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Author Topic: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.  (Read 5840 times)

evilcherry

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #30 on: September 29, 2014, 10:56:26 am »

I live in Hong Kong as some forumites had already know. This is surreal... I mean you can never see a protest spiraled out of control of any political figure, but yet still no car overturned, no shop smashed, and nothing burnt except a few wieners. Everywhere else you will expect motolovs, but Hong Kong's aversion to that is... legendary.

Back to the game. It seems that I should implement ebbor's proposal right? if yes I should come up with something tomorrow or so.

A few things:

- is this steampunk Japan - geographically, more like Korea (I've never drawn a map of Asgard as of now but hopefully I can make something up!), politically, yes.
- The warlords: You know that diplomacy could work, but everyone is too busy wagging boomsticks. At least not before Boomsticks before an extension of diplomacy.
- Your position: You are a junior minister, but your exact location is a bit ambigious: you are supposed to satisfy the needs of all the military men and at least the man of SCIENCE! If you can do well enough, you can usurp the science minister and take over his department but that would take a damn lot of planning.

Now back to sticking my face on facebook and tv for further news...

10ebbor10

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #31 on: September 29, 2014, 11:15:45 am »

The problem is, my plan is the only complete one, but I'm not sure it has majority support.
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evilcherry

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #32 on: September 29, 2014, 11:59:11 am »

The problem is, my plan is the only complete one, but I'm not sure it has majority support.
Yes.
I think another round of discussion should be in order.

Another hint: other lands will pop up once Asgard grows more important.

3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #33 on: September 29, 2014, 07:47:47 pm »

The problem is, my plan is the only complete one, but I'm not sure it has majority support.

I thought it covered what we needed. Hell were doing stuff aren't we? Also until i've seen the game a bit more i'm not very comforter making suggestions.
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evilcherry

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #34 on: September 30, 2014, 10:01:11 am »

Okay, let's get rolling.

Asgard: Year 12
Month 1: You started organizing 5 engineers, 5 skilled workers and some unskilled workers started working on the new Aeronautical steel. Basically you wanted to mass manufacture your sword. You remember that you made your sword using a very complicated process, including many folds and mixing in many exotic minerals, including Vo/Vulcanium, Thorium, pure Phlogiston, crystallium, and many others. You know that you have to cut corners... -> solid success. You understand that you need the strength, and not the hardness of this material. You decided that only Volcanium and some crystallium is necessary for a toned down product. Volcanium is readily available at industrially available quantities; crystallium not but at least you can buy them up from market periodically. You also remember that Bearland produces quite a lot of crystallium.
Month 2: after you got the basic composition right, you move to its manufacturing process. -> normal fail: Unfortunately, the cutting down in materials means a lot more processing is needed for the material. The current process developed needed even more repeated heating, beating and cooling cycles, and worse the materials can only be forged rather than machined.
Month 3: -> Normal fail. Things are not getting any better, and you decide that aeronautical steel is only as good as it is today. You see no point in spending time on this in the short term.

EXP gain
Level up! Exotic Science is now Level 3! Future work in exotic science is easier.
1 Engineer leveled up to Exotic Scientist!
1 Unskilled worker become skilled!


I think I should stop here as everyone (including me) should get a grasp of how things are done. Basically, if you put more effort and people into a job, it will have a higher chance to succeed. You can stop at anytime, but unless you stop development at a very early stage, though, they can figure things out by themselves if you let them to.

Also, people can level up, and to simplify things I would only do this after somewhere between 3-12 months (depends on game pace). Engineers into scientists, Skilled workers into engineers, and unskilled workers into skilled ones. Note that its the age of new discoveries so knowledge spread much faster than you will expect.

p.s. http://www.bbc.com/news/world-asia-china-29423147 You must see this.
« Last Edit: September 30, 2014, 12:32:00 pm by evilcherry »
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3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #35 on: September 30, 2014, 10:15:16 am »

Okay we have 9 month's left.

"All hands available, get to helping with this design!"

