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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 104233 times)

Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #480 on: October 09, 2015, 12:42:08 pm »

They all used either the engine now used in the POAC or aircraft engines.

Nope, it cant fit in the POAC. Most of the range is from the antenna, but theres also power requirements.
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #481 on: October 09, 2015, 12:58:45 pm »

Spoiler: Splinter vest Mk 1 (click to show/hide)
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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

coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #482 on: October 09, 2015, 01:00:09 pm »

And the POAC radio is small enough to NOT take up the troop compartment. How long would it last and what would be its range if we made a radio that fit into the troop compartment as a sort of Mobile HQ? Maybe run off some of the POAC's power and batteries? It would be fairly large. And it would have an antenna protruding out the top of the POAC.
« Last Edit: October 09, 2015, 01:03:50 pm by coleslaw35 »
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #483 on: October 09, 2015, 01:02:48 pm »

Spoiler: Splinter vest Mk 1 (click to show/hide)

Quote
...explicitly told to to attempt making this in anyway bullet proof

You mean not bulletproof?
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #484 on: October 09, 2015, 01:13:14 pm »

The Design is explicitly told not to attempt making this in anyway bullet proof
You mean not bulletproof?
fixed my quote.
It's not to be bulletproof so that it's light, a heavy suit of armour is not of much use.
This is just to protect the user from fragments in the most deadly area, nothing more.
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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

coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #485 on: October 09, 2015, 01:15:23 pm »

Spoiler: Splinter vest Mk 1 (click to show/hide)

To try and get as much out of this design as we can, I would suggest the splinter vest also be designed with Modular pouches which could go anywhere along the webbing or front to allow the storage of equipment. It'd be preferable if the modular pouches could be connected together to form a cargo vest of sorts which could be worn seperstely from the Splinter Vest. I like it though, would most likely help especially our assault troops and tankers. Maybe even our pilots.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #486 on: October 09, 2015, 01:28:43 pm »

And the POAC radio is small enough to NOT take up the troop compartment. How long would it last and what would be its range if we made a radio that fit into the troop compartment as a sort of Mobile HQ? Maybe run off some of the POAC's power and batteries? It would be fairly large. And it would have an antenna protruding out the top of the POAC.

It will probably have a radio sticking out the top anyways. But in any case, while the radio is designed for the POAC, the POAC is not yet designed for the radio.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #487 on: October 09, 2015, 01:32:17 pm »

And the POAC radio is small enough to NOT take up the troop compartment. How long would it last and what would be its range if we made a radio that fit into the troop compartment as a sort of Mobile HQ? Maybe run off some of the POAC's power and batteries? It would be fairly large. And it would have an antenna protruding out the top of the POAC.

It will probably have a radio sticking out the top anyways. But in any case, while the radio is designed for the POAC, the POAC is not yet designed for the radio.

Oh alright, thn we'll need to have a design team do a redesign of the POAC. Should be simple enough as this is nothing too over the top. We'll just tell them to find an effective way to put the radio in the POAC that won't decrease its performance too harshly.
« Last Edit: October 09, 2015, 01:34:07 pm by coleslaw35 »
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #488 on: October 09, 2015, 01:39:10 pm »

Reworked my factory assignments because I misnamed something and didn't include bombs.

The Head of Defense wanted us to also think about protecting the factories. We should start putting some AA weapons in and around the complex. We can start with our 40mm AA guns, but we also need something more. Wasn't the HiLo designed with aircraft in mind?

Spoiler: Factory Assignments (click to show/hide)

« Last Edit: October 09, 2015, 02:01:59 pm by coleslaw35 »
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #489 on: October 09, 2015, 02:52:57 pm »

Yes it was.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #490 on: October 09, 2015, 03:22:56 pm »

Yes it was.

Alright cool, so let's just plant some 40mm AA guns and some HiLo's. Easy.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #491 on: October 09, 2015, 03:58:02 pm »

I'll just start throwing some things out there as the list seems fairly bare.

Now that we have Radios, would we be able to design a Radar system or would we have to acquire one first? Also, We'd probably need yet another Munitions Factory and we definitely need one or two more Large Arms factories. Everyone, feel free to come forward with more ideas. Maybe we should start talking about a rifle using an intermediate round? If we design such a thing though, we'll probably need more than just one munitions factory due to lack of lines.

Aseaheru, how many AEM1932s are produced in one general factory?



These are the suggestions so far:

Design

D1:
Spoiler: Fire Storm Interceptor (click to show/hide)

D2:
Spoiler: Splinter Vest Mk 1 (click to show/hide)

D3: Minor re-design of the POAC in order to allow for housing of the new radio. Possibly other fun stuff.
D4:
Spoiler: Radar System (click to show/hide)


Construct

C1: Place 40mm AA and HiLo guns in and around our industrial complex in the event of an airborne attack.
C2: One two-Line Munitions Factory
C3: One two-line Large Arms Factory
   C3.1: Two two-line Large Arms Factories

Acquire

A1: Acquire sea mines for development of our own.

Other

F1:

« Last Edit: October 09, 2015, 04:21:00 pm by coleslaw35 »
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #492 on: October 09, 2015, 04:05:43 pm »

 You can develop your own radar, but it may not work. Generic factories can make 10 EAM1932 a turn.

