Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Dead or not dead?

Dead
- 0 (0%)
LIVE!
- 4 (50%)
Eh. Dont care.
- 0 (0%)
Asea, you lazy git...
- 4 (50%)

Total Members Voted: 8


Pages: 1 ... 8 9 [10] 11 12 ... 70

Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104377 times)

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #135 on: July 01, 2015, 01:43:35 am »

Now.

Designs are as follows: C1, C2, [ERROR: VOTE TIE: FOUR ENTRIES... ROLLING... ROLLING... ROLLED... Selected D2, D3, D5{error, D2 requires D1 Reverting D2 to D1}] D1, D3, D5, F1.2, F2

So, time to split
Spoiler: These guys (click to show/hide)
Between C1, C2, D1, D3, and D5. Thats the engine and the two big guys, with building a pair of ships. Good luck!
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #136 on: July 01, 2015, 03:45:10 am »

So thats:
C1: Construct one Ray class submarine
C2: Construct one CDV M1933
D1: "Hurricane" engine
D3: 25-pounder Howitzer
D5: 105mm gun
--------------


D1: "Hurricane" engine, We need a good engine for our planes, tank and fast torpedo boats, so lets give it a good shot.
1 skilled electronics , 2 skilled, 2 middling, 2 material, 2 basic aeronautical , 1 basic naval

4 skilled labourers, 10 labourers.

D3: 25-pounder Howitzer, not sure what this is for?
2 middling naval, 1 skilled, 3 middling, 1 material, 3 basic material, 1 basic electronics

13 labourers.

D5: 105mm gun, idea for ship use against air and surface targets and a static AA gun.
2 skilled, 2 basic, 2 material, 1 basic material, 1 basic aeronautical, 2 middling naval, 2 basic naval, 1 basic Weapons, 1 basic electronics.

2 skilled labourers, 13 labourers.

Logged
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

evilcherry

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #137 on: July 01, 2015, 09:44:53 am »

So thats:
C1: Construct one Ray class submarine
C2: Construct one CDV M1933
D1: "Hurricane" engine
D3: 25-pounder Howitzer
D5: 105mm gun
--------------


D1: "Hurricane" engine, We need a good engine for our planes, tank and fast torpedo boats, so lets give it a good shot.
1 skilled electronics , 2 skilled, 2 middling, 2 material, 2 basic aeronautical , 1 basic naval

4 skilled labourers, 10 labourers.

D3: 25-pounder Howitzer, not sure what this is for?
2 middling naval, 1 skilled, 3 middling, 1 material, 3 basic material, 1 basic electronics

13 labourers.

D5: 105mm gun, idea for ship use against air and surface targets and a static AA gun.
2 skilled, 2 basic, 2 material, 1 basic material, 1 basic aeronautical, 2 middling naval, 2 basic naval, 1 basic Weapons, 1 basic electronics.

2 skilled labourers, 13 labourers.
But this will leave our construction projects unmanned!


Srsly I don't have a better way to handle this organizational mess. Maybe we just make them modifiers in the future?

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #138 on: July 01, 2015, 10:12:53 am »

We have to build two submarines with just 42 guys?
I thought our workers where for building prototypes.

ok how about

36 laborers
6 skilled laborers

C1: Construct one Ray class submarine
10 laborers
C2: Construct one CDV M1933
10 laborers
D1: "Hurricane" engine
3 laborers, 2 skilled laborers
D3: 25-pounder Howitzer
4 laborers, 2 skilled laborers
D5: 105mm gun
3 laborers, 2 skilled laborers

Srsly I don't have a better way to handle this organizational mess. Maybe we just make them modifiers in the future?

Lets just have a pool of points to add to Designs.
Logged
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

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #139 on: July 01, 2015, 10:56:21 am »

I agree with the pool of points idea trying to assign every single worker to do all the stuff we're trying to do is just going to be a pain in the ass.
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #140 on: July 01, 2015, 11:07:41 am »

You could also take the middle ground I used to, with the individual works assigned into different groups of people, which can be changed if people desire, but are left alone most of the time.
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #141 on: July 01, 2015, 11:23:19 am »

One sub and a coastal defense vessel...

Also, Stabby, the pile of workers is the pile of points. Particularly the bog-standard workers
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

evilcherry

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #142 on: July 01, 2015, 08:48:12 pm »

Yes I feel teams are a better way to organize people. Plus you won't work on such ad-hoc teams which rotate every half year!

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #143 on: July 03, 2015, 10:28:01 pm »

Spoiler: These guys (click to show/hide)

Alternate Worker Distribution:
C1: 10 laborers, 1 electronic engineer, 3 basic naval engineers, 1 middling naval engineer, 1 middling engineer, 1 basic architect
C2: 11 laborers, 1 middling naval engineer, 2 middling naval engineers, 1 basic aeronautical engineer
D1: 2 skilled laborers, 5 laborers, 2 basic electronic engineers, 1 skilled electronic engineer, 3 material engineers, 2 basic engineers, 2 middling engineer, 1 basic aeronautical engineer, 1 basic architect, 1 middling architect
D3: 2 skilled laborers, 5 laborers, 2 basic material engineers, 1 material engineer, 1 basic Weapons Engineer, 2 skilled engineers, 1 middling engineer, 1 basic architect
D5: 2 skilled laborers, 5 laborers, 2 basic material engineers, 1 material engineer, 3 skilled engineers, 1 middling engineer, 1 basic aeronautical engineer, 1 middling architect
Logged
Max avatar size is 80x80

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #144 on: July 04, 2015, 12:08:55 am »

Right, so. Poll is edited, with the forums eating option four and making option five even worse than it was.

You dont want to know what option four said.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

evilcherry

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #145 on: July 04, 2015, 12:23:04 am »

Leave the micromanagement behind! We want to see our new flashy armaments in action!

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #146 on: July 04, 2015, 05:44:24 pm »

 So, almost noone cares about the plan, and the one guy who does likes Funks?


 I am going to leave it a bit more time to be proven wrong, so aprox 3.25 hours from now I will be writing up the next turn.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #147 on: July 04, 2015, 05:49:26 pm »

Wow, I was the the only one to vote for a actual plan so far? Anyway option four was in rather bad taste I expected better from you.
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #148 on: July 04, 2015, 05:49:55 pm »

Voted for my own plan (Unfortunately that causes a tie:().
Logged
Max avatar size is 80x80

Happerry

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #149 on: July 04, 2015, 06:36:05 pm »

Spoiler: These guys (click to show/hide)

Alternate Worker Distribution:
C1: 10 laborers, 1 electronic engineer, 3 basic naval engineers, 1 middling naval engineer, 1 middling engineer, 1 basic architect
C2: 11 laborers, 1 middling naval engineer, 2 middling naval engineers, 1 basic aeronautical engineer
D1: 2 skilled laborers, 5 laborers, 2 basic electronic engineers, 1 skilled electronic engineer, 3 material engineers, 2 basic engineers, 2 middling engineer, 1 basic aeronautical engineer, 1 basic architect, 1 middling architect
D3: 2 skilled laborers, 5 laborers, 2 basic material engineers, 1 material engineer, 1 basic Weapons Engineer, 2 skilled engineers, 1 middling engineer, 1 basic architect
D5: 2 skilled laborers, 5 laborers, 2 basic material engineers, 1 material engineer, 3 skilled engineers, 1 middling engineer, 1 basic aeronautical engineer, 1 middling architect
+1 from me.
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Pages: 1 ... 8 9 [10] 11 12 ... 70