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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 104152 times)

stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #30 on: June 10, 2015, 12:19:50 pm »

Just get the turn out, speed man, speed.
We can all ways read back to see what we missed.
+1
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TheLordofHouseRiley

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Re: Department of Armaments-Weapon Design Game
« Reply #31 on: June 10, 2015, 05:33:14 pm »

Frankly the idea of a game such as this excites me so much that i just had to make an account to get in on this and i sincerely hope this thread doesn't die.
Now as far as making this game function and run better (I've had prior experience with other internet based forum games so i think I'm as qualified as anyone else too make recommendations but take everything i say with a grain of salt.) Firstly I don't believe that this forum is the right place for a role-play like this frankly I think this type of role-play along with any government role-play deserve there own forum. Albeit that would require a greater deal of work on your half but not only do i believe that would bring in a greater deal of players actually committed to the game if advertised properly over various forums. But you could also delegate quite a bit of work to moderators. Secondly i believe a rigid schedule is a must not only would it maintain a reliable player base as players would know when to expect your activity but it would also provide incentive to participate more actively so they don't miss deadlines. At least thats my take on it again I pray this game doesn't die because i can see this being very entertaining for me.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #32 on: June 10, 2015, 07:40:52 pm »

 Allrighty then, turn inbound shortly.

By which I mean it will be up in less than a day.
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Happerry

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Re: Department of Armaments-Weapon Design Game
« Reply #33 on: June 10, 2015, 09:21:46 pm »

Allrighty then, turn inbound shortly.

By which I mean it will be up in less than a day.
Yay! For once I find a weapon design game that isn't dead!
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #34 on: June 10, 2015, 10:00:30 pm »

Fall/winter 1932
Spoiler: votes (click to show/hide)
Work starts slowly on the quartet of projects as everyone works to get aquanted and adjust to their new work. However, as 1933 dawns everything is completed, everyone knows eachother(including the new people sent to join them), and everyone is ready for the next set of tasks.

Project One: Develop smaller Boiler and Turbine for 250-500 ton ships based on Vulkan/AEG designs.
 Work on this project has progressed rather well. the quartet of engineers and their pair of minions develop a cheap, powerful system that only weighs 2.5 tons while producing the power of the systems currently used by the naval arm.

 To sum it up, Its light, its powerful, and its cheap. (power rating of two, costs 4t steel, 3t aluminum, weight of 2.5 ton total)
9tons of steel, 9tons aluminum used during development.
Spoiler: Choose Two: (click to show/hide)
Project Two: Develop anti aircraft gun based on the 40mm AA cannon on the Orfey class destroyer, for now it will be a stationary platform.
Work on developing our own version of the 40mm cannons used on the Ofery class destroyer goes slower than some may expect, the engineers unused to developing an autocannon. However, the final result is a useful, if somewhat generic, 40mm autocannon firing a pair of rounds a second. The engineers have, however, stated that it should be a rather simple thing to devise a mount for one, atleast for a naval variant. Afterall, they already have a mount to copy for a naval version.

Project Three: Electro Automatic Mortar 1932
Spoiler: stats (click to show/hide)
Developing the mortar system for the army went rather well, atleast at first. Developing shells for the system was, at the least, simple enough. The weapon itself, on the otherhand, was  full of setbacks. However, by the end of the year most of these have been worked out. The military in general is impressed with it, despite its problems, and has asked how soon can a factory be built that can produce them and their munitions.
Spoiler: Choose One (click to show/hide)

Project Alpha: Construction of a small arms factory with a single production line
 Work on this project went off without a hitch, and everyone who looks at the large stone and iron factory with its twin production lines (Just waiting for tooling) must say that the workers did well. Staff has allready been hired, but it will take some materials and time to tool the lines to produce smallarms still.

Hiring/upgrades
A large number of staff that had been promised have arrived, and some that have been working now feel that they can do things better
(I lost the numbers)
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)

Also Happerry, welcome! And now, Sleep!
« Last Edit: June 11, 2015, 05:12:03 am by Aseaheru »
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Happerry

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Re: Department of Armaments-Weapon Design Game
« Reply #35 on: June 10, 2015, 11:03:11 pm »

Right! Time to make some Proposals!

