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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 104240 times)

coleslaw35

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #360 on: September 18, 2015, 11:44:48 am »

Oh man, I was so used to the Weapon Design game made by Sensei that I forgot that we got to design more than one thing, had to worry about a navy, etc.. My bad. I suppose we drop the rifle for now in favor of Pi's ideas of focusing on the navy and air. Thanks for refreshing my memory of the different playstyle of this game.
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Kot

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #361 on: September 18, 2015, 11:56:05 am »

I am going to PTW because Arstotzka's at peace now. Maybe throw in a few dimes in future.
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.

coleslaw35

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #362 on: September 18, 2015, 07:29:43 pm »

My votes for the POAC:


Top-hatch: Due to the passenger hatches not working very well while the vehicle is on the water, a hatch has been installed on the top of the vehicle, along with spots for two more machinegun mounts. There could probably be other things this could result in...

Reliable: less likely to break down and requires less spare parts (increasing production runs as a side effect)


My votes for the 45mm cannon:

Simple: Easier to maintain, can make more at once, and easier to use

Optical System: A basic optical system is installed, increasing the cannons effective range and accuracy.
_________________________________________________________________________________________________


Also, I wanted to suggest an update of something from the first post. Of course, they don't have to be exact. If there aren't any of what the soldier is order to use, then we can just give them whatever is good enough for their role.


How does that look? Any way it could be modified? I feel like I put some of the ammo distribution values a little high. You guys take a look at it and say what you think of it.

« Last Edit: September 18, 2015, 07:32:24 pm by coleslaw35 »
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #363 on: September 18, 2015, 07:39:01 pm »


Also, Pi, we've got a coastal patrol boat too. Granted, it is small and mostly made of wood.

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Funk

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #364 on: September 18, 2015, 08:46:26 pm »


Uniform and Loadout of POAF Personnel

How does that look? Any way it could be modified? I feel like I put some of the ammo distribution values a little high. You guys take a look at it and say what you think of it.
I'd like some gasmasks there one of the things we can just buy.
Machine gunners should have a lot more ammo, some of it carried by the rest of the squad.
(The British army carried 25 mag's of 30 plus 700 in Bandoleers )

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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-Sets get this thing going!
« Reply #365 on: September 18, 2015, 08:59:12 pm »

I was going to add grenades when we actually got ours :P

Also, wouldn't the ammo belts really slow down the soldiers? Maybe we should just give the belts to MG Assistants?
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Funk

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #366 on: September 18, 2015, 09:10:00 pm »

The ideas to spread out the weight and have the MG Assistants collect them as need.

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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-Sets get this thing going!
« Reply #367 on: September 18, 2015, 10:14:19 pm »

The ideas to spread out the weight and have the MG Assistants collect them as need.

Well, alright then. We'll see how that plays out when we get in actual combat. Anyways, like Pi was bringing up earlier, we need a proper navy. All we've got are some subs and a few small ships. We should really consider, as was suggested, expanding our dock and industrial capacity for the required weapons. Also, the voting list was put up a while ago:

Quote
Construction:
C1:Construct a warehouse that is able to hold 2 construction projects.
C2(x2):six line factory, two aircraft engines, two aircraft weapons, and two aircraft, all underground or bombproof
C3: Expand loaned drydock (may be easier building new...)

Design:
D1(half): Reverse Engineer Winchester Model 1895 (Also known as RM1895(M1915))
D2(half): Reverse Engineer F1 Grenade.
D3.1: Tornado interceptor (six M-1 machineguns)
D3.2: Hawk fighter (Single 20mm cannon, new gun)
D4.1: 15 round box mag semi-auto battle rifle
D4.2: Carbine instead, with new ammunition
D5: Dartfish destroyer, equipped with 5 single HiLos, 10 single 40mm cannon, 10 single 20mm cannon, space for anti-sub rockets. Also hydrophones, extra space for those, all setup for easy upgrades, using new engine
D6: Dagger/Rapier Autocannons
D7: Watermill Engine (personally, I suggest looking at the AEM M1932)
D8: Bombs!
D9: Vehicular radio for shoving in Baklan, Hawk, and POAC. If extra time, bigger varient for radios on wheels

My votes are:

Construction:
C2
C3

Design:
D2
D1 (Since they're only half and I feel like we wouldn't be able to get away with 3 and a half projects, please correct me if I'm wrong)
D3.2
D6

I'd vote for the Dartfish if our dock was big enough though. I feel like a not large enough dock would play a role in the design for the ship, so I'd say we wait until we have a proper dock before we make it.


Also

Quote
Well, it'd be useful for getting an idea how much of everything we have - for example, High Command is concerned about the submarine:surface vessel ratio, and about having too many MGs.
Spreadsheet is in progress, currently at 1932/2 finished. I may ask you for some clarifications and stuff.

