The "Generals" Discussion 2.0
Since Beta 1, we've been dealing with Assassins and we know them and love them for what they are. The introduction of Beta 2 brought a new side of the game into the light, Generals, and though we know they are far from finished this thread has been erected as a staple to help them grow into becoming something fun and unique to play. Join our discussion, express your ideas, and remember one fact when considering feedback:
Important Notes
* Consider how Generals can become more unique, within the bounds of what is already existing in the game of course.
* This is not the first thread of its kind, the original thread is found here: Demigod Journals: Generals
* Please provide clear feedback, following these guidelines:
- Title your ideas.
- List them in short, concise bullet points.
- Give details, in order, well below the list of bullet points.
- DO NOT quote other people's ideas in full length and type: "I agree"
- DO NOT quote other people line by line to "break down" their arguements.
Current List of Generals
Some Materials for this list originated from this thread: General Generals
For more details on each General, pleaese visit link provided above.
Oak
Lord Erebus
Sedna
Queen of Thorns
Primary Concerns from Community
There is a lot of feedback from the community again Generals, this is why I'd like to make this thread more of the focus of that dicussion. In order to start things off on the right direction, I'll provide my feedback here as an example of the guidelines I've listed above. Thank you for your cooperation in this effort to expand upon the game in this open form of communication between community and development.
~ Orlean Knight
Suggestion: Generals and Assassins play 100% Differently
Right now, my largest concern with Generals, even though they are a new element that is far from complete, is that they share too many things in common with an Assassin. I feel that they should play very differently, and get rewarded in different ways. Assassins should play very differently from Generals, and in essense be almost two different games. Complicated indeed, but I think I have some ideas that may get things moving into that "gereral" direction.
Overview:
Things I feel that are WRONG with Generals
Things I feel Generals MAY resolve these issues
Breakdown:
When I think of a General, I think of a miliatry tactition who doesn't stick their neck out in the face of combat. Instead, they focus on amasing strength in numbers of having youthful muscle run out and do all the fighting for them. A general shouldn't leave the base, and if they do it should be for two reasons:
A General should symbolize the measure of your war effort, and can have a lot of power when it comes to the direction and motivation of units on the field. Like in most RTS games, the General is the player themselves, the mouse pointer and the screen. The physical form of the General should only be a means in which to halt a player's command of an army for a duration of time. Making them a target which sits safely inside of the base behind defenses.
Unlike the Assassin, the General should use minions alone to try and take down enemy Demigods. Their Minions alone are their strength, and their only real physical fighting power. They can develop minions in the base using the shop as seen below:
Image Explaination:
Souls
This is an idea I have, I'd like to know what others think. But I feel there needs to be a proxy for the General on the field, and I feel that could be in the form of a Soul Reaper. This unit is the only thing I can think of that would actually be something 'new' that the artists would have to generate, so therefore it makes the suggestion questionable. But even so, I'll illustrate the idea as best as I can so help others judge whether or not something like this is a good idea or not.
This proxy can be a critical unit which, like the Oak's ward, can draw in souls from units that die near it. These souls can then be utilized by the Generals back the base to invest into various unit upgrades. These Soul Reapers become a prime target for shutting out the production of a General's units, and also makes them very precious for the General to keep alive. I would imagine they wouldn't be able to defend themselves, but instead have a good sum of HP to absorb some damage, and they protentially even be upgraded. This idea is variable, I just felt it'd be interesting and different.
Experience Points and Abilities
Well if a General is not in combat, how would they accquire experience to develop their abilities? This question could be answered with the soul idea listed above, but just incase no one takes interest into that idea - there would need to be a sound alternative. I feel the minions under a General's control could be able to amass experience points just like other Assassins. When they kill something or capture something, that experience is transferred into the General who can gain levels and put points into developing abilities that heal and buff their minions and grunts. Also, potentially Area Damage skills can be used as well to frighten off Assassins who try to hinder your army's movements.
Protection spells seems like very good alternative to attacks, such as putting up a shield against the Torch Bearer's Rain of Ice for instance. A high level Rain of Ice can sunder a whole army, but if a shield is thrown up to cushion the blow, the General's army can still push on and lead the charge. These abilities can be cast anywhere within a minion's range and proximity as the General remains in the base.