Proposal 1 : Given the current lack of roads and other such infrastructure on our island, I propose we develop a Scraper Truck for the construction of roads.

Proposal 2 : Given the current lack of Airfields upon our fine island, I propose we built a Small Airfield, so we may at least have the ability to experiment with airplane prototypes.

Proposal 3 : Given the current request from the army for smallarms and machine guns, and our just completed smallarms factory, I propose we build the requested 500 machine guns, 10,000 rifles, and 5,000 sidearms, or at least as much of them as resources and workers will allow to be produced this year.

Edit : Oh right, I should vote for modifiers too.

Like stabbymcstabstab I'll vote for Never Breaks for the boiler and Slow firing for the Mortar. 50-60 rounds per minute should be just fine. That's one round a second at top speed after all!

EditEdit: Ph, right, the Boiler gets two perks. I'll vote for Even Lighter as the second one, because that gives a superior Power to Weight ratio over More Power. (With Even Lighter it is a power rating of 2 for 1.5 tons, while More Power has a rating of 3 for 2.5 tons. As such, to get a power rating of six with Even Lighter, we'd need three Boilers adding up to 4.5 tons, where the More Power version would have two Boilers with a total Weight of 5 Tons. And the more Boilers needed the more advantageous Even Lighter becomes.)
« Last Edit: June 11, 2015, 01:18:24 am by Happerry »
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stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #36 on: June 10, 2015, 11:08:33 pm »

Right! Time to make some Proposals!

Proposal 1 : Given the current lack of roads and other such infunstructure on our island, I propose we develop a Scraper Truck for the construction of roads.

Proposal 2 : Given the current lack of Airfields upon our fine island, I propose we built a Small Airfield, so we may at least have the ability to experiment with airplane prototypes.

Proposal 3 : Given the current request from the army for smallarms and machine guns, and our just completed smallarms factory, I propose we build the requested 500 machine guns, 10,000 rifles, and 5,000 sidearms, or at least as much of them as resources and workers will allow to be produced this year.
+1

I also support Never Breaks for the boiler and Slow firing for the mortar since they should be mass firing anyway so it doesn't really matter if it takes a minute instead of half a minute to fire.
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10ebbor10

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Re: Department of Armaments-Weapon Design Game
« Reply #37 on: June 11, 2015, 01:10:59 am »

We get to choose 2 things for the boiler. I suggest more Power and Never Breaks. I support slow firing for the mortar

Build




Buy

1. AEM 1932 production line
2. Dedicated slipway
3. Stable supply of Steel and aluminum

Design

Proposal 2 :

Ray-class High Speed Coastal submarine

Displacement: 210 ton surfaced
              250 ton submerged
Length    : 42 m
Beam      : 3.3 m
Draft     :  3.1 m
Propulsion: Diesel-Electric
            300 hp Diesel
            1800 hp electric
            single shaft
Speed     : 13 knots surfaced
            20 knots submerged
Range     : 1250 nmi
Complement: 11
Armament  :
      - 3 torpedo tubes

Proposal 3 :

Interim Coastal Patrol Boat

A not all that strong or reliable boat, constructed out of the cheapest materials. Fitted with a machine gun, and optionally torpedos.


Spoiler: Current Proposals (click to show/hide)
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Happerry

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Re: Department of Armaments-Weapon Design Game
« Reply #38 on: June 11, 2015, 01:20:38 am »

Never mind, I totally misread what I was responding to.
« Last Edit: June 11, 2015, 01:48:37 am by Happerry »
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #39 on: June 11, 2015, 04:19:18 am »

Right! Time to make some Proposals!

Proposal 1 : Given the current lack of roads and other such infrastructure on our island, I propose we develop a Scraper Truck for the construction of roads.
?!. Given this is a crucial but low-tech equipment, we better just import a small number (e.g. 30) of them and reverse engineer it. Perhaps we can also buy the licence to build the actual truck itself.

