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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 104296 times)

Aseaheru

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #675 on: November 06, 2015, 01:21:50 pm »

A new radio may use less electronics, and production can be boosted in various interesting ways.
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tryrar

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #676 on: November 06, 2015, 01:45:21 pm »

By the way, how many subs do we actually have? Just so I know if the merlin is needed right now or if we can hold off for a turn
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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.

3_14159

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #677 on: November 06, 2015, 01:49:25 pm »

A new radio may use less electronics, and production can be boosted in various interesting ways.
Hm. I guess that means a design project for more efficient factories? If only I knew anything about 1930s/40s electronic production...

By the way, how many subs do we actually have? Just so I know if the merlin is needed right now or if we can hold off for a turn
One Karp Submarine (long-obsolete). One Ray-class submarine and one Skate class variant of that.
That's it.
I'd like several more, but I'd also like more Bychok destroyers. This suggests that we develop the Merlin this turn and produce another Bychok, then produce a few Merlins (and factory-produce corvettes) afterwards.

So,
C.4 Build more Bychoks.

Spoiler: Proposals (click to show/hide)
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tryrar

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #678 on: November 06, 2015, 01:58:54 pm »

I'd more go along the lines of:

C4.1:Build drydock and support facilities big enough to build a Bychok, then produce one more Bychok.
« Last Edit: November 06, 2015, 05:09:58 pm by tryrar »
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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: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #679 on: November 06, 2015, 03:03:10 pm »

Should we try to build the wind tunnel as part of the new Luxury Design Studio?
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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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tryrar

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #680 on: November 06, 2015, 03:04:45 pm »

Should we try to build the wind tunnel as part of the new Luxury Design Studio?

I'd merge them both into an all up engineering complex with a wind tunnel, a water tank for testing scale models of ships, and other neat equipment for aiding design actions,m as well as room for expansion.

So, that would be:
C.5:Full engineering complex with large design spaces, a full wind tunnel, a water tank for testing ship models, and other equipment for aiding design work, as well as rook for future expansion.
« Last Edit: November 06, 2015, 03:08:49 pm by tryrar »
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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.

Aseaheru

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #681 on: November 06, 2015, 03:48:15 pm »

I'd more go along the lines of:

C4.1:Construct larger naval complex with drydock big enough to build more Bychoks, meanwhile build one more Bychok

What, another one?  :P
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3_14159

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #682 on: November 06, 2015, 04:12:53 pm »

I'd more go along the lines of:

C4.1:Construct larger naval complex with drydock big enough to build more Bychoks, meanwhile build one more Bychok
That has the risk of taking several turns. As a reminder, building the 1000t naval factory/drydock took two turns; this one's three times the size and the Bychok isn't set up for factory production. On the other hand, we do have more experience.

So, that would be:
C.5:Full engineering complex with large design spaces, a full wind tunnel, a water tank for testing ship models, and other equipment for aiding design work, as well as rook for future expansion.
I like it.
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tryrar

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #683 on: November 06, 2015, 05:08:12 pm »

We could simply make it a drydock big enough to build a Bychok, and then use that to build one if there's time.

In fact, I'll edit it to that effect.
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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.

Aseaheru

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #684 on: November 06, 2015, 05:14:34 pm »

 As a reminder, building most ships is a design action and you guys currently have two drydocks you can use to build a Bychok class vessel.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #685 on: November 06, 2015, 05:22:06 pm »

Quote from: Aseaheru
So, I plan on writing a short story of sorts set in Plokhoy Ostrov, would any of you lot be interested in reading it?

Forgot to say this earlier, but yeah, I for one would read it.

Aside from that, I've been a tad quiet, but that's because I don't have much to contribute to designs and stuff. I may make myself useful by doing the Ammunition Factory Assignments though. I think Pi posted what we were missing in that department.

EDIT: Pi basically already stated what needed to be assigned, it's just a matter of sticking them into lines. :P

Quote from: Pi
ammo for the HiLo, the EAM M1932 mortar, the .45 ACP and the 40mm AAA gun.
« Last Edit: November 06, 2015, 05:30:57 pm by coleslaw35 »
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tryrar

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #686 on: November 06, 2015, 05:26:01 pm »

As a reminder, building most ships is a design action and you guys currently have two drydocks you can use to build a Bychok class vessel.

Right. So this wouldn't do anything then? Is there any way to get destroyers built without having to dedicate a labor team to it every turn?
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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.

coleslaw35

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #687 on: November 06, 2015, 05:26:59 pm »

As a reminder, building most ships is a design action and you guys currently have two drydocks you can use to build a Bychok class vessel.

Right. So this wouldn't do anything then? Is there any way to get destroyers built without having to dedicate a labor team to it every turn?

I'm sure we can come up with a way to make it work, after all this IS a freeform game as Aseaheru said, but we'd have to think on it.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #688 on: November 06, 2015, 05:30:13 pm »

Right. So this wouldn't do anything then?
It would let you build more large ships at once.
Quote
Is there any way to get destroyers built without having to dedicate a labor team to it every turn?
At the current point in time? No. Eventually? Yes.
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tryrar

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Re: Department of Armaments-Weapon Design Game-First Half 1937
« Reply #689 on: November 06, 2015, 05:35:20 pm »

Right. So this wouldn't do anything then?
It would let you build more large ships at once.
Quote
Is there any way to get destroyers built without having to dedicate a labor team to it every turn?
At the current point in time? No. Eventually? Yes.

Ok, I'll stand by it then.
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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.
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