Fortifications and Outposts
Another idea that would make Generals interesting would be to turn them into physcial outposts, think The Queen of Thorns taking root and opening her bud. She is underguard by her Honor-Guard while in this mode, these units can be deployed by her and are seperate from her minions that she produced back at the base. This mode leaves the General very vulnerable, but can become a big help to a team on the move. Because a General can then spawn units from their location to quickly aid in the battle, furthemore magical orbs can appear which can be remote links to the Shop and the Citadel for friendly Demigods to use so they don't have to run all the way back the base and keep the forward push strong.
I would also image a General in this state can emit an aura the increases the defense of Towers of Light, making them a suitable defensive line against Grunts.
Death of a General
A General's demise should not spell the end of his/her units. Instead, they will no longer have a leader to command them. Minions in this state can go "rogue", attacking anything and everything in thier proximity, even friendly Demigods. This should make Generals think twice about leaving the base and making themselves vulnerable to attack. Once a General comes back to life, they'll regain control over whatever survivers are left of their once proud army.
Unit Flexibility
Aside from just be able to purchase units and upgrade them, Generals should be able to choose from a wide range of different types of units, including Angels and Giants, which will allow them to make an army more tuned to their play style. If they want slow, lumbering tanks on the field - allow them to summon Giants early on, but of course restrick their numbers. I'd like to see many different units, allowing for Generals to make an army they really can call their own, and plays the way they want to.
And that to me, is what I feel a Genral should be about. Any questions? ^^
If Demigod were released today, with Assassins and Generals set up the way they are currently, I'd feel the game was a massive, massive letdown. Assassins and Generals play identically the same, the whole premise of having two types was having very different styles of gameplay. Right now, all we have is Assassins without troops and Assassins with a couple Summon buttons you click every 45 seconds. Yay?
That can't be solved by making Generals hit weaker or minions stronger or whatever, the bottom line is as things stand right now in early Beta, there is less than 5% difference in gameplay style between Generals and Assassins. This needs to change for the game to be a success, imo, because the game has been billed as Assassin = action RPG General = RTS. That's what sold me, and that's what I bought into. Right now, that's not what I'm getting and I'm hoping it will change before release.
imho generals need quite a bit of workover, otherwise i would feel kind of betrayed by gpg and stardock for not living up to what they promised beforehand.
what i see right now is that there are basicilly no specefic general mechanics at all, they didn't even change how you control your avatar as a general compared to an assassin.
Why don't they take generals and assassins by the name? the general is the guy controlling the minions, the flow of the battle, the strategy, the general fight - and the assassins literally are assassins, powerfull individuals trying to take down (=assassinate) enemy generals and protect their own. Generals shouldn't be bothered too much with taking down other demis, but should focus on the pushing and getting through their main objective, killing enemies headquarter while defending their own.
As sb has already said: general vs assassin - 1vs1 shouldn't be balanced. A generals should be toothless vs an anassin, but not fragile. on the other hand a generals creeps should be strong and plenty enough to stop an assassin from simply wating through them - ignoring them - and running up the general and getting the kill. After all Demigod is designed as a team game so there shouldn't be too much focus on balancing 1v1's
Another thing to keep in mind is that assassins (and sadly generals too) are by them selves powerfull enough to erase an entire portal wave with a single spell. So the only way for generals to go with their minions should be amount.
Currently u can spawn 12 standard + max another 12 special minions, it takes ages to build up and is destroyed by a single rain of ice (for example). I wouldn't recommend to change the power of aoe spells, but rather make it easy for generals to replace the units they lost. Why not go with mana for this? Give generals 3 spells (instead of idols) allowing them to spawn units, wavelike - 6 or more at a time, low cooldown (none at all?), low to moderate manacost, rather long cast time (4-5 secs...) - they're cannonfodder, only thing theyre good for is to give a basis for battle and give enemies a hard time to maintain their territory. The special minions and the generals buffs etc. should make the real difference.
Most of the units on the field should be spawned by generals, instead of the portals. Portals only support the push.
I would like to see more specialised units on every general plus the standard units. One general could specify on large giant-alike special minions, another one on ranged aoe catapultosaurus (gotta love this name ^^) type and another on masses of hard-hitting low hp creeps etc etc. I don't think this should be a problem to newbies as sb mentioned before - heck of course you have to know the units u are playing with, its an rts-essential to do so, having everything be the same for everyone is just lame ass and half-hearted and thats not quite what im looking for, or are you?
