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Author Topic: The revolutionary design bureau, under new management  (Read 61589 times)

tryrar

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Re: The revolutionary design bureau, under new management
« Reply #885 on: May 18, 2013, 10:12:35 am »

So, by my count, the revised list of projects for this turn are:
Spoiler: Vote tally (click to show/hide)
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

mesor

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Re: The revolutionary design bureau, under new management
« Reply #886 on: May 18, 2013, 10:23:48 am »


Vote 1,6,8.1,9,12,
C,F,I,R
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RAM

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Re: The revolutionary design bureau, under new management
« Reply #887 on: May 18, 2013, 10:29:47 am »

Vote 1,7,10,13,15,17

Vote H,M,N,P,Q,S

Vote alpha
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Ukrainian Ranger

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Re: The revolutionary design bureau, under new management
« Reply #888 on: May 18, 2013, 10:43:33 am »

Design votes

1 While I dislike the idea of mobile 240mm piece, it can be reworked to main armament for cruisers quite easily. thus by voting I ensure more engineers on it

2 Ironically the only my design I'll vote for, you guys made far to many good suggestions. Maintaining air advantage is important thing

8.1 To get better ship

15 Radar airship is Cooool

16 We need artillery, if not howitzers, then this

17 See 16

And, everyone forgot about it:
engineers:
2 Explosive specialists ( to design better propellants, warheads, grenades and stuff)
2 Rocket engine specialist
2 Aluminum metallurgy specialist
2 Naval specialists

« Last Edit: May 18, 2013, 10:47:16 am by Ukrainian Ranger »
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Brood

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Re: The revolutionary design bureau, under new management
« Reply #889 on: May 18, 2013, 10:56:19 am »

Ops.

Engineers

2 Explosive specialists.
2 Rocket engine specialists.
2 Metal working specialists.
2 Naval specialists.
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tryrar

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Re: The revolutionary design bureau, under new management
« Reply #890 on: May 18, 2013, 11:15:01 am »

In case you guys missed it we have 6 design and production votes now

Edit: I vote for UR's engineer picks
« Last Edit: May 18, 2013, 11:35:04 am by tryrar »
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

10ebbor10

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Re: The revolutionary design bureau, under new management
« Reply #891 on: May 18, 2013, 11:37:17 am »

Edit: I vote for UR's engineer picks
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Alexandria

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Re: The revolutionary design bureau, under new management
« Reply #892 on: May 18, 2013, 11:46:27 am »

Ops.

Engineers

2 Explosive specialists.
2 Rocket engine specialists.
2 Metal working specialists.
2 Naval specialists.


+1, why are you wasting 2 engineers on Aluminum when you could just use a metal engineer who can do aluminum and every other kind?
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Ukrainian Ranger

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Re: The revolutionary design bureau, under new management
« Reply #893 on: May 18, 2013, 11:50:37 am »

Quote
Heavy metal engineer (1d8*2 for applicable projects)
That implies that there are no universal metal engineers, and light metal engineer sounded weird... Besides every aviation project includes aluminum in one form or another
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

tryrar

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Re: The revolutionary design bureau, under new management
« Reply #894 on: May 18, 2013, 11:55:22 am »

Eh, I edited my vote post to change my reserve vote to 12. No other project really peaked my interest
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Taricus

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Re: The revolutionary design bureau, under new management
« Reply #895 on: May 18, 2013, 12:17:58 pm »

Design Votes:
5
7
10
12
13


Production/Miscellaneous Votes:
B
G
H
I
M
N
O
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We sided with the holocaust for a fucking +1 roll

tryrar

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Re: The revolutionary design bureau, under new management
« Reply #896 on: May 18, 2013, 12:24:25 pm »

yay jackhammer!(glad I didn't switch my vote!)
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

mesor

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Re: The revolutionary design bureau, under new management
« Reply #897 on: May 18, 2013, 02:27:17 pm »

Ops.

Engineers

2 Explosive specialists.
2 Rocket engine specialists.
2 Metal working specialists.
2 Naval specialists.


Voting for this, of the 2 it's more useful.
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Nadaka

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Re: The revolutionary design bureau, under new management
« Reply #898 on: May 19, 2013, 10:05:39 am »

beginning an update
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Take me out to the black, tell them I ain't comin' back...
I don't care cause I'm still free, you can't take the sky from me...

