Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 20 21 [22] 23 24 ... 70

Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104428 times)

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #315 on: August 18, 2015, 06:34:48 am »

Quote
(GM's note: Sloped armor? Rivets or welds? Same crew for H and L? If you want anyone of these to be specified, tell me. Otherwise it will probably be fudged together by yours truly)

The front armor will be at a 45 degree angle, side armor 30 degrees, backside armor will also be sloped 30 degrees, but the backside slope will be upside-down.
Here is a beautiful drawing of it.



It will be welded.
As large as it needs to be to be able to support the APC function.
Same crew for both designations: Driver, Commander, Gunner

Feel free to suggest changes/additions.

Here are those extra specs you asked about regarding my AC. As for the team assignments, I'm honestly not quite sure. Unless anyone else can come up with a solid team assignment plan, I think you could do these, Aseaharu
« Last Edit: August 18, 2015, 06:37:32 am by coleslaw35 »
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #316 on: August 23, 2015, 08:53:59 pm »

Assignments:
Design:
D1:Helmet(iron?)- Steel: Special Projects Team
D3:45mm cannon focusing on RoF and accuracy:Gun Engineering Team
D4:POAC-H/L: Aeronautics Team + Naval Engineering Team
Construct:
C2: Numerous small bunkers along Plokhoy Ostrov's coastlines, using stone and (top half of)T18 hulls, armed with various guns.:Construction Team 2 + Labor Team A
C3: Convert some of the unarmed T-18s into construction vehicles (may make them into combat engineering vehicles for free):Construction Team 3
C1: new Design studio. Large enough for 1 design slot.: Construction Team 1
Who is gonna do what?
Spoiler: These are the teams. (click to show/hide)
Logged
Max avatar size is 80x80

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #317 on: August 24, 2015, 06:11:18 am »

Assignments:
Design:
D1:Helmet(iron?)- Steel: Special Projects Team
D3:45mm cannon focusing on RoF and accuracy:Gun Engineering Team
D4:POAC-H/L: Aeronautics Team + Naval Engineering Team
Construct:
C2: Numerous small bunkers along Plokhoy Ostrov's coastlines, using stone and (top half of)T18 hulls, armed with various guns.:Construction Team 2 + Labor Team A
C3: Convert some of the unarmed T-18s into construction vehicles (may make them into combat engineering vehicles for free):Construction Team 3
C1: new Design studio. Large enough for 1 design slot.: Construction Team 1
Who is gonna do what?
Spoiler: These are the teams. (click to show/hide)

Strawbarrel comin' in with the AED, let's go.

Solid. +1
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #318 on: August 24, 2015, 08:51:16 am »

Right. here we go,after a day on buses and aircraft and fog. Time for some insight into the foe and some good-ole designing.

Spring 1935

 [insert tired new years joke here]

 The propositional submitted to the council to acquire a number of F1 grenades from France passes, only to have the french government object. A similar proposal made to the British government also fails. However, by July a ship arrives at the main port carrying a large number of the grenades. Word is that we have friends within the french communist community.

