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For the good of the game, limit the mechlab.


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#101 Squigles

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Posted 10 June 2012 - 11:46 AM

View PostFrostiken, on 10 June 2012 - 11:03 AM, said:


Hmm? By the metagame I mean 'Oh look, they have an HBK-4G, guys watch out not to get too close' and then suddenly it starts throwing PPC bolts at you like it's Zeus come down from Mount Olympus to **** your world up.


http://mwomercs.com/...e-warfare-cont/
Excerpt: • Critical Shot Indicator – Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech

There ya go, that's 1 of the reasons to have a skilled scout.

As far as all the things listed in the original post, I'd be in support of a C-bill cost for customizations, I rather enjoyed that part of MW2:Mercs. The rest of it...meh.

#102 wanderer

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Posted 10 June 2012 - 11:46 AM

OP seems to be a mite off. From what I see of the Mechlab, both hardpoints AND traditional critical spaces limit modification. For example, a stock Stalker has two energy hardpoints on the arms, one in each side torso, and one missile hardpoint in each arm and side torso.

I couldn't easily turn that Stalker into a small laser boat, as the most I could mount is four energy weapons. Likewise, I could never fit a Gauss rifle to it, as it's ballistic.

On the other hand, I'm a big fan of more radical changes being impossible, or at least extremely expensive and time-consuming. In-canon, pulling stuff like replacing internal structure with a new type requires a full-on "send to factory, dismantle 'Mech, rebuild 'Mech around new skeleton" procedure.

And make Clantech salvage-only rewards, with no source of buyable replacement parts if the 'Mech loses something. That lovely Clan ER large laser you got? Oops, it got shot to pieces the next fight. Guess you're going to have to replace it with a less efficient standard one. Otherwise, we have a serious case of have-or-have-nots.

There has to be a balance between "stock only" and "customize to the nth degree", and so far I like the combination of hardpoint + standard crit system. Wait and see.

#103 RG Notch

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Posted 10 June 2012 - 11:47 AM

View PostFrostiken, on 10 June 2012 - 11:30 AM, said:

Only a fool would discard lessons learned from those who came before him.

MWLL has a lot of good concepts and ideas, and I'm pretty sure some inspiration for certain design came from the devs' experience in MWLL, but I'm unhappy with the general direction MWLL is going and the sycophantic behavior of the few people still clinging to it. I constantly get into heated arguments there because Ultimately I think MWO will pound nails into MWLL's coffin.

That doesn't mean MWLL should be disrespected or that everything it did was awful though.


True but IMHO only a fool limits people's options. Never said not to learn, but one thing you can learn is where someone made a mistake. Hopefully based on what you've stated you will not like the direction this game takes.

#104 Griffinhart

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Posted 10 June 2012 - 11:50 AM

View PostBlackie Flawless, on 10 June 2012 - 09:52 AM, said:

I agree with Frostiken. The best thing in tabletop BT is that you know what to expect from your and your opponent's mechs just by looking at the minis. Also the different variants are there to give some element of surprise to the game, but you don't have to guess every time an opponent twists his torso to your mech.

I played the table top game for years and very rarely did we use just stock mechs. If we used them it was because they were pretty outstanding without mods, but most mechs we had alternate loadouts for. So, Mechlab is really a part of the core of BattleTech. In both the table top and mechwarrior games we spent countless hours configuring and testing variants.

#105 Michavian

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Posted 10 June 2012 - 11:51 AM

OP: I'm going to try to offer some constructive criticism rather than completely bash on your idea. I'm not intimately familiar with the Battletech universe, but I'm going to address your post topic by topic.

[Cash]

It's my understanding that battlemechs are extremely modular by design; this means that components are designed to be removed and replaced as easy as possible. I assume this because of all of the customization options of the video games and the designs of the mech labs therein.