I turned myself into a monster, to fight against the monsters of the world.

Nadaka

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Re: The revolutionary design bureau, under new management
« Reply #899 on: May 19, 2013, 05:49:11 pm »

2 explosive, 2 rocket, 2 metal working and 2 nautical engineers have been recruited.

A rifled howitzer with a calibre of 240mm.
 
Spoiler (click to show/hide)
[/i]

 2 heavy metal engineers, 2 rifle engineers, 1 aviation engineer, 15 novice engineers, 15 engineers, 15 experienced engineers are assigned to this task. In addition to the engineers, 12 novice workers, 12 workers and 12 experienced workers were assigned to the construction of multiple prototypes.
 
 By the end of the year 3 prototypes are produced.
 
  Cod 240mm Howitzer Carriage
 Built on the same basic foundation as the MAIW Battle Buss, this massive gun carriage allows the transport of a 240mm Howitzer gun mounted on the front of the vehicle. The back of the vehicle carries a light crane and a roller track to allow shells to be lined up for firing. It is shrouded on all sides by a 15mm armored skirt capable of stopping shrapnell and small arms fire.
 
 Weight: 80 tons + gun
 Speed: (25km|22km|19km)/h
 Armor:
 15mm front/sides/back
 none top/bottom

 240mm cannon shell
 Weight: 500 kg solid or 250kg explosive
 Cartridge: none, charges are metered explosive packages.
 
 240mm howitzer prototype A
 Medium Velocity Howitzer
 A more or less standard medium velocity howitzer with a mildly fluted barrel.
 Weight: 20 tons
 Propellent: up to 75kg of powder
 Max Range: 15km
 Rate of Fire: 2rpm
 
 240mm howitzer prototype B
 Medium Velocity Howitzer
 A howitzer with a longer reenforced barrel.
 Weight: 30 tons
 Propellent: up to 125kg of powder
 Max Range: 25km
 Rate of Fire: 1.5rpm
 
 240mm howitzer prototype C
 High Velocity Howitzer
 A howitzer with an even longer reenforced barrel and doubly thick breach block.
 Weight: 40 tons
 Propellent: up to 200kg of powder
 Max Range: 35km
 Rate of Fire: 1rpm

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10) Proximity Fuze: Design a proximity detonation system, for use in bombs and (if possible) artillery / AA shells.
Design it with a Maximum distance of up to 3m and an accuracy of about the same, and concentrate on weight savings. Try something under a half kg. Further improvements go into weight.

2 veteran, 1 experienced, 2 engineer, 6 novice are assigned to this task.

Proximity Shell
This proximity shell is capable of performing as requested.


-----------
Start designs on a more powerful diesel engine, based upon the designs of our existing ones currently in use with our tanks. This should help in reducing the weight of our tanks and thus making them more mobile (Due to having to mount two 400Kw engines onto them). A V12 system should be used as the basis of this design, rather than the current V6 configuration. This engine is designed purely with tanks in mind, and as such may be difficult to mount onto aircraft. (Not that should be a problem with the current aviation engine in service)


2 experienced engine engineers, 2 engine engineers and 1 heavy metal engineer is assigned to this task.

V12 Tank Diesel Engine
Power: 900kw
Weight: 1000kg


NOTE: these designs may be voted on as is, or accept subproposals, progress will not be lost for subproposals. However complex subproposals may extend the target or simplified subproposals could move the project towards more rapid completion.
Spoiler: incomplete designs (click to show/hide)

-----------
build more radars


46 novice engineers and 3 engineers contribute to the effort of getting 100% coverage for our coasts, the old capian border and critical industrial targets. This also covers most of the territory we captured from Capia.

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Start manufacturing as many KTTs as we can, possibly starting up a new factory or two for them. (The design is unlikely to ever go obsolete, and is suitable for civilian use if it does become so.)


76 workers are assigned to this task, producing 2 KTT factories and 25 KTT

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Suggest repairing all captured factories in Capia, refit aircraft, armor and infantry factories to produce our equipment and use artillery factories to begin producing Capias artillery.