Edit: Turns out that's pretty difficult. I'd need batch sizes for all items. Additionally, what effect does a specialized factory line have when building the items it's specialized for, and when building other items? I'd have guessed 1.5x production and 2/3rd production respectively?

How are you coming along on that spreadsheet, if you're still doing it of course? :P

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Funk

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #368 on: September 18, 2015, 10:19:09 pm »


My votes are:

Construction:
C2
C3

Design:
D2
D1 (Since they're only half and I feel like we wouldn't be able to get away with 3 and a half projects, please correct me if I'm wrong)
D3.1
D6
D9

I'd vote for the Hawk but it's under armed, over weight and has a single unfinished weapon.
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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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3_14159

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #369 on: September 19, 2015, 04:59:52 am »

Additional Proposal:
Free Action 1: Engineering Reorganization
New Team out of one skilled engineer (from aero), three basic materials engineers (from special projects) and the three new unskilled engineers; the Materials Team.


Quote
How are you coming along on that spreadsheet, if you're still doing it of course? :P
Slowly, mostly because I need to reverse-engineer the batch numbers etc. However, even if I have errors in there, correcting them should be easy. I'm currently doing 1934/1.

Also, Pi, we've got a coastal patrol boat too. Granted, it is small and mostly made of wood.
True, but it's not a REAL SHIP :-P
It's good for coastal defense, but if we have to deal with a blockade, we've got a problem.

I'd vote for the Hawk but it's under armed, over weight and has a single unfinished weapon.
I'll grant you the unfinished weapons, but why is it underarmed and overweight?
Comparing it to the Tornado, it has a single 20mm cannon compared to six 7.62mm machine guns. Even the wartime US fighters, which - arguably - had been obsessed with machine guns, mounted something like six 12.7mm machine guns in their fighters (p.ex. the P-40). I believe the M-1 machine gun is simply too weak to be useful in air to air combat against even lightly armoured fighters - compare the armament of the P-40C which - with two 12.7mm guns and two 7.7mm guns - was considerd too lightly armed. If you are concerned about the light armament, I propose using two 20mm guns.
So, let me use this to introduce a design variant on the Hawk, which I actually prefer:
Spoiler (click to show/hide)
Sure, it won't be as fast or as manoeuvrable compared to the version without armour - but it'll hit hard, take a beating and should let the pilot survive. Plus, as the US experience in the pacific theatre has shown, the right tactics beat a flimsy, manoeuvrable plane.



My votes:
Construction:
C2, C3

Design:
D3.2.1: Hawk fighter Variant B (Two 20mm cannon, new gun)
D5: Dartfish destroyer, equipped with 5 single HiLos, 10 single 40mm cannon, 10 single 20mm cannon, space for anti-sub rockets. Also hydrophones, extra space for those, all setup for easy upgrades, using new engine
D7: Watermill Engine (personally, I suggest looking at the AEM M1932)

Free Actions:
F1: Engineering Reorganization
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #370 on: September 19, 2015, 06:32:50 am »

  As a note, there are three production lines for the MM1934 (the M1), which ran for six months before two of them where shutdown. The same sort of thing happened with the MM1927, except it started with two lines and closed one.
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Funk

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #371 on: September 19, 2015, 06:49:17 am »

It is under armed for 3000kg as a Spitfire (L.F. Mk VB) of the same weight had:
    2 × 20 mm (0.79 in) Hispano II cannon; 60 round drum
    4 × 0.303" Browning machine guns; 350 rpg
    2 × 250 lb (113 kg) or 1 × 500 lb (227 kg) bombs
Along with armour and bullet proof glass.

My fighter has 6  7.62mm machine guns so there all the nose, so no synchronisation or harmonisation should by necessary.
By haveing the guns all grouped it should beat a narrow path was all 6000 RPM cutting through armour.
If it had wing guns then shots would spread out and synchronisation would lower it's fire rate.

I do have a plan to put a pair 30mm cannons in heavy anti shipping fighter, the Cyclone fits with my theme.
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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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Death to the false emperor a warhammer40k SG

Aseaheru

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #372 on: September 19, 2015, 09:00:03 am »

So, you nerds ready to vote?
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Funk

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #373 on: September 19, 2015, 01:53:25 pm »

So, you nerds ready to vote?
Did That.
Edited to 3 votes

My votes are:

Construction:
C1
C2
C3
Design:
D1
D2
D3.1
D6

I'd vote for the Hawk but it's under armed, over weight and has a single unfinished weapon.
« Last Edit: September 19, 2015, 02:22:19 pm by Funk »
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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: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #374 on: September 19, 2015, 02:00:06 pm »

I was gonna collate everything, and was checking that there where no designs. Based on the response, Ill get to collating it all.
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