However, to get back on topic, a general should be "forced" not to hang around the heal stone and spam his minions as if he were a portal dude. Do this by giving him strong auras (for minions and friendly demigods) and aoe buffs, useful support spells (oaks shield is a great one) etc. so its essential for him to hang somewhere around the battle as well - just like more the back row.
Another point i want to make, which is more about unit handling than about generals: Have the creeps walk in formation automatically, after a group of units is spawned they should run towards a "gathering point" (I guess everybody knows this from various rts games) and only attack after they or nearby allied units are attacked themselves (kind of like defensive for your pet as a WoW Hunter, if some of u guys know...). Also when you rightclick a unit/group of units to some location they should run straight through to where u want them. There should be a button like the "attack" button in Warcraft 3 (and other rts) which marks a location and sends your units running there attacking and hopefully killing everything on their way until they reach whereever you have clicked. And current aoutoattack issues should be fixed, oaks spirits for example are kind of useless bc they simply don't autoattack after they spawned.
At last i would like to say something on the item issue. I personally would prefer generals not to be able to wear items but rather buy upgrades for minions. They could simply grow tougher and have improved mana max/reg by levelling. After all the way i picture generals is quite troop centered and buying items for your demi is quite the opposite. However i must say that items surely can be implemented for generals in a reasonable way, so we will just have to see what works out the best for the game in overall.
All in all theres still a lot to work on if the game makers don't want to disappoint people who bought the beta expecting an rts vs rpg in the end. And if they need the time to do a special "Generals beta" then they should do so, even if it means that we'll have to wait longer for the release.
Thanks for reading if you did so, i think i should work on being more concise x), for the lazy, here are my main bullet-points:
your goofy go0f
Interesting points goof. I'll take my objections to your points first, and follow them with the ones I agree with,
a few counterpoints: I'd prefer that a General's minions weren't just fodder for the enemy. My personal concept of minions is that they are special to the general; while they are still small compared with demigods, they're should still be far stronger than the ordinary creep so that you have a reason to keep them alive outside of "Oh, my guys are dead. What a shame. Better use some mana to get some more of them." This is the reason I'd like it if minions were kept to numbers at or around the 20/30 number as they are now, I'm content to have numbers rise slightly over how they are now, but I'm conscious of the fact that this game can chug even now, let alone what adding double the units on screen would do.
I also disagree with your statement that Generals should be solely focused on taking out enemy fortifications and strongholds, and that Assassins should have similar focus on enemy demigods; What happens when a team only takes assassins? Should they then be completely unable to win? What happens if a team only takes generals? As he stands now, Rook strikes me as a very siege-heavy Assassin, and he manages fine in this role.
I think pigeon-holing the 2 roles of assassin and general into the two battlefield roles of demigod killer and defence breaker is counterproductive. Rather than that I'd prefer to see a variety of demigods in both classes with different focuses; if Rook can be a siege heavy assassin I don't see why there can't be a general that wields strong, direct damage minions to take on demigods.
Which, happily, brings me to the points I can agree with. I like the idea of Generals having certain minions they're effective with, and I approve of more minions to choose from. Having a General specialise in giants or some other kind of heavy hitting demigod would be the best bet, I think.
If a general has a specific battlefield focus (be it AoE damage, siege, support, etc) I'd like to see that reflected either as a passive bonus in their minion stats or by having specific upgrade paths to make those minions more effective. If the Queen of Thorns is good at AoE and Siege as she is supposed to be, make her siege minions and AoE minions more effective than other generals, but make her minotaurs and priests less effective, for example. She should still be able to wield the other minion types, but she'd not be as good with them.
I think that it should be easy to identify which general owns a minion by how the minion appears; if all of Queen of Thorns minions were all covered in vines for example, that would be good.
yh you're right about generals taking out DG's, forts and towers etc. all i wanted to say with "taking them by the name" is that really a general leads an army and an assassin... well he assassinates ^^ ofc there can be (and should be, and luckily even exists ^^) siege specialists among the assassins and DG killers as generals. The designers imo should keep in mind that killing other DGs is not what its about in the end, and a general that has no good burst abilities can still be game breaking if he concentrates on strategy rather than taking out enemy dg's.