The govornment agrees with your proposal. Capian workers are now undergoing reeductation, by the end of the year, 2 50mm cannon factories, 2 75mm cannon factories and 2 100mm cannon factories are online.

-----------
Aid our factories and build Lightings  (We have too few of them and need them sooner than later)


201 workers, 112 experienced workers, 33 veterans, 3 veteran+ and 1 veteran++ are assigned to this task and produce 1 lightning factory and 123 lightnings

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Request that the goverment upgrade our current 4000 ton dry-dock to a second dry-dock of at least 8000 ton capacity to allow us to expand into heavier ship classes to counter our enemies superior ships and construct a brand new 4000 ton dry-dock

The govornment upgrades the 3000t drydock to a 8000t drydock.

The following Construction/retooling options fill the rest of govornments ability to expand production.
-----------
Infantry weapons production changes: Construct Dogma mortar factory, retool one of the Argument factories to argument mk2 (keep older arguments as they are lighter and probably cheaper), stop producing shotguns and stinger sniper rifles. Retool one pistol factory to SMG factory. Also retool two SVA-10 factories for Patriotism MK3 machineguns and HVS-14 machineguns



-----------
Restart Badger production with the following changes:Shut down Hydra production(we have more than enough SPAAG coverage), cut Badger chassis production to ~100 a year, and retool the remaining factories to K-1 production. The Badger has served us well, but it's time to switch to K-1 full time


-----------
If the Tank Modernization Program goes through, retool all 80mm factories servicing K-1 construction to the 78mm. Regardless, construct a 78mm factory(we can tow them for now until we get a chassis mount)


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Construct a wind tunnel and aeronautics test facility to better test and improve prospective and current aircraft designs(As well as evaluate enemy design performance)


-----------
Construct a submarine dock (IE, submarine production installation)


*******************************************
For the first time in several years, the morovians make an attempt to target our primary fleets. They fire salvo after salvo of long range torpedo through the mine fields and into our harbors and shipyards where our Alexi and Alexi 1337 frigates are often stationed, In the process they destroy our PT boat shipyard sink 2 Alexi 1 Alexi 1337 and 6 ASW ships. Our ASW, Blimp, PT and air patrols manage to locate and destroy 3 large subs of aproximately 900t in a widely dispersed area afterwards. The Morovian submarine fleet did not remain together.

Our long range patrols identified A morovian submarine tender fleet including a Capian cruiser and several smaller vessels of Morovian design. By the time combat aircraft arrived, the fleet had retreated to near their maximum range and were only able to inflict minimal damage before returning. We sunk 1 of 4 submarine tender ships and 2 smaller escorts. The cruiser was lightly damaged. In The attack we lost 10 Wolverines, 4 Zypher, 1 shark  and 1 lightning.

One of our Airships escorting a cargo convoy reported contact with the remainder of the Capian fleet. The entire convoy and all escorting ships, including airships were lost in the single greatest blow to our economy yet. By the time combat aircraft arrived, the fleet had retreated to near their maximum range and were only able to inflict minimal damage before returning. We lost 40 non military ships, 4 airships, 4 ASW and 1 Alexi 1337 and 17 PT boats in the initial attack, as well as 15 wolverines, 9 zypher, 2 shark and 4 lighting in the counter attack. The Capian cruiser and 2 frigates were lightly damaged, we sank a destroyer and 5 escort ships.

Our small fleet of submarines moves into Morovian waters and begins harrassing the enemy shipping, the Morovians have extensive air patrols and modest surface ship patrols, in any case we managed to take down 20 enemy non-military ships and a 1000t destroyer with the loss of only 2 subs.

Our other Naval Losses:
45 non military ships
10 PT boats
2 ASW ships

Our other Naval Kills:
9 Old 300ton Morovian Subs
6 New 300ton Morovian subs
1 new 900ton Morovian sub
2 Capian escort ships

Over Capia, as a matter of necessity, our Feathers and Wolverines remain in active service, though usually relegated to secondary roles after our Zypher, Lightning and Sharks lighten the skies and destro artillery positions.

5000 green infantry are required to suppliment our losses from last year. But they quickly find out first hand what war is like. By the end of the year, most of them are well experienced or dead. The govornment plans to recruit 15 thousand more for the next year by any means necessary.

