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Author Topic: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.  (Read 5828 times)

evilcherry

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #60 on: October 06, 2014, 08:54:26 am »

Y12 of the king, M4

Wow that's quite a list, but since talking is a free action... we'll see.

You finally made up your mind to go to Bearland first then Queenland. Before that, though, you have left some standing orders for the labs to create two kinds of armor, namely the Sailor Safety Vests and Army Battle Vests. You just gave the main details - namely, what is their expected performance, what kind of materials to use, etc.

You, the foreign minister and the navy chief then set off to the civilized world for a business and diplomatic trip. As agreed bearland will be your first destination.

Bearland, while not landlocked and has a long, long shoreline, most of it is just facing the ices and arctic wastes. While it is blessed by having good mineral and food resources, they are too heavy to move by air economically (at least of today). Most of its trade is conducted through the port of Ursaton, but the Berlandians are not too focused on this. A good part of the shipping is foreign-owned. If there is any sign of growth its on the side of the steam-horses, or railways, as it continues to spawl across the vast Bearlandian wasteland.

As for the trip proper, the naval minister visited a few shipyards and had a chat with the naval chief of Bearland. By his remarks, its pretty diplomatic in nature: just short of dismissing this as a waste of time. Lacking real rivals (and the need of them), they are pretty content with second hand ships, You and the navy chief conclude that the best you can do is to grab one or two third-hand vessels - extremely outdated but is still better than what you have. He suggested that you should rather listen to him and invest in Queenland.

On the foreign minister's front its basically disastrous. His Gentleland education and their new tradition of insulting kings had betrayed him and the Asgardian cause. In fact, the great Grizz (that is their emperor) had decreed that no new trade deals will be signed. That is, no new mineral deals for a year, and no more foreign students until further notice.

As for you, you sneaked back into your alma mater - even you didn't get your degree - for more insights on Exotic Materials, especially on its connection with Vulcanology. You then remembered that perhaps Asgardian metallurgy is even more advanced - after all the steel of your sword exceeded all materials in Bearland.

You wanted to get in touch with your friend Igor - but you heard that his father was demoted as his troops mutinied in a battle against... Ball-land. Igor lost most of the privileges of a minor, minor noble and is now serving on the front-lines as a rank-and-file soldier.

You think you still have the time for one or two subject before you leave for Queenland.

TELEGRAM!
The situation in Asgard is still largely stable, but reports of a warlord smuggling in caches of modern firearms should not be ignored.
As for the Safety vests, they considered that a easy job as this is not too much different to armormaking a few centuries ago. The sailor vests is entering the detailed design stage well; on the other hand there seems to be confusion on the exact length needed for the Army Battle vests, and balancing protection and mobility is a delicate affair.

3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #61 on: October 06, 2014, 09:20:38 am »

See if there are any newspapers relating to a war with Ball-land and bearland. Special consideration to the mutiny. I wonder if this is a national tragedy or an everyday occurrence. Or perhaps the great griz believes that foreign influence led to the mutiny.

Ask the Navy chief if we can see some basic design blue prints for the ships we just bought. Maybe we can grow them to be something better.

After that see if we can find any info on air technology here or maybe machines. Perhaps the bear landians have SOMETHING of value that we can go back with. Then head to Queensland with the Navy Chief and the Foreign minister to see what we can buy there and if we can buy minerals there. Oh and look into Exotic materials and Vulcanology sciences in the country. We could gleam something very useful from our advanced neighbor.

Telegraph our lab to continue the work and that for now on to keep quiter about experiments. We may have enemies watching us...

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tryrar

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #62 on: October 06, 2014, 09:25:32 am »

See if there are any newspapers relating to a war with Ball-land and bearland. Special consideration to the mutiny. I wonder if this is a national tragedy or an everyday occurrence. Or perhaps the great griz believes that foreign influence led to the mutiny.

Ask the Navy chief if we can see some basic design blue prints for the ships we just bought. Maybe we can grow them to be something better.

