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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 104371 times)

evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #105 on: June 25, 2015, 04:07:39 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.
Tell me that a 60mm gun, at 33 barrel lengths, can't fit anything good enough for a 75mm (and shorter) Howitzer.
If the problem is AT, please note unless you have HEATs howitzers aren't the best delivery solution.

In fact I would push for an upgrade/revision of our 60mm as a general purpose Field Gun.

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #106 on: June 25, 2015, 05:22:15 am »

 Right, the vote thing is a tad borked. Tell you what, I will give you until noon EST on the 25th to mull over your votes, whereupon I will use whatever you say first, compiled whenever the idea-spitball stage is over.

 Oh, and some notes on proposed designs.

 First off, the IA M1933"Tornado". The only design for a machine gun that is currently kicking about the island is the Lewis, which may prove to have some issues with feeding ammunition in belts rather than drums. Just a consideration, it may prove a debuff in design for this.

 Secondly, the "Shooting" Mk1. I really hope you are talking about a 9mm sub-machine gun here, and not a shotgun or something. I also really, really hope its not a 30lber french naval cannon dating from about the mid 1800s. Also, with a set of new munitions you frankly have two choices: design your own ammo, get someone elses ammo, or use what you got. This was waved on the 40mm gun because it is just a homegrown version of one you already have, along with ammo for it, and on the AEM because of my forgetting that and deciding it was just developed alongside the gun, what with the eggheads working on it. (I think I assigned the right egghead to it anyways...)

 I was going to mention something about there being a (slight) chance of better success with copying existing designs, depending on age, spy activity, and how common whatever it is is, but then I saw that the engine you are copying gets made the year after.
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10ebbor10

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Re: Department of Armaments-Weapon Design Game
« Reply #107 on: June 25, 2015, 06:03:22 am »

The poll only allows 1 choice per person. Kind of problematic.
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stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #108 on: June 25, 2015, 10:03:36 am »

It's a Sub machine gun, besides the reason I picked the 9x19mm was because its cheap so we could import a shipment of rounds before reverse engineering our own.
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #109 on: June 25, 2015, 11:45:54 am »


 First off, the IA M1933"Tornado". The only design for a machine gun that is currently kicking about the island is the Lewis, which may prove to have some issues with feeding ammunition in belts rather than drums. Just a consideration, it may prove a debuff in design for this
We have 6 guns so we should be all right, even if we get feeding problems some of the guns will still work.

I was going to mention something about there being a (slight) chance of better success with copying existing designs, depending on age, spy activity, and how common whatever it is is, but then I saw that the engine you are copying gets made the year after.
Based on, mine bigger and has supercharger (borrowed from an early Jumo 210)

It's a Sub machine gun, besides the reason I picked the 9x19mm was because its cheap so we could import a shipment of rounds before reverse engineering our own.

Can't we use a more interesting round instead of 9x19mm Parabellum
Lets use the longer 9×25mm Mauser Export and join the Hungarians in resenting the 9x19mm oppression.
Or what about .38 Super? it's more powerfull round, a newer design and petty close dimensionally to 9mm Parabellum.
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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 #110 on: June 25, 2015, 12:16:05 pm »


 First off, the IA M1933"Tornado". The only design for a machine gun that is currently kicking about the island is the Lewis, which may prove to have some issues with feeding ammunition in belts rather than drums. Just a consideration, it may prove a debuff in design for this
We have 6 guns so we should be all right, even if we get feeding problems some of the guns will still work.

I was going to mention something about there being a (slight) chance of better success with copying existing designs, depending on age, spy activity, and how common whatever it is is, but then I saw that the engine you are copying gets made the year after.
Based on, mine bigger and has supercharger (borrowed from an early Jumo 210)

It's a Sub machine gun, besides the reason I picked the 9x19mm was because its cheap so we could import a shipment of rounds before reverse engineering our own.

Can't we use a more interesting round instead of 9x19mm Parabellum
Lets use the longer 9×25mm Mauser Export and join the Hungarians in resenting the 9x19mm oppression.
Or what about .38 Super? it's more powerfull round, a newer design and petty close dimensionally to 9mm Parabellum.
I would opt for a Tommy Copy and use the .45 ACP instead if an interesting round is needed. Much better stopping power, still good enough for a SMG. Not to mention that we can also import Colts as a more useful service pistol (instead of our current revolver).

Anyway, the Parabellum is so popular for a reason, I reckon.

stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #111 on: June 25, 2015, 12:21:58 pm »

the 9x25 mauser would work, the whole reason I pick the 9x19 was because I based the weapon off the Finnish Suomi KP/-31 which uses it.
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Happerry

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Re: Department of Armaments-Weapon Design Game
« Reply #112 on: June 25, 2015, 05:30:49 pm »

Boat Perk
[X] Detection Systems

Engine Perks
[X] Any Fuel
[X] Never, Ever breaks
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #113 on: June 25, 2015, 08:29:50 pm »

engine:
Never, ever breaks
Cheaper

Boat: Cheap little bugger

StrawBarrel

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Re: Department of Armaments-Weapon Design Game
« Reply #114 on: June 25, 2015, 08:42:31 pm »

SDE M1933:
Never, ever breaks
More Power

CDV M1933:
Detection System
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #115 on: June 25, 2015, 09:11:28 pm »

Just a Perk list.
Ship:Uses new engine

Engine:More Power!
Aluninum Not Required
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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 #116 on: June 25, 2015, 10:23:49 pm »

Boat Perk
[X] Detection Systems

Engine Perks
[X] Any Fuel
[X] Never, Ever breaks

+1 to this
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #117 on: June 26, 2015, 07:17:00 pm »

Right, so. Perks are as follows:

Sub: Internal Mine storage
Boat: Detection System
Engine: Any Fuel, Never Breaks.

 I am going to guess that by the lack of new suggestions you are all ready to go on to the next stage. Provided, of course, that noone proves me wrong.

 Oh, and what will the four production lines that where tooled during the last turn be tooled for? Remember, its two lines each of two three-line factories.
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stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #118 on: June 26, 2015, 07:25:02 pm »

Well we should Tool them to with two lines for the Rifle, One line for the Lewis, and line for the Sidearm, atleast we should if I'm under standing the last bit of your post right.
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #119 on: June 26, 2015, 10:41:13 pm »

So, proposal list currently stands as:

Acquire:
-
Build:
-
Design:
-"hurricane" engine
-"tornado" fighter
-Howitzer
-9mm SMG
 -Different ammo? Theres talk of 9×25mm Mauser, of .38, of .45, although oddly no talk of 7.62x38mmR
-Anti-Everything gun

Free:
(from last turn)
- Tool two lines for rifles, one for LMGs, one for sidearms
(this turn)
-

So, five designs, and thats it.
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