Quote
Proposal 2 : Given the current lack of Airfields upon our fine island, I propose we built a Small Airfield, so we may at least have the ability to experiment with airplane prototypes.

Proposal 3 : Given the current request from the army for smallarms and machine guns, and our just completed smallarms factory, I propose we build the requested 500 machine guns, 10,000 rifles, and 5,000 sidearms, or at least as much of them as resources and workers will allow to be produced this year.

+1 to both.

Quote
Edit : Oh right, I should vote for modifiers too.

Like stabbymcstabstab I'll vote for Never Breaks for the boiler and Slow firing for the Mortar. 50-60 rounds per minute should be just fine. That's one round a second at top speed after all!

EditEdit: Ph, right, the Boiler gets two perks. I'll vote for Even Lighter as the second one, because that gives a superior Power to Weight ratio over More Power. (With Even Lighter it is a power rating of 2 for 1.5 tons, while More Power has a rating of 3 for 2.5 tons. As such, to get a power rating of six with Even Lighter, we'd need three Boilers adding up to 4.5 tons, where the More Power version would have two Boilers with a total Weight of 5 Tons. And the more Boilers needed the more advantageous Even Lighter becomes.)
Concur for Never Breaks and Slow Firing.
Even Cheaper for the other boiler perk.


Also, before developing anything silly, we need to expand our industrial capacity. One Grenade Launcher per year is just horrendous.

10ebbor10

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Re: Department of Armaments-Weapon Design Game
« Reply #40 on: June 11, 2015, 04:29:26 am »

Even cheaper is not a good choice for the perk. More power does everything even cheaper does, but better.

Even cheaper engine :

3t steel for 2 power : 1.5 steel per unit of power
2t aluminum for 2 power : 1 unit of aluminum per unit of power
Weight 2.5 : 1.25 weight : power

More power :

4t steel for 3 power : 1.3 steel per unit of power
3 t aluminum for 3 power: 1 unit of aluminum per unit of power
Weight 2.5  ; 0.83 weight power
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #41 on: June 11, 2015, 05:20:43 am »

 Right, time to clear up self-imposed messes.

Proposal 3 : Given the current request from the army for smallarms and machine guns, and our just completed smallarms factory, I propose we build the requested 500 machine guns, 10,000 rifles, and 5,000 sidearms, or at least as much of them as resources and workers will allow to be produced this year.
The way production lines is that you spend a turn with it tooling for a certain item, say a rifle, than it cranks them out quickly. You can speed up the process by throwing more materials and people at the problem, so it can make some things during that turn. This is done automatically, without a buy order. Buying a production line for something means either that you hired a foreign company to build one on the island or you had them build one overseas.

Also, before developing anything silly, we need to expand our industrial capacity. One Grenade Launcher per year is just horrendous.

The single mortar that was made, during the second half of the year, was a hand-made prototype, thats why production was so low. The reason why there was only one of them instead of the two that other things got was because the project was a failure according to the roll.
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10ebbor10

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Re: Department of Armaments-Weapon Design Game
« Reply #42 on: June 11, 2015, 05:38:13 am »

Okay then :

Build

  - Tool our two small arms production lines to the only small arm design we have available
  - Build two factories, each with 3 production lines
            - Factory A shall have 1 production line machine guns, 2 lines Mosin Nagants
            - Factory B shall have 2 production lines AEM's, and 1 line AA
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #43 on: June 11, 2015, 05:39:47 am »

Perks
Boiler
Never Breaks and Even Cheaper

Mortar
Slow Firing.
« Last Edit: June 11, 2015, 07:55:00 am 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.

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10ebbor10

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Re: Department of Armaments-Weapon Design Game
« Reply #44 on: June 11, 2015, 06:41:35 am »

But, as I said, even cheaper is pointless. You get more power/resource by increasing the power than by decreasing the cost. Adding to that more power also means that you get more power/weight.

Seeing as our destroyer uses 4 boilers anyway (and we're unlikely to use steam for smaller ships), there's literally no reason to choose cheaper.
« Last Edit: June 11, 2015, 06:43:26 am by 10ebbor10 »
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