 Also, C1 is probably going to turn into "construct defenses around the factory complex containing 40mm cannon and HiLos".

Oh, and as D3 stands now, thats a small project.  Which means if you only shove one team on it, and let them have the whole turn, they will probably make you a command vehicle, along with other fun variants.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #493 on: October 09, 2015, 04:10:01 pm »

You can develop your own radar, but it may not work.

Hm. Well alright then. I suppose it's worth a try considering our Electronics team won't be doing anything else unless we get something suggested for them. I'll add it to the list.


Quote
Generic factories can make 10 EAM1932 a turn.


Oh ok, that's plenty then.

Quote
Also, C1 is probably going to turn into "construct defenses around the factory complex containing 40mm cannon and HiLos".

Alright, I'll go ahead and change it.

Quote
Oh, and as D3 stands now, thats a small project.  *in transparent text* Which means if you only shove one team on it, and let them have the whole turn, they will probably make you a command vehicle, along with other fun variants.

OoooOoooh. Fun.
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3_14159

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #494 on: October 09, 2015, 04:12:57 pm »

The AEM1932. I actually did forget this was what we were using, lol. Haven't we been making ships all this time? Are we just manufacturing floating weapons platforms? Yikes. Could be a bigger mess-up than we think.
Nope, they're using other engines. At least, as far as I know.

Pi asked me a question via PM, but as it is rather important to the game I am going to post sections of it here.

 Namely, the part on production capabilities of the M-1/MM1934.

Quote from: On production numbers of the M-1/MM1934
...200 for a standard generic factory, 300 for a small arms line, and 100 for a totally different factory. So specialized factories have a bonus of 50% and non-related ones of -50%
And, as a preview on what I'm doing, here's the automated summary for 1933.5:
Code: [Select]
==========================================================
TURN 2: 1933.5
Industry assignments:
Large Workshop
Large Workshop 0 (small-arms): RM1891 (200 per round)
Large Workshop 1 (small-arms): 7.62x54mm rounds (1 per round)
Large Factory 1
Large Factory 1 0 (None): retool
Large Factory 1 1 (None): retool
Large Factory 1 2 (None): retool
Large Factory 2
Large Factory 2 0 (None): retool
Large Factory 2 1 (None): retool
Large Factory 2 2 (None): retool
Medium Vehicle Factory
Medium Vehicle Factory 0 (vehicle): retool

Industry production:
7.62x54mm rounds: 1.5
RM1891: 300.0

Stocks:
RM1891: 2000
RM1891: 2000
7.62x54mm rounds: 1.5
SM1895: 550
Karp-class submarine: 1
MM1911: 50
T-18 light tank: 6
T-18 gun: 0
T-18 engine: 0
Ofery-class destroyer: 1
CDV M1933: 1
SDE M1933: 4
Ray Class HSCS: 1
It's going to be slow to write everything up, and the code is a mess, but it works.

Yes it was.

Alright cool, so let's just plant some 40mm AA guns and some HiLo's. Easy.
Agreed.

Also, let me think about proposals. What do we have, what do we need?
Generally speaking, we have four teams available. One naval, one aero, one gun engineering and one electronics team. This suggests we pick a naval design, fix the plane (or construct another one), possibly build a gun, and do something with electronics.

Dammit, coleslaw, you were faster! I've used my own proposals to add to yours.

D4: Search radar Mk. 1
Our first radar. Uses a rotating antenna (5rpm) to fix both sea and air targets. The range goal is about 50-150km for planes (dependant on altitude and size) and about 40kms for surface targets. Since it's a search radar, accuracy is not that important, with a goal of about 100 meters. Keeping the weight under two tons should be doable.

D3.2: POAC redesign
The POAC system is fairly easy to modify. So, let's do that. First priority is to updrade the POAC to Mk. 2 standards. This mostly means including the radio. If possible, make the armour changeable.
Afterwards, concentrate on the following variants (in order of priority):
- Command: POAC-LC, include space for bigger radio.
- Mortar Carrier: POAC-LM, include ammo rack and mortar (EAM 1932) mount
- Logistics: POAC-LL. Exclude everything but cargo space (well, keep the engine, driver etc...) and remove as much of the armour as possible.
- Anti-Tank: POAC-LA. Mount a HiLo cannon in a fixed configuration.

If anyone has other ideas, feel free to include them.

Also, Aseaheru: Why did the plane include only 60 shots for the cannons? Is there another reason but low rolls?

Construction C4: C/C facilities
Construct, on or near the peaks of our islands, radio/radar stations. Include anti-air defenses (20mm, 40mm, 105mm) and some defensive bunkers.

You're all too faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaast!

Designs
D1 Fire storm interceptor
D2 Splinter Vest
D3.1 Minor redesign of the POAC
D3.2 Minor redesign and variants of the POAC
D4 RADAR system

Construct

C1: Place 40mm AA and HiLo guns in and around our industrial complex in the event of an airborne attack.
C2: One two-Line Munitions Factory
C3: One two-line Large Arms Factory
   C3.1: Two two-line Large Arms Factories
C4: Radar stations

Acquire

A1: Acquire sea mines for development of our own.

Other

F1: Coleslaw's factory plan
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