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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 104394 times)

Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #345 on: September 04, 2015, 09:55:37 pm »

Expanding the current one (it has two lines and is building dive bombers on both lines right now) or a new one?
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coleslaw35

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Re: Department of Armaments-Weapon Design Game
« Reply #346 on: September 05, 2015, 08:24:47 am »

Building a new one will allow more lines than expanding, right?
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #347 on: September 05, 2015, 11:39:57 am »

If we build a new one lets have lines for engines and gun in the same place.
Maybe we should build it underground for safety?
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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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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #348 on: September 05, 2015, 04:42:22 pm »

So, a six line factory, two aircraft engines, two aircraft weapons, and two aircraft? And underground?
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Funk

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Re: Department of Armaments-Weapon Design Game
« Reply #349 on: September 05, 2015, 05:26:33 pm »

Yes that way there's no risk of us being unable to make planes.
It doesn't have to be under ground but it needs to be bomb proof then.
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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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Aseaheru

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Re: Department of Armaments-Weapon Design Game
« Reply #350 on: September 05, 2015, 08:13:19 pm »

Well, its not going to be a simple project...

Infact, I am going to call that the first Large Project. It will take up two construction slots as a result.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #351 on: September 14, 2015, 06:36:03 pm »

 Things are going bump in the night. And the day. And in the below-ground armory of the testing lab, where people have been testing cutting-edge weapons in bulk.

 Things are also going bump in the armories of the dreaded foe, where testing of new german weapons are going ahead, and where plans for the invasion are being drawn up...
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #352 on: September 14, 2015, 06:46:58 pm »

Things are going bump in the night. And the day. And in the below-ground armory of the testing lab, where people have been testing cutting-edge weapons in bulk.

 Things are also going bump in the armories of the dreaded foe, where testing of new german weapons are going ahead, and where plans for the invasion are being drawn up...

aaaaw yiss
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #353 on: September 17, 2015, 11:03:38 pm »

 That is, after you lot finish suggesting things for the turn. Which is what that comment was meant to get everyone to do...
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #354 on: September 18, 2015, 05:58:36 am »

Did we ever get the votes in for the POAC? If not, I'll go back and submit them when I get home from school. Secondly, may I suggest we design a new rifle? That's really the only thing that I can think of that would be nice.

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3_14159

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #355 on: September 18, 2015, 06:11:56 am »

So, looking at the currently available designs (sadly, there's no current force composition *hint*), my analysis of this situation looks like this:

Army: Has artillery, AA guns, AT guns, machine guns, pistols, APCs and Helmets designed; all of which are produced.

Navy: Has a submarine and FAC designed.

Air Force: Has a Heavy Dive Bomber designed.

We are an island nation, and yet our best force is the army. This turn, we'll need to upgrade both navy and airforce.

Navy: We are producing enough submarines, and those submarines are pretty awesome. We lack in surface forces; specifically anything bigger than a hundred tons. We're going to have to change that.

Air Force: We desperately need a fighter plane.

For any destroyer, we require both main and anti-air plus anti-submarine armament. We do have the AATSM1933 HiLo 105mm cannon available, which is usable in both an anti-ship and anti-air role. With a 0° elevation range of 8000m, the indirect fire range should be sufficient. However, we need further, smaller-calibre AA weaponry. We have the M1932 40mm AA gun available, and should use that. Additionally, I'd like to use a variant of the 20mm gun used for the fighter plane below. As for anti-submarine warfare, we'd need both a hydrophone and depth charges or hedgehogs. I propose leaving space for the latter, and reusing the Shockwave's hydrophone for now, leaving space for expansion. The latter is something that we should do anyway during the whole design process: Make it easier to install new systems on it.

Proposal: Project 3501: N-D-35 "Dartfish"
Spoiler (click to show/hide)
(No, this is most definitely not a slightly smaller Fletcher class. No, sir.)

Now, for our fighter plane.
We have an awesome engine we can use, which is tested and (due to usage in our dive bomber) keeps logistics simple. We want to directly start with the use of metal monoplanes, enclosed cockpit etc. Additionally, I propose using a 20mm cannon instead of machine guns. Our only machine gun has a calibre of 7.62mm (which is not enough for air to air combat), and I do not want to mount a dozen MGs in one plane, which is the main change compared to Funk's Tornado plane.