And what i said about minions beeing cannon fodder that just applied to the standard minion (meaning minotaurs and archer, priests are hardly cannon fodder) and the special minions of a general should be those worth microing. Although minotaurs and archer are rather weak right now a low lvl regulus is simply pushed off bc he cant take the damage they deal for too long. he has to wait until his own units arrive from the portal or a friendly general quickly sends in a few minos and archers, now there is a basis for battle and whoever wins starts pushing towards enemy citadel. A general simply shouldn't care for the death of such low lives as minotaurs are, but they come in handy in many situations...
For special minions there are nearly unlimited ways to make them interesting. Erebus could spawn suicidal ghouls with explosives wich run up to the enemy and explode causing good aoe dmg. and infantry killed by his coven nightcrawlers could be resurrected as an undead version of what they were before, now fighting under erebus' control and taking 300% dmg from light and garlic ...
thanks mooglepies for pointing those things out, i think i didnt make myself clear in my first post
go0f
No thanks needed at all Goof, that's what this thread is here for. We are but a melting pot of ideas to feed the mighty machine that is GPG.
I take the point about the potential for special units; I think there's real opportunity to get some individuality into each general, and ideally generals would have no "generic" minion types, because they'd have their own individual armies to bring to the fray. However, I'm also sadly aware that with nigh on 3 months left of develoment there probably won't be time to implement some of the more complex of these ideas; such is life. It shouldn't stop anyone from blue sky thinking though, as this is the stuff that expansions and DLC are made of.
I still don't think that any of a general's minions should be cannon fodder. Period. The only reason minions are cannon fodder at the moment is because they die so quickly anyway and they do so little damage, especially once you get to mid/late game, and while priests are useful for damage in the early game and invaluable for healing later on, this doesn't change the fact that if your priests die you can effectively shrug your divine shoulders, walk or port back to the healing crystal and summon some more, being back to full strength within a minute.
I personally think it's unlikely we'll see any more than one unique minion per general; if this happens, I'd like to have at least explored the idea of making the "boring" minions look and play slightly better. Perhaps make them bulkier than their creep brethren, or give them more shinies to play with. Minotaur minions have swords and big helmets as opposed to hammers but I'm still not sure that's enough.
Is it feasible to make minions more prominent on the field (at least to the owner)? Alied and enemy demigods have glyphs below them, could something similar be done to your own minions On a related note, can anyone tell me if minions take their demigod's colours at the moment (the colour that you get allocated at the start of the game)? This would be a useful way of telling your minions apart from someone else's. It would also let you make pink minotaurs, which is AWESOME.
I think, possibly, it might be time to focus think to drill down on what we'd like done. Is there any possibility that one of the dev team could chime in on what they, realistically, can change in 3 months?
Once again Mooglepies speaks for me and most of the community I should think, with some well reasoned and practical solutions.
Can't we just fly him to the studio for a sit-down with Tyo?
You're far too kind Sturmadler. I just have far too much free time because I'm at work and alone in the office; no one else is here to interrupt my pontificating.
Sadly it's also mind numblingly dull here and the computer is woefully underpowered to be running XP as it is, so I have trouble posting from here. Shame. I'm also going away for a week (!) on Friday so I'm nto going to have much chance to play Demigod during that time. If the predicted timescales on the next patch are right I should arrive back from my trip just in time for that (Thursday), so all is well.
I mostly agree with mooglepies, also frogboy said they might delay game so they can make bigger changes so I think for now we might want to stick to medium sized changes until the delay is confirmed or not which is when it would be good to tell devs of our big ideas. Goof I do not think grunts are cannon fodder cause I have been several levels lower than my opponet and continue get killed byt him/her/comp when I win because I upped my grunts alot.
Bumping back to the top because this thread must live.
I have some ideas to propose later, but I would like to know what the Dev's take is on this. What kind of capability for change in General's gameplay do we have? Small (tweak numbers here and there), Medium (Add, Remove, Modify or Replace abilities with completely new ones, change the items the generals can buy etc) or Large (Change gameplay stuff, like allow the minions to have abilities, set up waypoints etc)?
EDIT: Is what we're seeing even close to what you have in mind for the final result? Or are the things that are missing from Beta2 the part of the puzzle that will transform the generals to what was advertised? There's no point in making major change suggestions if what you have in store already addresses these points.