After that see if we can find any info on air technology here or maybe machines. Perhaps the bear landians have SOMETHING of value that we can go back with. Then head to Queensland with the Navy Chief and the Foreign minister to see what we can buy there and if we can buy minerals there. Oh and look into Exotic materials and Vulcanology sciences in the country. We could gleam something very useful from our advanced neighbor.

Telegraph our lab to continue the work and that for now on to keep quiter about experiments. We may have enemies watching us...



+1
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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.

Funk

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #63 on: October 06, 2014, 09:46:00 am »

See if there are any newspapers relating to a war with Ball-land and bearland. Special consideration to the mutiny. I wonder if this is a national tragedy or an everyday occurrence. Or perhaps the great griz believes that foreign influence led to the mutiny.

Ask the Navy chief if we can see some basic design blue prints for the ships we just bought. Maybe we can grow them to be something better.

After that see if we can find any info on air technology here or maybe machines. Perhaps the bear landians have SOMETHING of value that we can go back with. Then head to Queensland with the Navy Chief and the Foreign minister to see what we can buy there and if we can buy minerals there. Oh and look into Exotic materials and Vulcanology sciences in the country. We could gleam something very useful from our advanced neighbor.

Telegraph our lab to continue the work and that for now on to keep quiter about experiments. We may have enemies watching us...



+1
+1
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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.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

Aseaheru

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #64 on: October 06, 2014, 10:36:14 am »

See if there are any newspapers relating to a war with Ball-land and bearland. Special consideration to the mutiny. I wonder if this is a national tragedy or an everyday occurrence. Or perhaps the great griz believes that foreign influence led to the mutiny.

Ask the Navy chief if we can see some basic design blue prints for the ships we just bought. Maybe we can grow them to be something better.

After that see if we can find any info on air technology here or maybe machines. Perhaps the bear landians have SOMETHING of value that we can go back with. Then head to Queensland with the Navy Chief and the Foreign minister to see what we can buy there and if we can buy minerals there. Oh and look into Exotic materials and Vulcanology sciences in the country. We could gleam something very useful from our advanced neighbor.

Telegraph our lab to continue the work and that for now on to keep quiter about experiments. We may have enemies watching us...



+1
+1
+1.

The soldier vests should come down to about the hips, just above them, really. They should also have a separate bit that hangs down over the groin, if only for morale.

If we can capture those modern weapons, we could reverse engineer them... see if we can get in touch with the general and tell them just how much we need those guns for reverse engineering.
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evilcherry

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #65 on: October 06, 2014, 12:58:58 pm »

Quote
See if there are any newspapers relating to a war with Ball-land and bearland. Special consideration to the mutiny. I wonder if this is a national tragedy or an everyday occurrence. Or perhaps the great griz believes that foreign influence led to the mutiny.

As you were in Bearland for much time you understand things like this.
Ask any Bearlandian and he will reply that Ball-land had committed many atrocities upon them.
Ask any Ball-landian you will hear many past and current grievances towards Bearland.

Bearland and Ball-land were practically at war for around 200 years, and currently Ball-land was so badly beaten that it is reduced to a rump state. Bearlandian rule have been very unpopular (just as Great-Ball-landian rule of Bearland not too long ago) and the Bearlandian army have been very busy containing local unrests and revolts.

The particular incident by Igor's Father, though, was pretty ignominious. From what you know (or the press had lead you to believe), his detachment of 500 surrendered to a 100-strong mob as they were ambushed. Stripping of honors, or even imprisonment, has been common for unacceptable defeats in Bearland.

No free actions has been used (and I may make up my mind for the rest of the mini-turn tomorrow)

3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #66 on: October 06, 2014, 02:53:12 pm »


The soldier vests should come down to about the hips, just above them, really. They should also have a separate bit that hangs down over the groin, if only for morale.

If we can capture those modern weapons, we could reverse engineer them... see if we can get in touch with the general and tell them just how much we need those guns for reverse engineering.

