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Poll

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 104366 times)

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #90 on: June 23, 2015, 03:40:36 pm »

 Poll closed, writing up turn now.

 God save my soul.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #91 on: June 23, 2015, 04:16:20 pm »

Ah, something noted. D3 is an engine, yet was peopled by naval dudes. Sorry for not noting this earlier, but it shouldn't break toobadly.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game
« Reply #92 on: June 23, 2015, 04:23:18 pm »

Wow, I didn't notice that. Nice catch Aseaheru.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #93 on: June 23, 2015, 05:38:53 pm »

 First Half of 1933

 After everyone finishes shaking off the effects of the hangover of 1932, work begins. At the January session of the council the three aquire proposials are brought forward, and all are aproved. By the time that summer is drawing to a close all three proposials are finished.
 The first proposial, to aquire plans or physical scrapper trucks, goes on quickly. A batch of eleven are quickly bought, and are assigned to the airfield crew, while plans are aquired latter on and are given to a factory in the capital. (Actions requiring scrapper trucks have no negitive)
 Meanwile, negotiations with a number of nations go forward to obtain a steady stream of steel and aluninum, which eventually winds up with gaurenteed supplies of 490 tons of steel and 300 of aluninum being avalible to the department anually. The first shipment will be next half.
 After a rather eloquint presistation by an aeronautical engineer as to why contracting with another nation to buy aircraft is better than duplicating their suscesses, a contract is made with the Canadian Vickers company to purchise a trio of Vancover seaplanes, outfitted with mounts for a trio of lewis guns and the ability to hold up to 1000lb of bombs (450 KG). Licences to construct more are also aquired.

Spoiler: CRS M1929 (click to show/hide)


 Meanwhile, at the dockside, work begins on a new submarine, the so-called Ray class High-Speed Coastal Submarine. Work on this goes well, with everything to specification, and the engineers who designed this bearly 200 ton creature state that they think they can make it slightly better.
Spoiler: Ray Class HSCS (click to show/hide)

 Nearby a team sets to work creating a cheap, reliable, and effective coastal patrol vessel armed with a pair of torpedo tubes, a 40mm AA gun and a single MM1911, made out of local woods where possible. Work on this goes amazingly well, and the prototype is made in record time. The navy loves it, although they do say it could use a slightly better engine. In apperince, it is similar to the SC-1 class submarine chasers used by the American navy.
Spoiler: CDV M1933 (click to show/hide)

Costs: 8ton steel, 2ton AL

 In the workshops, however, work goes into producing a new unified engine system, capeible of being mounted into nearly anything, and even able to be made larger or smaller at whim. The SDE M1933, as its designation is listed, is a rather small diesel engine that can be tied into others with no ill effects. The power output of a single engine, however, is rather lacking, which is a pity. Still, the engineers think they can make it far better.
Spoiler: SDE M1933 (click to show/hide)
Spoiler: Traits(pick two) (click to show/hide)

 Meanwhile, in the land of building things, work starts on a new airfeld capible of dealing with jsut about any mess. Despite the lack of heavy equipment, work goes on well enough, at least until eleven scraper trucks arrive. When they do, the workers pushed it into overdrive. The airfield, now with a trio of runways, is large enough for just about any arcraft, with a length of atleast 6000ft, and nearly a hundred feet wide. They also constructed a number of hangars, taxi ways, and support systems, including a pair of air trafic control towers, fuel farms, and even have a number of sites selected for anti-aircraft gun instilations assoon as we have the guns for them. Its proximity to the capital has allready made it a prime locale for aircraft coming in or out, and there is word that one of the transportation communes is looking into starting a trans-alantic air service using it.


 In other parts of the island chain, work begins on a large factory complex of three buildings, two to contain a trio of production lines each and the reamining one to contain but a single vehicular production line. While work on the vehicular factory goes fairly slow, the two armament works are completed in record time, allowing two lines in each to be tooled before summer is over. Staff has been hired, and nearly everything is primed.

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)
Spoiler: Costs this section (click to show/hide)

Map is updated.
« Last Edit: June 23, 2015, 05:42:18 pm by Aseaheru »
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TheLordofHouseRiley

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Re: Department of Armaments-Weapon Design Game
« Reply #94 on: June 23, 2015, 07:19:07 pm »

Awesome this game finally continues i should have my proposals and what not for this turn up by tomorrow.
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #95 on: June 24, 2015, 12:14:50 am »

Spoiler: Tornado interceptor (click to show/hide)
« Last Edit: June 24, 2015, 12:21:22 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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stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #96 on: June 24, 2015, 12:35:01 am »

definitely not a slightly heavier QF 25-pounder sir, nope.
Spoiler: strel'ba MK-1 (click to show/hide)

Remember children don't stay up past 10 and post!
« Last Edit: June 24, 2015, 09:56:53 am by stabbymcstabstab »
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #97 on: June 24, 2015, 12:58:06 am »

If its a breech loader why does it have Magazine capacity?
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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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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #98 on: June 24, 2015, 04:17:55 am »

If its a breech loader why does it have Magazine capacity?
Is it mutually exclusive?

It depends on whether the gun is designed to be a self-contained unit, or as part of a larger installation.

Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #99 on: June 24, 2015, 04:53:56 am »

The automatic shortgun chamber in 9x19mm Parabellum
You mean to put sub machine gun right?
9mm shotshell are basicy only good for rodents and snakes.
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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

stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #100 on: June 24, 2015, 09:54:08 am »

yep, this is what happens when you type stuff at midnight, the magazine capacity is me being lazy with format and copy pasting the mortar.
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Long Live Arst- United Forenia!
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #101 on: June 24, 2015, 10:04:39 am »

definitely not a slightly heavier QF 25-pounder sir, nope.
Spoiler: strel'ba MK-1 (click to show/hide)
Do we need another field gun so badly after our 60mm (even I know its more of an infantry support gun)?

Spoiler: 105mm/50 HiLo Gun (click to show/hide)

stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #102 on: June 24, 2015, 11:57:42 pm »

We do need the T-1 It'll fill the anti-tank gun need we have and fill out a few more roles, currently we don't have squat in antitank capacities we have what? Our own tanks, a small mortar, and ship guns. Not to mention it'll be easier to mass produce.
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #103 on: June 25, 2015, 12:33:55 am »

We do need the T-1 It'll fill the anti-tank gun need we have and fill out a few more roles, currently we don't have squat in antitank capacities we have what? Our own tanks, a small mortar, and ship guns. Not to mention it'll be easier to mass produce.
Our "mortar" is a 33-caliber length gun, and is accurate enough at 4000m. Its more of a small howitzer than a mortar (with a godly fire rate). If we need extra AT capabilities, its not going to be satisfied by a 75mm Howitzer anyway.

My (basically naval) Gun can fit into AA, Anti-Ship and Anti-tank roles seamlessly.
« Last Edit: June 25, 2015, 12:39:25 am by evilcherry »
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stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #104 on: June 25, 2015, 02:45:12 am »

I wasn't arguing against your gun fight a incrible important role but a medium mortar isn't going to be that usefully againist tanks since unlike mine you can put a AP round into it and fire for effect, yours could but you can't move yours with out dedicated crews and vehicles, any small group of men or a truck can move mine.

Besides what roles do we have for fire support?

we have the AEM for a crew portable anti infantry weapons
The T-1 for light artillery support and anti-tank capabilities
and HiLo for Heavy Artillery and for fucking up anything that gets too close to the islands. With these three weapons we fill all the roles we need for now.
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