Having this information would allow us to make suggestions that are actually feasible.
As stated before, I am also waiting for the Devs to comment on this. Until that happens, this thread is only speculation.
Okay. Some General ideas in Small, Medium and Large The way I have it done is to make it progressively more RTSey the futher I go. It is advised that you implement the previous difficulty levels, which I left out to save on space (so, using Medium changes means you should implement Small ones too)
SMALL: Make generals weaker and minions stronger. They should have to rely on their minions a LOT more they currently do.
MEDIUM: Make items the generals buy add buffs to the army as a whole. The General unit should be a special unit (think Tanya in Red Alert, or something) General's abilities should be less agressive and more defensive, with a few buffing abilities thrown in. -more ideas on they way when blood returns to my brain.
LARGE: This one is the most wildly differing for me. Even for myself, there are different visions of what the Demigod general should do (should I see a shrink?).
VISION ONE: This will be a tactical RTS witout the need for resources and building skills. Your minions spawn from a special building (or portal) in the base, and summoning them will cost gold (make them cheap-ish). Your minions will either run to your general, or to a waypoint on the map. Finally, there should be more than four types of minion, perhaps they can also recruit minions from the other team? Imagine you find your giants turning on you .
VISION TWO: This one doesn't require resources either, but you can make buildings (They'll prolly be abilities or maybe extra buttons on top of the summon minions ones). You make different buildings, which spawn the minions you want. Now you could either make them spawn at a fixed time, or with gold. For the non-gold one, you might want it to happen say, every minute and the power and frequency etc, can be upgraded from either the shop, or from your leveling tree thingy (I can't remember what it's called).
VISION THREE: This one doesn't need you to make resource structres, but it does greatly help. You could make a structure next to the gold mine like an ore processor, that say doubles gold income for the generals. You cannot capture the mine without destroying the processor, so it works as a capture lock as well. The UI will have to be changed for this. Perhaps not quite so drastically, but I was thinking adding an extra "level" to the arch the minions follow (It could be like a minion wheel )
Well, that's my contribution. Thanks db0 for the guidelines
EDIT: I just made it easier to read, removed stupidity, and fixed spelling
I really hope this general = rts thing can be pulled off.
I spend my "time" leveling (mostly killing things) in RPG.
I spend my "time" upgrading (managing economy to support higher grade units) in RTS.
The way I see it, if we don't manage economy and upgrade units then micro/macro them into combat, we can't feel RTS's presense... Because it wouldn't be a RTS. No, I don't want a RTS that spend my time grinding/farming.
well i havent played as a general but i agree on several points (please excuse my vagueness while i try to avoid having a wall of text)
about how it was mentioned that you dont equip your commader with items in supreme commander you do however upgrade it with different items ( this makes a lot more sense than "equiping" because of the setting however the concept is still the same) such as gun mounts cruse missles and nukes though you have the option to equip it with things like an enhanced assembeler or assembly drones instead depending on style.
erm... about the soul reaper idea i think there might be like... copyright issues or something. its really to much like the "Reapers" from the Vampire Earth novels
well anyways thats some of the point i think are important... i sumed this up from the first page because all the walls of text were giving me a headache so if im just restating (well more than i intended to restate at least) stuff already covered... well then just ignore me
i think the each generals get different types of units, like 1-3 types or something. so each general will have 1-3 types that is different than the other genereals 1-3 types. and the their minions can spank assassins only if the generals himself is there to lead them. otherwise the minions are like any other grunts, just running and gunning the towers. the main idea is that his minion can upgrade and will be persistent like the generals, the generals level reflects the minions level. and like orlean knights idea, its the minions that get the armours and weapons upgrades.
the generals skills should allow him to command his presence better. like skills making minions attack faster, run faster, hit harder, more hp, more mana and get special skills, and maybe move in formations so they take less damage from towers or less damage from certain assasin or block the assasins way. and even upgrade minions to bodyguards and stuff like that. the general however doesnt really get anything. some of the generals might get some spells that insta revives his best legions, or something. make his bodyguards sacrifice themselves or whatever. obviously the generals health and commanding presence (ie mana) needs to scale as he levels so he doesnt get one-shotted by assassins.i also like the idea where certain minions can spawn under certain circumstances, like he get uber minion. say david vs goliath? he gets a david! or he gets a achilles!
or just so that this david/achilles is the generals dmg skill, so he can spend them as his "kill-stealer" button, like the mages fireball.... like eowyn from lotr, this david or achilles rise from one of the minions rank to do massive dmg to the assassin (or towers depending on the minion hero)! and ofcourse there is a cooldown and he can use it again and again, just like a dmg spell (he needs enough mana/commanding presence though).