 In the land of design studios work gets underway to, well, design stuff.
 The first project that was assigned was to create our ferry own military helmet. The resulting design is two pieces, the outer made of steel painted with various patterns, and the inner made of a thinner steel with an internal cloth webbing system to maintain a small gap between it and the head, inorder to reduce the effects of the concussion of a object hitting the helmet. The entire thing also comes with netting for soldiers to shove bits of vegetation into. Ballistic tests show that it can stop a round from our standard rifle most of the time at a range of a kilometer, and about half the time at 500m. All told, the system weighs (when empty of vegetation) just over 1.5 kilograms.
Spoiler: SH M1935 (click to show/hide)
The second set of work during the first half of the year was on the new POAC and the gun that goes in the heavy variant. So, lets start with the basic vehicle itself.
 The POAC M1935 is a wheeled infantry transport vehicle in two varients, heavy and light, which are armed with a newly designed 45mm cannon or a pair of machineguns in a single turret respectively. Each possess a crew of three: A driver who sits on the left side of the vehicle, a commander who sits in the rear of the turret and a gunner who sits in the front of the same turret in the light version or to one side in the heavy. The commander has a small, well rounded copula in both versions(which can have a pintle mounted machinegun installed and is cast as a single piece). The engines to drive this beast are mounted next to the driver, on the right side of the vehicle, and consists of a 100hp engine driving the three sets of wheels (two in the front, one in the rear, roughly equally spaced). The hull is made of as few sections as possible, which are welded together, and are sloped at rather extreme angles. This, coupled with the thickness of the armor(20 mm armor front, 18 mm side, 16 mm rear) combine to make it rather heavily protected from attack, but also slow the vehicle somewhat. Three sets of hatches allow the six soldiers inside to disembark safely (two each side of the vehicle, infront of the rear set of wheels, and one in the back). The origins of half of the design team can be clearly seen, as the vehicle is fully amphibious (with a pair of props at the rear), although the designers do say that it cannot handle anything more than light chop.
 There is also a turretless version, which only has a crew of two (driver and commander) and can be armed with, at the most, a single machinegun. Still, it is faster than the other two.
 The 45mm cannon (Designated the C-V-45-M1935 (hey, new designation system to try to make things easier. Also, hyphens. Hyphens are fun.)) is a typical tank cannon. Shying away from the typical view of infantry support weapons either being machineguns or low velocity weapons with large HE loads to destroy bunkers and the like, the POAC-H's cannon is a high velocity weapon capable of taking out most tanks. Many think that the designers where somewhat off their rockers. The common theory is that they where under the impression that this was for a replacement of the T-18. Outside of the turret designed for the POAC-H the gun can fire a blistering twenty rounds per minute, but within the confines of the turret (where the loader is the commander) the gun has only been able to manage 15RPM, and thats if the commander is doing nothing but reloading.
Spoiler: POAC M1935 (click to show/hide)
Spoiler: Traits, two of (click to show/hide)
Spoiler: C-V-45-M1935 (click to show/hide)
Spoiler: Traits, also two of (click to show/hide)

 And now, construction.
 Work is done on a new design lab for one team, suitable for just about any project.It is done before the end of the summer, so the workers spend the rest of the time planting a garden next to it. Its mostly vegetables, but also contains edible flours, as befits our nation. It looks nice enough.
 A set of workers are set to work turning the unarmed, but still powered, T-18s that we have in inventory into construction vehicles. Although no unified designs are made the conversions are.
 And finally, the big job of the year. A network of shore defenses are started on around the capital, using mostly stone as well as the top halves of the unarmed, unpowered T-18s that where made. The bottom haves have been recycled. These defenses are armed with just about everything in our arsenal, and should be fairly good at defending the city.

 And inother news, a round of hiring has turned up a trio of mostly unskilled engineers who could be spared from general industry, along with twenty-nine workers. They have been assigned to the "Fresh Meat Team".

 In Brasil (hey, you now know the country you get to fight) a wave of fascist riots occur after the assassination of their factions leader. German military equipment is rumored to have appeared in bulk.

 Due to the threat of possible war, the Council has re-negotiated the resource contracts with our suppliers of steel and AL. We now roughly get twice as much metal each year.
 
Spoiler: Production Deficits (click to show/hide)
Spoiler: Current Requests (click to show/hide)
Spoiler: Personnel (click to show/hide)
Spoiler: Completed Projects (click to show/hide)


So, you got your first IFV/IFV that could have ALOT done to it(hint hint), a tankgun, a helmet system on-par with what will be used in WW2,  defenses around the city, and some freshmeat. You also have an armored vehicle designer in the naval team now, and with the freshmeat you may want to reorganize. Also, more resources (because I wanted to make some stuff easier on myself), more costs, France not playing ball (but you getting the nades anyways, now to copy them...), the council sorta pissed since they cant tell how useful fast, mobile, protected infantry is... Also, attack of the hyphens.

 Bookkeeping will be done soonish, due to limited time.
« Last Edit: September 18, 2015, 06:03:13 pm by Aseaheru »
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #319 on: August 24, 2015, 03:54:27 pm »

Quote
The council is currently wondering why the hell you designed the POAC system.

*POAC sheds a single tear*

__________________________________________________________

My Votes for the POAC

1.) Top-Hatch (I like where you're going with this  ;))
2.) Reliable

__________________________________________________________

My Votes for 45mm Cannon

1.) Optical System
2.) Lighter

__________________________________________________________

Also, how many POACs are produced in one production cycle and how many 45mm cannons are produced in one production cycle?