If these battlemechs are indeed modular by design, then there is no reason for a cost to be associated with modification of the loadout and components of the mech, so long as one uses their own mechlab or a clandestine mech lab. Think of MechWarrior 4: Mercenaries, where one's mech lab was on their ship. If one was to use a public mechlab, then I would agree with you on there being some sort of fee to using the mech lab. However, I do not think the cost would need to be very high. I'd need to have a firmer understanding of the game's economy in order to say for certain what kind of costs should be associated with modifying your mech.



[Hardpoints]

I think that eliminating hardpoint size is a ridiculous concept, and so I agree with you on this point. I'd say the previous games had it right in this regard.



[Electronic Hardpoints]

Once again I agree with you on this. Having a hardpoint system for electronic suites would make some sense, although I wouldn't discount some mech's being specially designed with an un-modulated electronic suite.



[Hardware Limits]
I personally see no problem with completely changing the type of armour of a given mech, so long as it doesn't add up ridiculous amounts to the mass. For example, if a mech came fitted with a standard armor type, I don't see why it couldn't be refitted with similarly shaped Ferro armour. And because Ferro is lighter than standard armour, it wouldn't be too unreasonable to think that you could add a little more plating to certain parts of the mech.

Of course, as far as engines go, I agree that one should not be able to fit an absolutely humongous engine designed for assault mechs into a light mech chassis. There could be size classes applied to engines with the higher efficiency engines for a given size class becoming more and more expensive. This does not seem unreasonable.



[Technology]

This is something that completely lacks any sense to me. I don't understand why Clan weapons must be limited to Omni's nor why IS mechs must only be fitted with IS weapons. As far as I know, there shouldn't be too much incompatibility going around. Perhaps if you had a mech designed specifically for Clan weaponry, I could understand why it would not be compatible with IS tech (as I do believe there are size and weight differences that could be crucial), but for it to be the other way around doesn't make any sense, especially from an engineering standpoint. There should be no reason that Clan tech, or at least clan weaponry, cannot be fitted to an IS chassis.

As far as the whole Omnimech thing goes, I can't contribute anything, really. I think this is a mistake that MWO made in setting itself within a specific timeline that is chronicled in lore.



[Time Limits]

Again, with modular design, mech downtime would be negligible.



[Overview]

You make some really good points about a few aspects of the game. For your other opinions that I disagree with; they may be based in lore and you may have a valid reason for these things. Particularly with modularity; if this is not part of the Battletech lore then I have to say that I am very disappointed with the lack of practicality of it all. Modularity would be the single most important design feature of a battlemech of any kind, and would be among the first things I personally would have strived for.

I also believe that customization is an important aspect of any game. Now, if the lore specifically prohibited certain aspects of customization (such as the inability to change armor types, as ridiculous as that would be), that would be one thing. However, from the tone of your post, you seem to be aggressively against the concept of customization and that is just unfortunate. Freedom to customize is what makes the world go 'round. If the game is broken by it, that is the game's fault and it clearly needs to work on balance issues.

If the lore prohibits customization, though, then I think it's time for a new mech game that doesn't follow arbitrary rules based on nonsensical lore.

#106 Griffinhart

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Posted 10 June 2012 - 11:56 AM

View PostAtomicArmadillo, on 10 June 2012 - 11:08 AM, said:

NO, JUST NO.With no mechlab there is no game.If they cut mechlab out everyone would go for the mech with the best stock config.I personally would not even download the game if there was no mechlab.


Yep, with no mechlab everyone would just take the same mech as everyone else there would be no variation in the game. Plus I know several friends that wouldn't even bother playing if there were no mechlab.

#107 Squigles

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Posted 10 June 2012 - 11:56 AM

View PostMichavian, on 10 June 2012 - 11:51 AM, said:

OP: I'm going to try to offer some constructive criticism rather than completely bash on your idea. I'm not intimately familiar with the Battletech universe, but I'm going to address your post topic by topic.

[Cash]

It's my understanding that battlemechs are extremely modular by design; this means that components are designed to be removed and replaced as easy as possible. I assume this because of all of the customization options of the video games and the designs of the mech labs therein.