Just a head's up that we are reading through the comments and taking ideas presented here. They may not manifest themselves in the game exactly as mentioned here but I think you'll be able to see how the discussions influenced how generals have been implemented in upcoming builds.
um...the little stardock logo signifys that your an employee or something right?
If the stick is wading through 160 odd posts of long eye-bleedingly small text then the carrot is knowing that it makes a difference. Thanks Frogboy
edit: Firath, Frogboy is Brad Wardell (CEO of Stardock, the company publishing this game)
...okay thats good too know
now i feel stupid even though there was no way for me to know that anyways
dodnt wry firath I feel the same thing sometimes cough cough all the time. but yeah ty frogboy i no what your realy thinking when u read this post," just end already. 7 pages isnt enough. Nooooooo not another 5 paragrapgh reply i have to read, will this day ever end."
But it would be still nice to know how much of a change we can have, that way we can align our suggestions accordingly.
This is just something that occured to me. Why don't we have the troops buff the general?
Just hear me out. If generals would be made weaker (they should be made weaker imo), and their troops a bit stronger.
They could make it so the two would complement each other. Let's just say that you get the choice of attacking with your troops, attacking with your general or attacking with both together. If a general goes out alone, he would be something like 25% of an assassin. If his troops would go out alone (full complement mind you) they would also be something of 25% strenght of an assassin. Now these on theirselves would already be strong against grunts (or start out weak and level a bit, let's say they have 3 veterancy levels), and they can be bothersome against assassins.
Now, the general would give an aura that buffs his troops, and makes em something like 45% of a assassin (at same level and with an equal amount of investments as an assassin made in his gear)
And make the troops inspire a general. Afterall, a general is also influenced by his troops as vica versa. That way an general would become like 65% of a assassins. The total would actually be a bit (not much mind you) stronger then a assassin. This might seem imbalanced, but a general has a couple of things going against him.
first, he has to be on the field, risking death.
second, the total power of a general goes down the more troops die, which would bring him below assassin's strenght. He could call in reinforcemnts, but that's gonne take time (casting) and mana, which he at that moment is not using for other stuff (like casting slow or feeding off a assassin for example)
Also, for protection of the generals, you can have troops sacrificing themselves for the general (adding to total hp or somesuch thing). This to prevent things like a one hit snipe insta killing a general.
Also to improve intrest in the troops of a general, it would also be interesting to give them certain benefits (like beeing able to capture a flag, but during the time that they are capturing they can't fight, and no opponents may be present in a certain area.
Just thinking out loud here
i think with some number shifting it could be done, and not a lot would have to be changed to animations or things addad (xept for more different units, those really HAVE to be implemented )
Thanks for the update. As previously mentioned, your presence and that of the other team members greatly motivates us to keep trying new things and come up with new ideas. I've made a blog post on this elsewhere, but suffice to say it's this kind of interaction between creator and customer that makes the PC such a good gaming platform, and Stardock/GPG et al such good emissaries for it. I know people who have beta tested on many other platforms over many years and only the PC has the mass interaction within the community that you see here.
irong interesting idea, I think that could work well except make it general is 45% of an assasin. To stop from 1 hit ko's i think as i said earlier generals health should only decrease a little bit but their attack sucks so much. That way assasins cant just pwn then real quick.
So a general would be about 45% without troops, but 65% with troops.
Troops start out at around, let's say 30% and when together, buff could get them up to 45%. Total would be more then an assassin, but mind you, this is for a full complement of troops.
Together they would be more then a assassin, but total strenght would be brought down the more troops die. And seeing as almost each assassin up till this point has a aoe attack, this is something that could happen quick if correct timing is used on part of the assassin.
And a general should be able to do some damage (let's be real, most people like to play with characters who are capable of, and i use this word carefully, PWN their opponents.)
What it all comes down to is, a assassin, should be like a petrol car and a diesel car. petrol flies in for the kill, a diesel builds up momentum.
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