« Last Edit: August 24, 2015, 06:10:20 pm by coleslaw35 »
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #320 on: August 24, 2015, 05:44:12 pm »

 That will depend on the factory. While the numbers will be slightly fuzzy, workshops can build individual POAC or pairs of guns, a generic factory can make five and 15, respectively, a vehicular factory can make 15 and 10, while a artillery factory can do two and 25.

 It helps to specialize.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #321 on: August 24, 2015, 06:17:48 pm »


Updated my previously-pending votes.


That will depend on the factory. While the numbers will be slightly fuzzy, workshops can build individual POAC or pairs of guns, a generic factory can make five and 15, respectively, a vehicular factory can make 15 and 10, while a artillery factory can do two and 25.

 It helps to specialize.

Aaah, alright then. Thanks.

Also, I looked through the production list and couldn't really find anywhere good to put the production lines for the POACs + 45mm cannons. Also, we apparently have a deficit of engines and mines, even though we're producing both of them? I'm going to assume the answer is "You're not producing enough.".

Anyways, I really think we should try to build a few dedicated factories since it seems they'll just be plain better in certain aspects than our current ones.
If you guys are down for it,
I suggest we build a Vehicle Factory and maybe another generic factory in order to increase our industrial potential.
Like I said, as of now, I don't know what we can safely take a line off of in order to start producing POACs/cannons. I suppose I'll wait for the bookkeeping to be completed so I can look at our stocks.

« Last Edit: August 24, 2015, 07:57:17 pm by coleslaw35 »
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #322 on: August 24, 2015, 08:18:52 pm »

 Hell. I see two problems now with the post. The first is that the engines somehow got back into the deficit list, the second is taht I dident catch the production of stuff you dont have plans for. Ill go fix that now...
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #323 on: August 24, 2015, 08:39:43 pm »

Question: How updated is the current list of our designs?
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #324 on: August 24, 2015, 10:58:33 pm »

Trait votes (copied from coleslaw):
=POAC M1935: Top-Hatch, Reliable
=Cannon-Vechiular-45mm-Model of 1935: Optical System, Lighter

AUG. 25TH EDIT:

=Construct a warehouse that is able to hold 2 construction projects.
« Last Edit: August 25, 2015, 03:50:17 pm by StrawBarrel »
Logged
Max avatar size is 80x80

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #325 on: August 25, 2015, 04:21:45 pm »

AUG. 25TH EDIT:

=Construct a warehouse that is able to hold 2 construction projects.

What do you plan to use them for?
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #326 on: August 25, 2015, 04:29:54 pm »

I'm not sure yet. Maybe more construction spots are unnecessary.
Logged
Max avatar size is 80x80

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #327 on: August 25, 2015, 04:32:33 pm »

Trait votes (copied from coleslaw):
=POAC M1935: Top-Hatch, Reliable
=Cannon-Vechiular-45mm-Model of 1935: Optical System, Lighter

+1 to that.
Logged
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

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game
« Reply #328 on: August 25, 2015, 04:36:34 pm »

I'm not sure yet. Maybe more construction spots are unnecessary.

Maybe. Who knows :P

I still think we should build a few specialized factories.

Vehicle factory, another generic factory, and an Artillery factory, maybe?

Vehicle factory so we can start producing POACs at a higher rate, generic factory so we can produce whatever, and an artillery factory so we can more easily produce cannons (specifically the 45mm cannons for POACs or maybe even higher production for HiLos).
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game
« Reply #329 on: August 25, 2015, 05:14:08 pm »

Question: How updated is the current list of our designs?
Currently missing the stuff from this turn, which will be dealt with shortly.

-edit-

 On the subject of factories, generic gun factories can handle, and give bonuses to, any kind of gun, from pistols to arty. But heavy guns do better when built in a artillery gun factory, just like how aircraft engines do better in an aircraft engine factory than a generic engine factory.

 Oh, and when building factories and/or other buildings, please start saying where you build them. Currently all the factories are in the giant industrial plant(next to the docks and also near to the giant airport o-doom) and the new design studio is in the same corner of the military base as the rest of them.
« Last Edit: August 25, 2015, 05:34:02 pm by Aseaheru »
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text
Pages: 1 ... 20 21 [22] 23 24 ... 70