If these battlemechs are indeed modular by design, then there is no reason for a cost to be associated with modification of the loadout and components of the mech, so long as one uses their own mechlab or a clandestine mech lab. Think of MechWarrior 4: Mercenaries, where one's mech lab was on their ship. If one was to use a public mechlab, then I would agree with you on there being some sort of fee to using the mech lab. However, I do not think the cost would need to be very high. I'd need to have a firmer understanding of the game's economy in order to say for certain what kind of costs should be associated with modifying your mech.


Two different kinds of mechs in lore, standard Battlemechs, which are pretty much set designs, and any kind of changes are full factory jobs with techs and what not.

And then there's Omnimechs, which ARE built to be modular, the basic frame (engine, frame, armor,etc) and any other gear the mechs developers choose are hard mounted, everything else is mounted in modular pods, which are designed to be freely swapped, some omni's are even built to accept modular actuators.

At this point in time Omnimechs are pretty much Clan only.

#108 RainbowToh

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Posted 10 June 2012 - 12:02 PM

View PostOrion Pirate, on 10 June 2012 - 10:27 AM, said:


You want canon, cool, I get that. But BT was never limited to canon only, and I don't want to be limited to canon only as well. It is not my fault if autocannons shoot out of missile pods, because I have no control over the graphics of a video game. I just play it. If I DID have control, I would not have missile pods on my mech if I was not using missiles. You are simply pushing graphics on me and others to limit their creativity for your personal immersion experience.

Imagination goes a long way in playing any game. I can accept autocannons shooting out of missile pods because I understand it is a graphical limitation of the game I am playing. For you, this seems to be asking too much... For the TT I would just use a mini that closely represented my unique design, or the variant I modified... Part of the fun of playing BT is not knowing what the other team fielded, because customization has always been a core design of the BT game... Or at least the BT I played... You and I have different BT experiences...


Fortunately any changes in your Mech weapons layout would be reflected in detail on your mech outlook.

Cheers

#109 Griffinhart

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Posted 10 June 2012 - 12:03 PM

View PostEco, on 10 June 2012 - 11:40 AM, said:

isnt there somthing to be said for HEAT? wheight ? ammo ? lmao all witch arnt hard limits but will keep people from overloading a mech with wepons ... im sure space, heat,ammo,wheight and ect will be parts of the game so thefore let peeps put what the want on the mech ...........if u fire off a full tic and your mech shuts down from heat ur not likley to keep the setup..........ect


Yep, it's all this that makes traditional Battletech mods work so well. I've had great fun driving mechs in both the table top and video games I designed to counter the dreaded laser boats to great effect.

#110 phelancracken

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Posted 10 June 2012 - 12:04 PM

I had to choke down my laughter. MW4 did balance the game with tonnage and crits. It just wasn't very obvious. A clan ERPPC was larger size wise than an IS small laser so you just couldn't fit it into the same small space. Yeah, I played that game. Also, the tonnage is wildly different between the 2 systems.

IS small Laser .5 tons 1 crit slot.

IS LL or ERLL 5 tons and 2 crit slots

Clan ERLL 4 tons and 1 crit slot
Clan ERPPC 6 tons and 2 crit slots

The main rule set was set up for Tournament play. Meaning, when you went to a tournament or convention, these stock vehicles which are a known, proven design will balance pretty well against each other. Another thing which stuck with me, this isn't Warhammer 40k. A mech or unit doesn't have to be what the figure says. What is repersenting the mech or unit has to be understood by all players. It even states that in the Total Warfare rules set. As long as the figure representing the game piece has a front and everyone knows what it's representing, it's fine. They don't make every canon variant of the mechs. Sometimes, getting the normal mech can be a bit of a bear due to it not being either in stock or just not been produced. Yes that has happened. So you could use change for example.