I think we should have a meeting with the Army Chief, Interior Chief, Ether Chief, and the Navy Chief when we get home. Maybe we can use the Navy to capture smuggler ships and the army to intercept supplies to get to those weapons. Also ask the Interior Chief who this warlord is and what we can do about him. We can't have some guy get full of himself and his new weapons and start a civil war to be the new king or something. Make it a point that we will do anything to keep our nation from becoming some backwater anarchic state.

Quote
See if there are any newspapers relating to a war with Ball-land and bearland. Special consideration to the mutiny. I wonder if this is a national tragedy or an everyday occurrence. Or perhaps the great griz believes that foreign influence led to the mutiny.

As you were in Bearland for much time you understand things like this.
Ask any Bearlandian and he will reply that Ball-land had committed many atrocities upon them.
Ask any Ball-landian you will hear many past and current grievances towards Bearland.

Bearland and Ball-land were practically at war for around 200 years, and currently Ball-land was so badly beaten that it is reduced to a rump state. Bearlandian rule have been very unpopular (just as Great-Ball-landian rule of Bearland not too long ago) and the Bearlandian army have been very busy containing local unrests and revolts.

The particular incident by Igor's Father, though, was pretty ignominious. From what you know (or the press had lead you to believe), his detachment of 500 surrendered to a 100-strong mob as they were ambushed. Stripping of honors, or even imprisonment, has been common for unacceptable defeats in Bearland.

No free actions has been used (and I may make up my mind for the rest of the mini-turn tomorrow)

So because he lost a battle he's been demoted that badly? Damn i feel bad for igor's familly...not bad enough that we should per se DO something but damn. That just sucks. Hopefully Quennsland is a nicer place.
« Last Edit: October 06, 2014, 02:55:15 pm by 3man75 »
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Aseaheru

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #67 on: October 06, 2014, 03:15:48 pm »

He lost when  he badly outnumbered them.

Besides, in England one naval captain nearly got executed when he lost his ship while destroying two others, of the same type, for 'not doing enough'.
Most places, if you loose and live theres a good chance you might not live to loose.
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10ebbor10

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #68 on: October 06, 2014, 03:23:46 pm »

Or, more likely, he got screwed by the estabilishment (blamed for a loss by an order by a superior) or just demoted for an entirely fictional battle.
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3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #69 on: October 06, 2014, 03:40:32 pm »

Or, more likely, he got screwed by the estabilishment (blamed for a loss by an order by a superior) or just demoted for an entirely fictional battle.

Wasn't it a mutiny though? Also i beleive this is a soviet/imperial russian themed country so lossing because of a superiors orders is pretty likely.

He lost when  he badly outnumbered them.

Besides, in England one naval captain nearly got executed when he lost his ship while destroying two others, of the same type, for 'not doing enough'.
Most places, if you loose and live theres a good chance you might not live to loose.

If i was that naval captain i'd literally tell my superiors and the military tribunal "what the fuck do you want from me? 1:2 odds won and i'm not getting a medal? I bet you old hats can't even steer a ship.". I'd also be dead for sure but hey going out with that bang is important. Also GM what exactly is Ether chief's forces like? An what is Ether power?

Edit: ((When we get a chance we should take a trip to Greyland with the Army Chief and the Foreign minister. In the OP they have a "disciplined army" and a tech boom we could learn a thing or two from. Army chief talks up his counter part to see some military maneuvers and training exercises, foreign minister talks up his counter part for good relations, and we try to sneak in and read books at there colleges.))
« Last Edit: October 06, 2014, 11:06:22 pm by 3man75 »
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Aseaheru

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #70 on: October 06, 2014, 04:02:50 pm »

It was just after Nelson decided to take a few ships of the line with a frigate or two, so...
Lets just say that people had kinda high expectations.
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Beneviento

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #71 on: October 07, 2014, 12:01:33 am »

