp hangar available as shared goods. I can't agree that would be a good change for the current mechanic. The effort of flying a ship capable of carrying the goods risks that ship and requires the effort to train. I think those mechanics should remain in place, not be made easier just because you own the Customs office.

The same sharing can already be done in a POS or station via a corp hangars.


This mechanic, however, creates additional risk for the people that own the office. Defend the office or lose all of you PI in the corp hanger. Also, the PI products need to eventually get taken off, so a hauler will still be needed. The only difference is that the PI stuff in there is now corp property instead of private property. However, another problem occurs with corp roles and access to said hanger.


That's a good point but doesn't it favor larger corps, alliances and those with multiple pilots/accounts? For null sec systems that are more protected, this just makes it easier for large alliances to pool PI and haul it off with an Orca. It also lets several pilots run max efficiency PI on one planet and easily pool for manufacture on another. If you let the PI be moved to the corporate hangar remotely, you'd make it even easier to manage.

I can't see a low-sec PI scenario where an Orca is pulling up to the customs office.

I think the logistics of PI is one of the key challenges in place and any change to reduce those logistics should be seriously considered for all the impact it will have.



True. I think the point I was trying to make was that it would not be beneficial to the game to make corporate hanger on the POCO. I can see how it would greatly help those in a WH, where almost everything made from PI is going to the POS, but otherwise, not a good idea.

And I would start cracking up and laughing my hysterical crazy ganker laugh if I saw an orca on a Customs office in low-sec. FREE ORCA KILL MAIL!!!!

ps. sry about the baby threadnaught

Reducing your holes to a quivering mess since 2009.