Getting back to the mechlab, sometimes players want to change things to make a mech better. One of them is the clan Hellbringer, add endo steel and increase it's armour plus change the Apods to 2 additional DHS the mech is far better.

#111 Lord Perversor

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Posted 10 June 2012 - 12:08 PM

Frostiken with around 400 post, and undoubtly way more time around this gmae info i'm amazed the lack of common sense/ knowledge about it you seems to show.

Refit a Mech it's free sure you can play as much as you wish with all the items in the store, just to see if it fits, but when you hit accept to be able to play then you need to pay for the changes on the mechs. So tinker for fun it's free leave the final design operative has it's price.

I don't recall the part where the dev says he just moves weapons from mech A to mech B to just not need to buy extra weapons, but if it's true fine by me all they need to add it's after you join a prematch before a battle you can select a mech but not further config it.
Whoops now with a small stock of weapons you are dooming yourself and your team to only have 1x mech available (good if you play with a constant team, bad when in public matchs you need to adapt to match tonnage).

In the end you can be cheap and save money but that should be useful at 1st the longer you play you'll want to have all your mech choices 100% operative so you can pick the best option possible anytime.


Mechlab tinkering it's a whole another thing, 1st get a look here.
http://mwomercs.com/...ab-screenshot-5
you can notice there is 3x factors deciding the weapons fitted Hardpoints,Spare space and total mech tonnage.
In that pict it shows you can fit 2x Energy weapons doesn't mather if it's 2x ppc (there is space and hardpoints and tonnage if you squeeze it from somewhere) in fact the K2 can be fitted with 4x PCC but still that means 24 tonns for weapons. and we are not even counting the extra tonns for armor/heatsink to make that even viable.


It's a bit early but the Omnimech advantage should be that they have no basic hardpoints (in short clan mech variants are just the same chassis with a different weapon loadout since all they hardpoints should be 100% interchangeables )

#112 phelancracken

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Posted 10 June 2012 - 12:10 PM

Where you playing the game in 1990? Seriously. Answer that question. I have been playing the game a long time in TT so might want to get off that post count means a lot.

Edited by phelancracken, 10 June 2012 - 12:11 PM.


#113 UncleKulikov

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Posted 10 June 2012 - 12:13 PM

"Another thing that was mentioned was that hardpoints only count towards the number of weapons you can put in there, not the size. Theoretically, with enough crit space, you could replace a single small laser with a trio of ER large lasers"

You don't understand how hardpoints work. If there is a single energy hardpoint, you could replace a small laser with a single ER large laser. IF you have the crit space, AND the tonnage.

I don't consider this an issue.

#114 Xandre Blackheart

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Posted 10 June 2012 - 12:14 PM

Moderate c-bill customization cost is all that's needed to keep sensible limits on wild experimentation. There are already balance factors in place. Hardpoints and tonnage restrictions will ensure that people will want other chassis to play with. Not to mention customize.

They won't be losing any money.

#115 Da Smiter

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Posted 10 June 2012 - 12:15 PM

someone cant think outside the box lol nub

#116 Nik Van Rhijn

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Posted 10 June 2012 - 12:16 PM

While I agree with the OP it is a battle already lost. We have a MechLab, its just about waiting to see exactly what we can do. We know that we will need to buy all the variants of one mech to level up our pilot "perks" and progress to Elite level(s) for more module unlocks. As someone who prefers mediums I will be getting the Hunchback Founder mech. Once I have played a few games I will upgrade my mech with the best tech available. Unless testing shows otherwise I will fit 2 x ERPPC, ES, DHS and upgrade the engine for more speed, with max armour. This is completely do-able with what we know so far. More to the point you can do the same to the variants if you wish, so you don't need to change your playstyle. I have a couple of different variants ready for different maps/climate ready to be swapped to for each match.
I am sure that this sort of thing is what a large number of those who have played previous titles will have done. Not to do so is to handicap myself and I'm not a good enough pilot that I can afford any other handicaps.

