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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 104435 times)

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #135 on: July 01, 2015, 01:43:35 am »

Now.

Designs are as follows: C1, C2, [ERROR: VOTE TIE: FOUR ENTRIES... ROLLING... ROLLING... ROLLED... Selected D2, D3, D5{error, D2 requires D1 Reverting D2 to D1}] D1, D3, D5, F1.2, F2

So, time to split
Spoiler: These guys (click to show/hide)
Between C1, C2, D1, D3, and D5. Thats the engine and the two big guys, with building a pair of ships. Good luck!
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #136 on: July 01, 2015, 03:45:10 am »

So thats:
C1: Construct one Ray class submarine
C2: Construct one CDV M1933
D1: "Hurricane" engine
D3: 25-pounder Howitzer
D5: 105mm gun
--------------


D1: "Hurricane" engine, We need a good engine for our planes, tank and fast torpedo boats, so lets give it a good shot.
1 skilled electronics , 2 skilled, 2 middling, 2 material, 2 basic aeronautical , 1 basic naval

4 skilled labourers, 10 labourers.

D3: 25-pounder Howitzer, not sure what this is for?
2 middling naval, 1 skilled, 3 middling, 1 material, 3 basic material, 1 basic electronics

13 labourers.

D5: 105mm gun, idea for ship use against air and surface targets and a static AA gun.
2 skilled, 2 basic, 2 material, 1 basic material, 1 basic aeronautical, 2 middling naval, 2 basic naval, 1 basic Weapons, 1 basic electronics.

2 skilled labourers, 13 labourers.

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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 #137 on: July 01, 2015, 09:44:53 am »

So thats:
C1: Construct one Ray class submarine
C2: Construct one CDV M1933
D1: "Hurricane" engine
D3: 25-pounder Howitzer
D5: 105mm gun
--------------


D1: "Hurricane" engine, We need a good engine for our planes, tank and fast torpedo boats, so lets give it a good shot.
1 skilled electronics , 2 skilled, 2 middling, 2 material, 2 basic aeronautical , 1 basic naval

4 skilled labourers, 10 labourers.

D3: 25-pounder Howitzer, not sure what this is for?
2 middling naval, 1 skilled, 3 middling, 1 material, 3 basic material, 1 basic electronics

13 labourers.

D5: 105mm gun, idea for ship use against air and surface targets and a static AA gun.
2 skilled, 2 basic, 2 material, 1 basic material, 1 basic aeronautical, 2 middling naval, 2 basic naval, 1 basic Weapons, 1 basic electronics.

2 skilled labourers, 13 labourers.
But this will leave our construction projects unmanned!


Srsly I don't have a better way to handle this organizational mess. Maybe we just make them modifiers in the future?

Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #138 on: July 01, 2015, 10:12:53 am »

We have to build two submarines with just 42 guys?
I thought our workers where for building prototypes.

ok how about

36 laborers
6 skilled laborers

C1: Construct one Ray class submarine
10 laborers
C2: Construct one CDV M1933
10 laborers
D1: "Hurricane" engine
3 laborers, 2 skilled laborers
D3: 25-pounder Howitzer
4 laborers, 2 skilled laborers
D5: 105mm gun
3 laborers, 2 skilled laborers

Srsly I don't have a better way to handle this organizational mess. Maybe we just make them modifiers in the future?

Lets just have a pool of points to add to Designs.
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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 #139 on: July 01, 2015, 10:56:21 am »

I agree with the pool of points idea trying to assign every single worker to do all the stuff we're trying to do is just going to be a pain in the ass.
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10ebbor10

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Re: Department of Armaments-Weapon Design Game
« Reply #140 on: July 01, 2015, 11:07:41 am »

You could also take the middle ground I used to, with the individual works assigned into different groups of people, which can be changed if people desire, but are left alone most of the time.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #141 on: July 01, 2015, 11:23:19 am »

One sub and a coastal defense vessel...

Also, Stabby, the pile of workers is the pile of points. Particularly the bog-standard workers
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #142 on: July 01, 2015, 08:48:12 pm »

Yes I feel teams are a better way to organize people. Plus you won't work on such ad-hoc teams which rotate every half year!

StrawBarrel

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Re: Department of Armaments-Weapon Design Game
« Reply #143 on: July 03, 2015, 10:28:01 pm »

Spoiler: These guys (click to show/hide)

Alternate Worker Distribution:
C1: 10 laborers, 1 electronic engineer, 3 basic naval engineers, 1 middling naval engineer, 1 middling engineer, 1 basic architect
C2: 11 laborers, 1 middling naval engineer, 2 middling naval engineers, 1 basic aeronautical engineer
D1: 2 skilled laborers, 5 laborers, 2 basic electronic engineers, 1 skilled electronic engineer, 3 material engineers, 2 basic engineers, 2 middling engineer, 1 basic aeronautical engineer, 1 basic architect, 1 middling architect
D3: 2 skilled laborers, 5 laborers, 2 basic material engineers, 1 material engineer, 1 basic Weapons Engineer, 2 skilled engineers, 1 middling engineer, 1 basic architect
D5: 2 skilled laborers, 5 laborers, 2 basic material engineers, 1 material engineer, 3 skilled engineers, 1 middling engineer, 1 basic aeronautical engineer, 1 middling architect
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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #144 on: July 04, 2015, 12:08:55 am »

Right, so. Poll is edited, with the forums eating option four and making option five even worse than it was.

You dont want to know what option four said.
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evilcherry

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Re: Department of Armaments-Weapon Design Game
« Reply #145 on: July 04, 2015, 12:23:04 am »

Leave the micromanagement behind! We want to see our new flashy armaments in action!

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #146 on: July 04, 2015, 05:44:24 pm »

 So, almost noone cares about the plan, and the one guy who does likes Funks?


 I am going to leave it a bit more time to be proven wrong, so aprox 3.25 hours from now I will be writing up the next turn.
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stabbymcstabstab

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Re: Department of Armaments-Weapon Design Game
« Reply #147 on: July 04, 2015, 05:49:26 pm »

Wow, I was the the only one to vote for a actual plan so far? Anyway option four was in rather bad taste I expected better from you.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game
« Reply #148 on: July 04, 2015, 05:49:55 pm »

Voted for my own plan (Unfortunately that causes a tie:().
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Happerry

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Re: Department of Armaments-Weapon Design Game
« Reply #149 on: July 04, 2015, 06:36:05 pm »

Spoiler: These guys (click to show/hide)

Alternate Worker Distribution:
C1: 10 laborers, 1 electronic engineer, 3 basic naval engineers, 1 middling naval engineer, 1 middling engineer, 1 basic architect
C2: 11 laborers, 1 middling naval engineer, 2 middling naval engineers, 1 basic aeronautical engineer
D1: 2 skilled laborers, 5 laborers, 2 basic electronic engineers, 1 skilled electronic engineer, 3 material engineers, 2 basic engineers, 2 middling engineer, 1 basic aeronautical engineer, 1 basic architect, 1 middling architect
D3: 2 skilled laborers, 5 laborers, 2 basic material engineers, 1 material engineer, 1 basic Weapons Engineer, 2 skilled engineers, 1 middling engineer, 1 basic architect
D5: 2 skilled laborers, 5 laborers, 2 basic material engineers, 1 material engineer, 3 skilled engineers, 1 middling engineer, 1 basic aeronautical engineer, 1 middling architect
+1 from me.
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