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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


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Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104557 times)

StrawBarrel

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Re: Department of Armaments-Weapon Design Game
« Reply #225 on: July 17, 2015, 07:58:38 pm »

Spoiler: Personnel (click to show/hide)
Spoiler (click to show/hide)
Construction
Single line naval: 1 middling architect, 1 skilled naval engineer, 1 basic naval engineer, 1 middling engineer,1 skilled engineer, 1 skilled laborer, 3 laborers
four ammo factories: 1 middling architect, 1 basic architect, 1 middling engineer, 2 skilled engineers, 2 skilled laborers, 11 laborers
big-ass smallarms factory (Depending on the rolls, this may wind up being smaller than C3.2...):1 middling architect, 1 basic architect, 1 Masterful Engineer, 1 middling engineer, 3 skilled engineers, 1 skilled laborer, 21 laborers
Design
Bigass bomber:1 basic electronics engineer, 2 basic material engineers, 2 material engineers, 3 basic aeronautical engineers, 1 basic engineer, 1 skilled laborer
18in torp design:1 skilled electronics engineer, 1 basic electronics engineer, 1 middling naval engineer, 1 middling material Engineer, 1 basic material engineer, 1 material engineer, 1 basic Weapons Engineer,1 skilled laborer
Shockwave FAC:1 basic electronics engineer,2 middling naval engineers, 2 basic naval engineers, 1 basic material engineer, 2 material engineers, 1 basic engineer,1 skilled laborer
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #226 on: July 20, 2015, 03:46:48 pm »

 Any opposition to the personnel plan?
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #227 on: July 20, 2015, 04:38:17 pm »

No that seems fine with me.
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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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coleslaw35

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Re: Department of Armaments-Weapon Design Game
« Reply #228 on: July 20, 2015, 05:54:24 pm »

Looks pretty solid to me as well.
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High tyrol

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Re: Department of Armaments-Weapon Design Game
« Reply #229 on: July 20, 2015, 05:55:26 pm »

I like it
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stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #230 on: July 20, 2015, 06:34:37 pm »

Seems as solid as a rock.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game
« Reply #231 on: July 20, 2015, 07:29:36 pm »

@Earlier machine gun question: Buy some Madsen Machine Guns in 7.62×54mmR.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #232 on: July 20, 2015, 08:23:10 pm »

So, focus on Madsens and ShKAS, but dont limit getting any of the others.. Alright.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #233 on: July 21, 2015, 04:28:31 pm »

 Right, sorry for the delay, I had some computer issues this morning, and couldent get on until about 1.5 hours ago. Since then, I have mostly been working on the update, but due to time constraints I cant finish it tonight. So, here most of it is.

 Also, you lot have had amazing rolls on the designs. Low rolls for targets, nearly max rolls for progress. I guess it evens out the horrible rolls on the machine guns acquisition. Hell, I rolled three times to try to get you guys the ShKAS.

Spring of 1934

 After the aftershocks of the newyear's party dies down (They seem to get louder each year) and the hangovers slip away, work in Plokhoy Ostrov gets back to normal. Well, as normal as it gets.



 Seeing the need for a more modern sidearm than the SM1895, work begins on convincing the council to attempt to import copies of the M1911, the M1917, and a Chinese knockoff of the Mauser C96, which some bright chinaman had scaled up to take the .45 ACP cartridge.
 After no small amount of deliberation the council finally decided to focus all efforts on the M1911 (Or by the new official designation, the SM1911), and as a result attempted to at the least acquire a number of these sidearms for study. While unable to acquire many of the actual weapons themselves the council does give authorization to the department to setup a contract for a thousand of these firearms a year, which is achieved.


 At the same time, work goes underway to acquire new rifles and machine guns in 7.62x54mm R, focusing mainly on the Madsen and the new ShKAS. On the rifle front the council gives authorization to acquire new mosin-nagants in bulk, aswell as a number of Winchester Model 18s in the cartridge. As an end result, some 24,000 mosin-nagants of various models are acquired, many from the US government, who bought them to save several of their factories from going bankrupt after the revolution canceled an order put forth for the rifles and never payed, and are currently being checked out. It is expected that most of them will be approved for military use.
 Acquiring of the Model 18 went slightly slower, and only 2,500 where able to be found. The rifle now carries the designation of RM1895(1915), and are currently being tested.

 On the machine gun side of the bill, of the list of weapons fitting the bill the council has approved the acquiring of only the Madsen and the Degtyaryov. When some of the decisions where appealed the same answer was given. The ShKAS will not be acquired.
 Acquiring numbers of Madsen machine guns (MM1902) went... alright. Although the manufacturer refused to sell to us directly, mostly due to low stocks and unwillingness to re-acquire tooling for producing it in 7.62x54R, they did assist us in acquiring older copies, and even gave us plans for it. On the stipulation that we donot sell them, of course. A total of just under 10 thousand of these weapons have been required, and are currently undergoing testing. From what we hear, the soldiers testing these weapons are not massively impressed, and have been heard to state that they prefer the Lewis.
 Speaking of the MM1911, it may have some serious competition in the DP-28, a lighter and easier to produce weapon, which the troops who have been testing them seems to enjoy. Alas, in acquiring a batch of these weapons (some eighteen hundred) we may have aggravated the soviet union further. But, barring any unforeseen complications, the MM1927 appears to be here to stay.



