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Dead or not dead?

Dead
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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 104207 times)

Ukrainian Ranger

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Re: Department of Armaments-Weapon Design Game
« Reply #45 on: June 11, 2015, 09:25:25 am »

What about designing wooden coast defence  vessels?
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #46 on: June 11, 2015, 09:36:10 am »

Reading back what I already said, Im just going to clarify.

For production lines, you just say what you want them to make and they will spend a turn tooling themselves, taking a ton of steel as they do so. You can spend a build action to speed the process, which takes workers and more material, but it will be done automatically normally.
« Last Edit: June 11, 2015, 11:37:40 am by Aseaheru »
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TheLordofHouseRiley

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Re: Department of Armaments-Weapon Design Game
« Reply #47 on: June 11, 2015, 11:23:08 am »

Build
Proposal 1: Tool the new small arms factory lines one of them tooled to produce the RM1891 while the other belt produces 7.62x54mm ammunition. So that we can have one factory supplying our army with a reliable weapon and the ammunition for said weapon. At least until we increase our industrial capacity I believe rather then diversifying our weapons portfolio we should focus on stockpiling weapons we already have.
Proposal 2: Build another factory/workshop building with the intention of producing and repairing motor vehicles and armor. At this point we have to motorize are military to allow for a rapid response to threats as well as easing the logistical burden as a truck can do the work of many horses and men in the field of logistics.
Proposal 3: Build a pier for the purpose of tending sea planes. I see this as being a more practical option then an airfield. Since we are a island nation seaplanes would be a cheaper and more economical option then land based planes at least for patrol aircraft and naval bombers.
Buy
Proposal 1:Secure a sales contract with one of the minor Fascist or Capitalist powers for the sale of steel. Despite us being communist this would show a willingness too negotiate and in general improve other nations with the exception of the soviet unions perception of us. Suggested nations would be (Portugal, Argentina, Mexico, Finland, South Africa, and Ireland) these nations are all in a place where they need to better there own circumstances and securing an export contract of any kind would help all of these nations balance there budget making them more inclined to work with us.
Proposal 2: Secure the purchase of Canadian Vickers Vancouver sea planes. While these planes are horribly out dated at this point it would enable us to expand our air core as well as gain experience in the operation and maintenance of sea planes making it easier for us to design and produce our own at a later date.
Design
(NA)

In regards too the new boiler I would suggest more power and even cheaper. Since our nation is fairly resources starved and lacks much in the way of an economy to support expensive production the biggest bang for our buck would be a powerful and easily produced engine thus my suggestion. I frankly don't have a preference for the mortar but slower rate of fire sounds good to me
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #48 on: June 11, 2015, 01:28:16 pm »

Sea planes are risky, even at the best of times there at the mercy of the weather.
Come war time and there at even more risk from attack.
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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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TheLordofHouseRiley

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Re: Department of Armaments-Weapon Design Game
« Reply #49 on: June 12, 2015, 09:21:26 am »

Thats true but thats also one of the reasons they'll be practical for us at least  in the short term. Due to the short comings you mentioned funk is leading many nations around this time to phase out there float planes in favor of carrier based aircraft or longer range land based aircraft meaning a high availability of float planes for cheap.
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #50 on: June 12, 2015, 05:35:17 pm »

Well lets buy some and use them to boot start our own designs later.
Specking them should we build mobile AA gun useing our 40mm gun?
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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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StrawBarrel

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Re: Department of Armaments-Weapon Design Game
« Reply #51 on: June 12, 2015, 07:51:48 pm »

Perk Choices:
Mortar: Slow Fire
prototype boiler/turbine systems for ships: Power + Never Breaks
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #52 on: June 12, 2015, 08:16:59 pm »

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

Asaheru how much is one unit of power? I mean, in real-life terms, how many Watts?

We don't want to fit V6s into motorcycles.

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #53 on: June 12, 2015, 09:19:01 pm »

 A point of power rating is about 3750 HP.
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stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #54 on: June 12, 2015, 09:20:59 pm »

Remember this is a ship's boiler, if we can fit this into a motorcycle we have better start build FTL drives.
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #55 on: June 12, 2015, 09:43:02 pm »

Remember this is a ship's boiler, if we can fit this into a motorcycle we have better start build FTL drives.
I know, just a metaphor :D

Anyway if 1 power is 3750HP there is a good case to actually push for a cheaper engine, even we know that it will be more expensive for large scale operations. We are not building anything more than 10kHP for a while anyway.

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #56 on: June 12, 2015, 10:11:25 pm »

 What, no destroyers, frigates, or the like?  :P
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Happerry

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Re: Department of Armaments-Weapon Design Game
« Reply #57 on: June 12, 2015, 10:52:16 pm »

What, no destroyers, frigates, or the like?  :P
They're on my 'for the future' list at least, even if others aren't planning on them...
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #58 on: June 13, 2015, 12:29:03 pm »

What, no destroyers, frigates, or the like?  :P
They're on my 'for the future' list at least, even if others aren't planning on them...
Not today. Today's engine is a PT-boat engine. If we need a larger boat, we should have designed on something in a larger scale instead of installing tens of engines in one hull...

Speaking of that I'm entirely opposed to any kind of naval ambition. We are the unsinkable battle carrier.

TheLordofHouseRiley

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Re: Department of Armaments-Weapon Design Game
« Reply #59 on: June 13, 2015, 02:18:30 pm »

We may be a unsinkable aircraft carrier but we lack the prerequisite logistics for the production of modern aero planes or the facilities to support them and we won't have those facilities for a considerable amount of time. While we can role out primitive sea planes or purchase primitive sea planes for cheap from nations that are phasing them out.While they won't be effective in an air superiority role we could utilize them effectively as light bombers and reconnaissance craft. The clearest bonus I see too building a naval air arm. It'll get us immediate aviation experience for pilots that will one day fly land based fighter and bomber craft. It will also allow us to construct an air command arm and integrate them into the rest of our command structure.
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