I think we should swtich over to the steam torpedo's that can be shot out of any ship for 5 months of design and w.e to them rolled out, they'll be extremely useful since even a dingy could fire it (not really but you guys get the idea right? ANY ship can fire it.) and would make the Navy minister happy.

Then we should take the Navy Cheif and Minister of Foreign affairs to bearland to secure good relations and trade to bolster our availability of materials we don't have. Like Crystallium. As well as see if we can buy a few western ships that the Navy chief wants. Hopefully at least one for us to get an idea of what's being used out there.
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10ebbor10

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #36 on: September 30, 2014, 12:06:59 pm »

Month 3: -> Normal fail. Things are not getting any better, and you decide that aeronautical steel is only as good as it is today. Any further development can be
Can we get the rest of the sentence?

Anyway, I would prefer to have our engineers work on a project on their own now, and then depart to Bearland to go shopping. That way, we get to observe their results after the trip, rather than seeing them only at the end of the year.

Also, little point in making torpedo's if you don't quite know what you need of them.
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3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #37 on: September 30, 2014, 12:22:31 pm »

Also, little point in making torpedo's if you don't quite know what you need of them.

To help bolster the attack capabilities of our navies ships?

Month 3: -> Normal fail. Things are not getting any better, and you decide that aeronautical steel is only as good as it is today. Any further development can be
Can we get the rest of the sentence?


+1 to getting the end of that sentence please.

Also Ebbor are you saying departing immediately to bearland with the Navy chief and Minster of Foreign affairs?

If working on the torpedo immediately is a dud in and itself then i'm fine with this. It'll give us a chance to know more about the air power that bearland is working on. I'm referring to the flying thing we experienced there.

EDIT: ((Ya idk if they should be sorry for inconveniencing there fellow citizens or be more aggressive like traditional protests but damn, my respects, prayers, and hat goes off to your citizens. I truly have no words on how to act on this, whatsoever. Just nothing 0.o.))
« Last Edit: September 30, 2014, 12:45:14 pm by 3man75 »
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evilcherry

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #38 on: September 30, 2014, 12:32:57 pm »

"You see no point in spending time on this in the short term."

10ebbor10

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #39 on: September 30, 2014, 12:47:31 pm »

Also, little point in making torpedo's if you don't quite know what you need of them.

To help bolster the attack capabilities of our navies ships?
And it would indeed be nice to know what ships those ships will be before we build their weapons.


My plan is to first start up a program, and depart while the engineers solve stuff on their own.
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3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #40 on: September 30, 2014, 01:29:34 pm »

So leave it to our guys to come up with a few sketches and basic plans while we take a tour of bearland with the Navy chief and Foreign minister? I'm down. Hell i'd probably do this irl.
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Funk

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #41 on: September 30, 2014, 01:41:43 pm »

Well lets bounce some ideas around so evilcherry doesn't have to do every thing.

Does steam powered armor/ steam mech sound like a good idea?
or a steam powered battle tank?
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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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cheesemcmuffin88

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #42 on: September 30, 2014, 01:45:36 pm »

PTW
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3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #43 on: September 30, 2014, 01:52:04 pm »

Well lets bounce some ideas around so evilcherry doesn't have to do every thing.

Does steam powered armor/ steam mech sound like a good idea?
or a steam powered battle tank?

Better idea. We made a sword out that's light and as powerful as any other sword right? Well, lets make some body armor as well (without steam or high tech stuff. Lets start small with a basic design then go from there.) thats also light enough to run in without getting tired, compared to what we have now or don't have, an make it as strong/slightly weaker so our guys have a chance to survive bullets. The Navy can use it when explosions cause shrapnel to spread and the armor saves the sailor, making grapeshot less potent on our men. The Army/Ether could use similar designs to survive small arms fire.

Plus with the army now using this new armor we could begin taking out some of the weaker warlords without many casualties on our side. That'd make the Interior happy and the economic minister would be happy that he can use more land.

If not this then yeah full steam powered power armor would be my vote.
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10ebbor10

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #44 on: September 30, 2014, 02:03:50 pm »

Our special steel is very expensive to make however.

Also, very work intensive.
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