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Author Topic: The revolutionary design bureau, under new management  (Read 64452 times)

Brood

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Re: The revolutionary design bureau, under new management
« Reply #390 on: May 05, 2013, 06:21:42 pm »

(( Well we have enough stuff voted through to do a few turns already and at this rate adding time will result in several dozens projects per turn. ))
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kahn1234

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Re: The revolutionary design bureau, under new management
« Reply #391 on: May 05, 2013, 06:41:48 pm »

Point is, we got a significant amount of antisubmarine designs hanging around. In fact, I'm sure we covered each and every possible solution. We got depthcharges, mines, antisubmarine bombers, antisubmarine airship bombers, a Torpedo boat destroyer, torpedo net, submarine detection equipment, and the whole thing. Most doesn't make it through the votes.

I'll +1 all these ideas and add one of my own:

22) The hedgehog anti-submarine depth charge area denial weapon.

They were like small-ish high explosive depth charges that were fired in a fan shape from a launcher situated at the rear of a frigate or destroyer. They were very effective against subs as they were much harder to dodge.

tryrar

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Re: The revolutionary design bureau, under new management
« Reply #392 on: May 05, 2013, 06:44:25 pm »

Actually hedgehogs were foward-mounted weapons that fired ahead of the ship. Also, I didn't propose those this turn since there's already too many things
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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.

Nadaka

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Re: The revolutionary design bureau, under new management
« Reply #393 on: May 05, 2013, 06:45:03 pm »

im going to go ahead and start an update.
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RAM

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Re: The revolutionary design bureau, under new management
« Reply #394 on: May 05, 2013, 07:21:14 pm »

Vote for 17
Looks like I missed my chance...

Can I suggest that no one player create more than three proposals in a turn? No reason to enforce it, just, I think things have gotten out of hand and it seems others do too. I wouldn't limit sub-proposals just yet.
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Brood

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Re: The revolutionary design bureau, under new management
« Reply #395 on: May 05, 2013, 07:30:46 pm »

I agree, 2-3 at most per player but it would need to include sub proposals since they take pretty much the same work to do.
Otherwise we'll get just get 1-2 proposals each with a dozen varients.

Theres I think about 8-9 people doing proposals so thats still almost 30 in one turn if everybody does 3.



Can somebody suggest a project for next turn for ships or planes? Just a general idea of whats needed to give me something to focus on that the collective wants.
I'm still gonna do my own jobs but 1 per turn at low priority, so enough to get 2-3 engineers to start working on it but nothing that'll really slow us down.

I've been considering a heavy bomber with incendiary shells for use in rural areas, or a small aircraft carrier.
« Last Edit: May 05, 2013, 07:41:46 pm by Brood »
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tryrar

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Re: The revolutionary design bureau, under new management
« Reply #396 on: May 05, 2013, 07:43:30 pm »

I agree, 2-3 at most per player but it would need to include sub proposals since they take pretty much the same work to do.
Otherwise we'll get just get 1-2 proposals each with a dozen varients.

Theres I think about 8-9 people doing proposals so thats still almost 30 in one turn if everybody does 3.



Can somebody suggest a project for next turn for ships or planes? Just a general idea of whats needed to give me something to focus on that the collective wants.
I'm still gonna do my own jobs but 1 per turn at low priority, so enough to get 2-3 engineers to start working on it but nothing that'll really slow us down.

Well, we'll need to refit all our existing designs with sonar(assuming that gets done this turn), and also get depth charges on our larger designs like the Alexi and the Glorious cruiser. Other than that maybe get a destroyer Escort design specialized in ASW going?
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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.

Doomblade187

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Re: The revolutionary design bureau, under new management
« Reply #397 on: May 05, 2013, 07:46:34 pm »

We should also work on floatplanes, too, probably for both ASW and torpedo bombing use.
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Brood

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Re: The revolutionary design bureau, under new management
« Reply #398 on: May 05, 2013, 07:50:47 pm »

Hmmm 2000 tones give or take with a double teir medium battery up front 3 cannons per teir and a single teir heavy battery in back should work for now for anti ship purposes.
Double front battery gives out a much higher rate of fire but reduced damage though it's still going to wreak havoc on everything about the ships main hull, rear heavy battery holes the hull to finish things up.

Keep it beneath minamum weight but with the best engines to allow it high speed so it can evade enemy fire more effectively.
Stick a few AA guns on it just so it has some air defenses and maybe some siderail mounted 14 mm machineguns.

Or at least thats roughly the design I'd use for that kind of role.
« Last Edit: May 05, 2013, 08:12:55 pm by Brood »
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RAM

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Re: The revolutionary design bureau, under new management
« Reply #399 on: May 05, 2013, 08:04:36 pm »

Possibly a submarine hunter? some sort of fast ocean-going vessel with basically just submarine detection equipment, supplies enough for a long patrol, and a single rear-mounted 40mm AA gun to deter pursuit?

I still want a plane with a 40mm gun... What about an airship? Give it enough altitude and speed and it should be able to engage ground targets before they can effectively engage it. It would probably need to avoid areas where the enemy had effective aircraft...

Spoiler (click to show/hide)
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Vote (1) for the Urist scale!
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Brood

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Re: The revolutionary design bureau, under new management
« Reply #400 on: May 05, 2013, 08:10:13 pm »

Airships are pointless, they played a role for a time in scouting and bombing but at the speed we're advancing they'll be obsolete by the time we build them, not to mention so slow any half decent tank gunner will put a big hole in it in short order.

I think we have enough anti sub ideas, between the planes, charges and sonar we don't need anything else really, we can always stick sonar on the PD boats for detection since they are small and fast enough to evade a sub once they locate it until heavier ships arrive and fast enough to keep pace if it tries to run.
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RAM

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Re: The revolutionary design bureau, under new management
« Reply #401 on: May 05, 2013, 08:49:22 pm »

The airship should have greater range than the tank due to altitude, and speed is just a matter of thrust versus weight with a bit of structural integrity and aerodynamics thrown in. It shouldn't hit any hard limits that prevent it from being faster than a tank.

The problem with using the righteous for submarine hunting is that I am not certain of its ocean-going qualities, it was designed as a riverboat after all, and that the detection equipment may be too hefty for it to handle. Not to mention that the proposed submarine-hunter, due to its dedicated nature, should be comparatively difficult to hit and expendable...

The K-1 is not named after the KV-1, it is named after its designer.
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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!

Brood

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Re: The revolutionary design bureau, under new management
« Reply #402 on: May 05, 2013, 08:50:42 pm »

Hmmm, fair point.

Might need to design something very small with very big engines as a scout craft.
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RAM

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Re: The revolutionary design bureau, under new management
« Reply #403 on: May 05, 2013, 08:59:39 pm »

I proposed a diesel engine, but I don't know if it got any votes, and I suspect that voting before the next update would be crass.
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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!

Brood

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Re: The revolutionary design bureau, under new management
« Reply #404 on: May 05, 2013, 09:10:59 pm »

If not we can work on something next turn, we need something lighter and faster then we've got anyway as an early warning system, a net of them can pick up any enemy fleets well out to sea then radio it in while it gets out of the way.

It'd seriously reduce the odds of an enemy fleet getting close enough to surprise us.
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