IF they've lost their position, maybe we should offer that they emigrate to Asgard if they can. A foreign officer could be quite useful both for training our troops to use modern weapons and helping us get those modern weapons built or imported (like a foreign veteran in Shogun 2 FOTS?).
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Propman

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #72 on: October 07, 2014, 04:22:38 am »



As far as the idea of an ironclad warship goes, perhaps we should be a bit less ambitious in embracing a full steam-powered ocean going vessel with such an immature technology base. I suggest we instead build an ironclad frigate, retaining the sails (though, perhaps reinforcing the wooden masts or replacing it with steel beams to maximize their structural strength), utilizing steam engines to allow the process of lowering and raising them to be less labour intensive, while using an auxiliary steam engine for propulsion for times when the winds prove to be unfavourable. Spacing of the coal bunkers should be optimized to give additional protection to the engine compartment, while the armour should be decent but not so thick as to prevent the ship from sailing smoothly.

This would merge well with the idea of the torpedo if it ever comes into fruition, giving said devices a modern platform to work from. Of course, even if we cannot build proper warships at this time, such a device would allow even a simple fisherman's vessel to combat a proper warship if made sufficiently swift with either the technology of sail or steam.

Do we have any ships fit for conversion amongst the naval yard?
Attempting to design the hull from scratch would cause additional expense we could cut if we have existing ship classes from the pre-industrial era.
« Last Edit: October 07, 2014, 04:24:28 am by Propman »
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3man75

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #73 on: October 07, 2014, 10:53:42 am »



As far as the idea of an ironclad warship goes, perhaps we should be a bit less ambitious in embracing a full steam-powered ocean going vessel with such an immature technology base. I suggest we instead build an ironclad frigate, retaining the sails (though, perhaps reinforcing the wooden masts or replacing it with steel beams to maximize their structural strength), utilizing steam engines to allow the process of lowering and raising them to be less labour intensive, while using an auxiliary steam engine for propulsion for times when the winds prove to be unfavourable. Spacing of the coal bunkers should be optimized to give additional protection to the engine compartment, while the armour should be decent but not so thick as to prevent the ship from sailing smoothly.

This would merge well with the idea of the torpedo if it ever comes into fruition, giving said devices a modern platform to work from. Of course, even if we cannot build proper warships at this time, such a device would allow even a simple fisherman's vessel to combat a proper warship if made sufficiently swift with either the technology of sail or steam.

Do we have any ships fit for conversion amongst the naval yard?
Attempting to design the hull from scratch would cause additional expense we could cut if we have existing ship classes from the pre-industrial era.

After we see what our vests are like we should check this out. However, i should say here that i'd like to show them to the army and navy chief after there done and i'd like them to be AT LEAST decent before doing so. minimizing casualties is a great way to get out of this backwards world.
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evilcherry

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Re: [sg] You are a Steampunk Chief Weapon Designer. For a state, of course.
« Reply #74 on: October 07, 2014, 02:22:48 pm »

(Back to real life. I guess the occupation is now going to last for some time - neither side wanted to or is able to back down from its demands. No real update for today as I wasted a few hours there.)

Here's a map of Asgard and its neighbours:

https://drive.google.com/file/d/0B5P-O_X_fMBOeW5sVXJuNTlRLUlNRDlrRUtPaktyT3NhX29J/view?usp=sharing

You have communicated your intended specs of the armors with the labs once more. They seemed to have enough understanding to correct their design of the Battle Vest and you should have some more progress next month.

Recruiting Igor!
Sufficient to say the administration don't even care about the whereabouts of the son of a demoted officer. You won't have an answer in the Bearland Capital at least.

Reverse engineering of ship
The ship was given to you with its core staff. They are happy to train your men to fill the ranks and if you assign a lab to it you can decipher "less ancient" shipbuilding in a shorter time.

More tech and trade
With the diplomatic Faux Pas, and you are actually getting away with something valuable, the great Grizz politely sent commissioners to basically tell you to get lost.


You left for Queenland. What will your plans be?
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