But for all those totally against Frostikens ideas. How are IS Mechs differentiated from the Clan other than by tech now? We know have the ability to change mechs far more than Omnimechs were in canon.

#117 DocBach

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Posted 10 June 2012 - 12:18 PM

View PostMichavian, on 10 June 2012 - 11:51 AM, said:



[Cash]

It's my understanding that battlemechs are extremely modular by design; this means that components are designed to be removed and replaced as easy as possible. I assume this because of all of the customization options of the video games and the designs of the mech labs therein.

If these battlemechs are indeed modular by design, then there is no reason for a cost to be associated with modification of the loadout and components of the mech, so long as one uses their own mechlab or a clandestine mech lab. Think of MechWarrior 4: Mercenaries, where one's mech lab was on their ship. If one was to use a public mechlab, then I would agree with you on there being some sort of fee to using the mech lab. However, I do not think the cost would need to be very high. I'd need to have a firmer understanding of the game's economy in order to say for certain what kind of costs should be associated with modifying your mech.



[Hardpoints]

I think that eliminating hardpoint size is a ridiculous concept, and so I agree with you on this point. I'd say the previous games had it right in this regard.



[Electronic Hardpoints]

Once again I agree with you on this. Having a hardpoint system for electronic suites would make some sense, although I wouldn't discount some mech's being specially designed with an un-modulated electronic suite.



[Hardware Limits]
I personally see no problem with completely changing the type of armour of a given mech, so long as it doesn't add up ridiculous amounts to the mass. For example, if a mech came fitted with a standard armor type, I don't see why it couldn't be refitted with similarly shaped Ferro armour. And because Ferro is lighter than standard armour, it wouldn't be too unreasonable to think that you could add a little more plating to certain parts of the mech.

Of course, as far as engines go, I agree that one should not be able to fit an absolutely humongous engine designed for assault mechs into a light mech chassis. There could be size classes applied to engines with the higher efficiency engines for a given size class becoming more and more expensive. This does not seem unreasonable.



[Technology]

This is something that completely lacks any sense to me. I don't understand why Clan weapons must be limited to Omni's nor why IS mechs must only be fitted with IS weapons. As far as I know, there shouldn't be too much incompatibility going around. Perhaps if you had a mech designed specifically for Clan weaponry, I could understand why it would not be compatible with IS tech (as I do believe there are size and weight differences that could be crucial), but for it to be the other way around doesn't make any sense, especially from an engineering standpoint. There should be no reason that Clan tech, or at least clan weaponry, cannot be fitted to an IS chassis.

As far as the whole Omnimech thing goes, I can't contribute anything, really. I think this is a mistake that MWO made in setting itself within a specific timeline that is chronicled in lore.



[Time Limits]

Again, with modular design, mech downtime would be negligible.



[Overview]

You make some really good points about a few aspects of the game. For your other opinions that I disagree with; they may be based in lore and you may have a valid reason for these things. Particularly with modularity; if this is not part of the Battletech lore then I have to say that I am very disappointed with the lack of practicality of it all. Modularity would be the single most important design feature of a battlemech of any kind, and would be among the first things I personally would have strived for.

I also believe that customization is an important aspect of any game. Now, if the lore specifically prohibited certain aspects of customization (such as the inability to change armor types, as ridiculous as that would be), that would be one thing. However, from the tone of your post, you seem to be aggressively against the concept of customization and that is just unfortunate. Freedom to customize is what makes the world go 'round. If the game is broken by it, that is the game's fault and it clearly needs to work on balance issues.

If the lore prohibits customization, though, then I think it's time for a new mech game that doesn't follow arbitrary rules based on nonsensical lore.


The setting of BattleTech was that the universe went to crap after hundreds of years of nonstop war that pretty much ended the ability to produce and maintain new 'Mechs and equipment. In this timeline of the game, the technology is just starting to be recovered in the last couple of decades. Technicians skilled enough and the facilities to customize 'Mechs are rare, and most customization is jury rigging at best.