 And in the land of production of this and that, there have been some interesting things. With a rather extensive construction plan laid out, work begins on a total of six factories.

 Factories one through five are fairly normal, being, well, smaller. The first, a single-lined naval factory, is completed ahead of time, and is ready for tooling. The next four, being a multitude of smaller munitions factories built at various locale across the islands inorder to reduse threat of destruction, are completed on time, and thats about it.

 However, rising out of the capitals new industrial park is Factory SA1, a massive eight line creation dedicated to producing smallarms (anything not crewserved). Its workers, newly hired from across the world, are ready and eager to begin tooling the plant.


 But not all is well in the world of factories. Shortages of cannon for the T-18 have made the V1 works unable to produce any armed tanks, instead producing more spare parts and a number of training tanks.



 Over at the various workshops and the offices, designs are underway. The three designs selected for work this year (The HGAA M1934 "Baklan", the T18"M1934, and the FAC M1934 "Shockwave") all have amazing capabilities, the prototypes having amazing leaps over the initial proposals.

 First off, there is the HGAA M1934 "Baklan", an all-metal divebomber capable of staying aloft for six hours, carry 1.5 tons of ordinance in wing-mounted pods, and housing a crew of four with three turrets for defence, each equipping a pair of MM1911, and the whole thing muscled aloft by a pair of Hurricanes. The pilots, used to flying wooden flying boats with half the speed, love it to death, and the gunners love their electrically operated turrets, although they dont like having to swap out pans on the MM1911. Still, with the designers makeing it easy to swap out machine guns for another sort, and providing equipment for belt feeds, it should not be too difficult to change the turrets to make them better.

Spoiler: HGAA M1934 "Baklan" (click to show/hide)


 To complement the new bird, and to replace what we already have in stock, as well as to refill it, it was decided that we need to develop a new 18inch wet-heater design, which is exactly what was done. The resulting design, the T18"M1934, is light, fast, cheap, easy to maintain, and airdroppible. Needless to say, the navy is ecstatic.
Spoiler: T18"M1934 (click to show/hide)

 And finally, the Shockwave. A fast attack craft, armed with two 18in torpedo tubes infront, a twin-mounted 40mm cannon in back, six  MM1911 dotted around the place, and either a HiLo or a pair of AHM1933 in a forward mounted turret, all at 100 ton and powered by a quartet of Hurricanes, well, this thing is a speed demon, and with its armaments it is able to take on nearly anything it can get in range of.
 However, this comes at a price. The craft is a fragile thing. Getting hit by nearly anything will turn it to metal shards and splinters, and it has a rather large crew due to that main turret. It is also costly, requiring near-on ten ton each of aluminum and steel per craft.

Spoiler: Shockwave Stats (click to show/hide)

Spoiler: Yearly Production (click to show/hide)
Spoiler: Current Requests (click to show/hide)
Spoiler: Personnel (click to show/hide)
Spoiler: Completed Projects (click to show/hide)


Right, I have a suggestion: Form people into teams, then vote on what team does what proposal. In this way, you will all be able to have more than three things designed per turn, and will speed up other things.
« Last Edit: July 22, 2015, 10:41:24 am by Aseaheru »
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #234 on: July 22, 2015, 10:41:46 am »

Update finished
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10ebbor10

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Re: Department of Armaments-Weapon Design Game
« Reply #235 on: July 22, 2015, 01:46:33 pm »

As a note, abbreviations are nice but make the game inaccessible. I have to look back constantly to figure out what is what.


Spoiler: Trait choice (click to show/hide)



Proposals:

Construction

Spoiler: Construction (click to show/hide)

Free

Spoiler: Tooling (click to show/hide)
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High tyrol

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Re: Department of Armaments-Weapon Design Game
« Reply #236 on: July 22, 2015, 01:50:12 pm »

As a note, abbreviations are nice but make the game inaccessible. I have to look back constantly to figure out what is what.


Spoiler: Trait choice (click to show/hide)



Proposals:

Construction

Spoiler: Construction (click to show/hide)

Free

Spoiler: Tooling (click to show/hide)
1+
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #237 on: July 22, 2015, 02:14:28 pm »

You really want those revolvers and machine guns, dont you? Particularly those revolvers...
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10ebbor10

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Re: Department of Armaments-Weapon Design Game
« Reply #238 on: July 22, 2015, 02:47:15 pm »

Honestly, it's more that I don't have any idea what other designs we have lying around.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #239 on: July 22, 2015, 02:50:06 pm »

I do need to update that front post... Thankyou for reminding me on that front.
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