With our new Hammer SPG's on the battle field, we have an increased ability to return fire against Capian battaries during assaults.  They they are still rare enough that we must rely mostly on air strikes or the delays required to deploy 80mm artillery batteries. Soldiers sometime attempt to use K-1's for artillery, but they simply are not capable of performing the role, it is unknown if any of their attempts at indirect fire resulted in any effect. With our current number of Crickets and Battle Bus's we now have over 11 thousand armored mobile infantry. For small arms a typical squad now consists of 2 SVA-10 rifleman teams, 1 machinegun team and 1 team with a mix of other weapons most often including SMG's, AT-rockets, shotguns and occasionally Mosin Nagants. The Mosin Nagant is now relegated mostly to ammunition carriers in machine gun teams and to non-front line troops such as the artillery regiments. Within 2 years, we will have enough SVA-10 that even that will be unneccessary, and the Mosin Nagant will be relegated to caches for civilian militia in the event that we suffer another invasion.

Shark Dive Bombers prove highly effective in their role as ground attack aircraft. An expert pilot and Marxman can destroy enemy artillery positions from up to 2km with the 40mm cannon and diving to attack reduces the the chance for a flak bursts to have a correctly set altitude. And if they encounter Morovian 4 engine bombers, it often takes only 1 hit from the 40mm cannon to bring it down.

Our Lightning Fighters prove a close match for the Morovian 2 engine long range fighters. We have an advantage in speed and destructive firepower, but they retain an advantage in operatational cieling, and a slight advantage in maneuverability and in effective firepower by mounting 8 6mm machine guns allowing for a much higher rate of fire and larger kill zone. Against the Capian improved biplanes, our interceptors almost completely dominate as the slower planes simply don't have the time to bring their 6 guns to bear. But they still a fair danger to our Zypher and are superieor to the Feather and Wolverines.

Our transports and gliders continue to be used to put our soldiers and special forces behind enemy lines in order to secure objectives, however without the element of supprise, some losses have been inevitable.

Our airships have proven to be easy targets to enemy fighters and even bombers and have had be be pulled back to their role as anti submarine fleet escorts.

Our Increased radar coverage has allowed us to intercept most of the enemy aircraft coming in from the sea, but the Morovians have been sending much larger waves of bombers armed with more effective incendiary bombs.

Air War Losses:
75 Wolverine
93 Feather
43 Lightning
32 Shark
20 airships
25 thousand civilians
2 cricket factories
1 zypher factory
1 recently constructed K-1d chassis factory
1 320mm coastal defense gun factory

Air War Gains:
390 "Capian" biplanes *no longer any significant Capian air force remaining
62 Morovian 2 engine fighters
68 Morovian 4 engine bombers

By the end of the year we have destroyed or captured the last remaining capian shipyards, and destroyed 1 nearly complete Capian Cruiser.

The push further into Capia is slowed by our incomplete air superiority and by encounters with experienced Morovian soldiers and tank destroyers fighting alongside the roughly 30% of Capia's remaining forces. Like the Capian heavy tank, the Morovian TD is invulnerable to our current anti tank weapons from the front and mounts a 60mm or 90mm gun capable of destroying our badgers or heavilly damaging our K-1's in a single hit. Our current best tactic against the TD's are air strikes or infantry armed with AT rockets disabling the tracks so that armor can circle and hit them from the side.

Ground War Losses:
9 thousand soldiers
273 badgers
55 K-1
2 Battle Bus
71 Cricket

Ground War Gains:
3/4 of Capia captured
81 Capian heavy tanks destroyed, estimated remaining heavies? under 100
352 Capian light tanks destroyed, estimated remaining lights? under 500
12 thousand capian soldiers, estimated remaining Soldiers? under 20k
390 Capian artillery pieces destroyed: estimated remaining artillery? less than 600
1000 Morovian soldieres, estimated remaining soldiers? more than 40k
186 old Morovian tank destroyers, estimated remaining? unknown
31 new Morovian tank destroyers, estimated remaining? unknown

*******************************************

Spoiler: At your disposal: (click to show/hide)


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Take me out to the black, tell them I ain't comin' back...
I don't care cause I'm still free, you can't take the sky from me...

I turned myself into a monster, to fight against the monsters of the world.
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