From how I understand how the new hardpoint system works as I've interpreted it from the dev's posts is that it still uses the critical system from the boardgame (which was also used in MechWarrior 2 and 3) and combines it with something like the hardpoint system from MechWarrior 4; You can replace an energy system one for one as long as you have the critical spaces for it. Each 'Mech has 12 critical slots per location besides the head and legs, but some have equipment like actuators, engines, sensors, ect that take up fixed criticals.

Lets take some examples. Bill has an AS7-D Atlas and he wants to trade out his LRM-20 rack and ammo to make room for two PPC's. He can't put them in the left torso where the LRM rack came from because the LRM rack was a missile weapon, and only had one hardpoint, and he needs two to mount two weapons. His center torso has two medium lasers, so it has two energy weapon hardpoints.

However, a medium laser takes up one critical and a PPC takes up three critical slots, and the two medium lasers we take out to open up the laser hardpoints out now only freed up two critical slots, so we're four critical slots short of being able to mount the PPC's in the torso.

The Atlas also has medium lasers in each arms - by removing them, we've now opened up two energy weapon hard points. The arms also have a lot less required equipment than the center torso did, and has plenty of space for the PPC's three critical slots each. In the end, our loadout looks like this:

Posted Image

The hardpoint system combined with the limited critical slots maintains an ability to customize your 'Mech within reason, keeps within lore, and helps maintain a little bit of balance. Unless the chassis you are using was already a boat (like the HBK-4P Hunchback), it's going to be hard to turn 'Mechs into boats.

Now, OmniMechs, like other people have explained, are made from the ground up to be incredibly modular. Whereas customization of standard BattleMechs was a long, expensive process, OmniMechs are designed to be "plug and play", where the user can customize their 'Mech based on the mission. An OmniMech could be configured for fire support one day, then configured to do electronic warfare by swapping out weapon and equipment "pods". It will be interesting to see how the devs implement that if they introduce OmniMechs into MWO.

Edited by DocBach, 10 June 2012 - 12:23 PM.


#118 phelancracken

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Posted 10 June 2012 - 12:20 PM

That's what I was getting at UncleK. There is no such thing as a weapon called "Trio of ERLLs" Not to mention all of this discussion in this game is theoretical. It still in Beta and I know and everyone else should realize, what has been shown before BETA is what they think might be in the game. It could change tommorrow or just before launch. Until the game goes live, this is speculation about the mech lab until the game goes live.

To answer Nik Van's question, in a standard battlemech, to customize it in TT called for balancing rolls to get the gyro to behave with the newly redesigned mech. It was based off the skill of the tech versus +2 to target number for crits increased decreased and or +2 for the tonnage changing. So it could be a +4 or just a +2.

The game gave all mech basically omni abilities due to not having to reroll when changing things.

Edited by phelancracken, 10 June 2012 - 12:21 PM.


#119 Squigles

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Posted 10 June 2012 - 12:23 PM

View PostNik Van Rhijn, on 10 June 2012 - 12:16 PM, said:

But for all those totally against Frostikens ideas. How are IS Mechs differentiated from the Clan other than by tech now? We know have the ability to change mechs far more than Omnimechs were in canon.


That's not actually true....you could alter even an IS Battlemech in pretty much any way you wanted, and there were table top rules for it, right down to tech skill checks to see if they managed the modifications without unbalancing the chassis, it was just expensive work. (If memory serves those rules were in 1 of the mercenary rulebooks)

#120 Toothman

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Posted 10 June 2012 - 12:25 PM

The idea of launching the game with limited chassis and no mech lab is not a good one. It could take 50 chasis with varients for them to guess what set up will work for me, or another person. Without the ability to take a mech I WANT to take into combat, I won't play. If I won't I can guarantee you there would be a whole lot of people who are way more picky than me who won't either. So making a new game that automatically excludes the majority of players is not a viable option.





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