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Author Topic: The revolutionary design bureau, under new management  (Read 63852 times)

10ebbor10

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Re: The revolutionary design bureau, under new management
« Reply #375 on: May 05, 2013, 03:46:34 pm »

(( Thats the point of mobile AA, bring it into position once the enemy is distracted in a dogfight. But no matter I'll see what the enemy does this turn then work out something to counter it. For now I'm not overly worried about them they seem to be avoiding direct confrontation which gives us time. ))
Ok, really fast AA turrets then.

We hoped they'd give us time previous turn though. They sunk one of our largest ships. That was probably only a probing attack though. They're going to pick off ships rapidly.

GM: What does the map look like anyway? Do we need to cross the sea to attack the enemy?
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tryrar

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Re: The revolutionary design bureau, under new management
« Reply #376 on: May 05, 2013, 03:47:37 pm »

Yeah, I was wondering that too. Is attacking across the sea the only way to get to them, or can we pull a long flank?
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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.

Brood

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Re: The revolutionary design bureau, under new management
« Reply #377 on: May 05, 2013, 03:53:09 pm »

(( Well we'll see after the next round of attacks. ))
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10ebbor10

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Re: The revolutionary design bureau, under new management
« Reply #378 on: May 05, 2013, 03:54:58 pm »

(( Well we'll see after the next round of attacks. ))
You know you could just vote for current anti submarine designs. Would probably push most over the edge.
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Nadaka

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Re: The revolutionary design bureau, under new management
« Reply #379 on: May 05, 2013, 04:04:22 pm »

I should note that for clarity sake, that the heavier armored vehicle proposals probably would not be called Badger variants, as they basically require engineering from the ground up. There are practical limits to how much you can change a tank body. Its a lot easier to plop a new turret on a tank than it is to extend its body or cram larger/more engines inside an armored box.

Yeah, I was wondering that too. Is attacking across the sea the only way to get to them, or can we pull a long flank?
You could if you invaded Unnamed Country #2 first.
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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.

Funk

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Re: The revolutionary design bureau, under new management
« Reply #380 on: May 05, 2013, 04:08:15 pm »

what more do we know about Unnamed Country #2?
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Ukrainian Ranger

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Re: The revolutionary design bureau, under new management
« Reply #381 on: May 05, 2013, 04:08:46 pm »

Heh, more personal attacks. So funny.
Khan, Your wording for 20 sounds like vehicle first, and, maybe, then, some use for navy....
Of cause I could propose something like 20.1 - design only for navy and fixed emplacements but truth is that I very well prefer the same 40mm guns separate on fixed positions and separate on small ships. Only really big ships could benefit from quad mountings, but here I prefer open mounts to closed turrets for small guns. Main problem is, that it's not nearly urgent, and any 20.1 can count as a + to base 20 proposal I can't like. Now question remains why I wasted my time to write this... I don't know...

Also, more engenieers will never solve the issue of overspreading because:

a) It's better to have more engineer on one project for better results
b) Overstraining GM with dozens of projects per turn can kill that game quite nicely

+1 to tryrar on the subject on "what we need" vs "what is cool" mentality... I am so sad that floatplane from the last turn wasn't voted as it would made our life easier and would help in our current situation way way more than unfinished 160mm SP gun  and APCs\armored car. Heavy machine-guns and 80mm fixed AA guns would make me worry less for possible air attacks...  Now we have two holes (airforce and navy) and yet too much  R&D will go to the land projects.


I was ninja'd too many times....
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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 #382 on: May 05, 2013, 04:16:22 pm »

(( Well from next turn I'm gonna focus on what we need in airforce and navy, but my two projects are thing I think we are going to need as well. ))
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Nadaka

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Re: The revolutionary design bureau, under new management
« Reply #383 on: May 05, 2013, 04:32:00 pm »

what more do we know about Unnamed Country #2?


They are capitalist swine ;) They don't really care if the the old monarchy gets restored or not. But they are not fond of our planned economy either. They have a larger navy than us by tonnage, but smaller by number when you count  our pt boats. They have fewer soldiers, they have no recent combat experience, but are well trained.

Morovia are monarchist dogs ;)  They wish to restore the old monarchy. They have a small but rapidly growing navy.  They had an early air advantage, they are probably back to being evenly matched. A large portion of their infantry have recent combat experience with us, and were at least our equal.
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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.

Brood

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Re: The revolutionary design bureau, under new management
« Reply #384 on: May 05, 2013, 04:34:22 pm »

So.

Air : Even.
Navy : Minor disadvantage.
Land : Minor and rapidly growing advantage.

You lot are over thinking things a lot.
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tryrar

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Re: The revolutionary design bureau, under new management
« Reply #385 on: May 05, 2013, 05:49:54 pm »

maybe a little :P. UR's and mine's main complaint is the number of projects right now, we have a lot of them and that reduces efficiency and chances to complete any of them this turn. Remember I have a priority proposed, so please vote or counterpropose so we can sort projects by order of importance!
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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.

Brood

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Re: The revolutionary design bureau, under new management
« Reply #386 on: May 05, 2013, 06:02:20 pm »

Well I'm staying out of things other then land based this turn.

I ain't had time to look into it properly so I'm not voting one way or another.
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tryrar

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Re: The revolutionary design bureau, under new management
« Reply #387 on: May 05, 2013, 06:09:41 pm »

Well I'm staying out of things other then land based this turn.

I ain't had time to look into it properly so I'm not voting one way or another.

.......really helpful there brood.
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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.

Brood

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Re: The revolutionary design bureau, under new management
« Reply #388 on: May 05, 2013, 06:14:38 pm »

(( Ain't getting involved in something I ain't looked into, and since I'm pulling a triple shift it'll be a while before I'm home to look into it. ))
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Nadaka

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Re: The revolutionary design bureau, under new management
« Reply #389 on: May 05, 2013, 06:20:14 pm »

With this level of activity, I may have to do updates every other day instead.
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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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