Proposal: Project 3502: P-F-35 "Hawk"
Spoiler (click to show/hide)

Now, for that 20mm cannon.
Proposal: Project 3503: C-20mm-35/H "Rapier" and C-20mm-35/L "Dagger"
Spoiler (click to show/hide)

Additionally, we're going to need an engine for the Dartfish.
Proposal: Project 3504: E-S-35 "Watermill"
Spoiler (click to show/hide)



Did we ever get the votes in for the POAC? If not, I'll go back and submit them when I get home from school. Secondly, may I suggest we design a new rifle? That's really the only thing that I can think of that would be nice.

Might I suggest using the M1 Carbine as an inspiration? 7.62×33mm cartridge (which makes the recoil far easier to control and ammunition easier to carry), light-weight, and with 15-30 rounds magazines. It is only going to be accurate to 300m or so, but we don't need really need more range - concealment is the main factor in that [1].

Also, thanks for reminding me of voting for traits.
POAC: Top-Hatch, Reliable
Top-Hatch allows for mounted combat, allows for easier modification (mortar carriers anyone?) and so on. Reliable, since it's probable we'll rely on these for quite a bit - I am thinking about a cargo carrier variant with lighter armour, for example.

C-V-45-M1935: Optical System, Simpler

@aseaheru: Do we need to design bombs, for example? And if so, do we need to design every type (weight class/payload) separately?


[1] See, for example, here - apparently, about 88% of engagements take place at less than 300m.
« Last Edit: September 18, 2015, 06:26:37 am by 3_14159 »
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #356 on: September 18, 2015, 07:48:08 am »

 You will need to design bombs. Currently the only things that are bomb-like are the torpedoes. Which brings up an interesting thing.

 Also, you may want to develop some sort of radio...
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3_14159

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #357 on: September 18, 2015, 09:04:11 am »

You will need to design bombs. Currently the only things that are bomb-like are the torpedoes. Which brings up an interesting thing.

 Also, you may want to develop some sort of radio...

On reading that again, you're right. I read the "three votes per section allowed" as "three designs allowed". No comment. I had originally ommited both radio and bomb designs because I prioritized the other ones more. But, with the available teams, there's actually a pretty nice matchup.

Project 3505: B-750-35-HE/AP/IC/SM
Spoiler (click to show/hide)

Project 3506: R-V-35: Vehicular Radioset Model 1935
Spoiler (click to show/hide)

This'd actually match the engineering teams nicely. The naval team takes the destroyer, the aeronautics team the Hawk and the gun engineering the 20mm cannon. Special projects takes the radio and is renamed to Electronic Engineering Team. Depending on the results, I'd build a new team of one skilled engineer (from aero), three basic materials engineers (from special projects) and the three new unskilled engineers and develop the bombs.


@Aseaheru: The last turn is still missing the yearly production, and I don't have a clue as to how many of each weapon systems we have available. Do you have these numbers? Otherwise, I can build a spreadsheet to track that.

Construction Project Alpha
Expand the on-loan drydock to accomodate the Dartfish. This may actually take two turns?

@Aseaheru: How many tons do you project a drydock expansion to add per turn?
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #358 on: September 18, 2015, 09:20:43 am »

 I have sorta ditched yearly production in favor of "are enough of X being made to allow production of Y". Course, if you prefer exact numbers, and are volunteering to make a spreadsheet, who are I to deny?

 As an ongoing project? With no set goals?

Spoiler: List (click to show/hide)
« Last Edit: September 18, 2015, 09:34:26 am by Aseaheru »
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3_14159

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Re: Department of Armaments-Weapon Design Game-Sets get this thing going!
« Reply #359 on: September 18, 2015, 11:03:48 am »

I have sorta ditched yearly production in favor of "are enough of X being made to allow production of Y". Course, if you prefer exact numbers, and are volunteering to make a spreadsheet, who are I to deny?
Well, it'd be useful for getting an idea how much of everything we have - for example, High Command is concerned about the submarine:surface vessel ratio, and about having too many MGs.
Spreadsheet is in progress, currently at 1932/2 finished. I may ask you for some clarifications and stuff.

Edit: Turns out that's pretty difficult. I'd need batch sizes for all items. Additionally, what effect does a specialized factory line have when building the items it's specialized for, and when building other items? I'd have guessed 1.5x production and 2/3rd production respectively?


Quote
As an ongoing project? With no set goals?
With the goal of accomodating the Dartfish (slightly more than 2000t, probably) at the end. Also, what do you project would happen when building it new?
« Last Edit: September 18, 2015, 11:41:05 am by 3_14159 »
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