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 ... 27 28 [29] 30 31 ... 70

Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104156 times)

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #420 on: September 28, 2015, 07:50:48 pm »

Grenades count as munitions, as will things like rockets or (small) missiles. Bombs, torpedos, depthcharges, and mines also count as munitions. Basically, if its a consumable and isint medical or gaskmask filters or something similar, its munitions.
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-End of 1935
« Reply #421 on: September 28, 2015, 07:56:26 pm »

Grenades count as munitions, as will things like rockets or (small) missiles. Bombs, torpedos, depthcharges, and mines also count as munitions. Basically, if its a consumable and isint medical or gaskmask filters or something similar, its munitions.

In that case we're DEFINITELY going to need more Munitions factories. I suggest we build two Munitions Factories with two lines each as well as another Large Arms factory with two lines so that we can build some more cannon type weapons. I had to use a General Factory line for those 45mm cannons for the POAC-H.
« Last Edit: September 28, 2015, 07:58:38 pm by coleslaw35 »
Logged

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #422 on: September 28, 2015, 08:18:05 pm »

I'll just dump trait votes for now.
Added mine
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-End of 1935
« Reply #423 on: September 28, 2015, 08:57:10 pm »

I lied to you guys, I just finished the map. I feel like it didn't turn out just how I wanted it though, but overall I think it's decent. If anyone wants the Hexographer file, let me know and I'll find a way to send it to you.


I'll try to remember to include a key to all the symbols tomorrow. Right now, though, I've got to go to bed.
« Last Edit: September 28, 2015, 09:00:01 pm by coleslaw35 »
Logged

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #424 on: September 28, 2015, 10:14:39 pm »

We should work on a new rifle, now what we want is a semi automatic, with a detachable mag and maybe and intermediate round?

So do we clone the AVS-36?
Or work on our own rifle?
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

3_14159

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #425 on: September 29, 2015, 04:09:46 am »

coleslaw: I like the assignment!

In that case we're DEFINITELY going to need more Munitions factories. I suggest we build two Munitions Factories with two lines each as well as another Large Arms factory with two lines so that we can build some more cannon type weapons. I had to use a General Factory line for those 45mm cannons for the POAC-H.
Definitely! We require grenades, bombs and mines; possibly more small-arms ammunition.
I suggest we add:
- Two x two ammo factory lines (for grenades, bombs, mines and AEM shells)
- Building destroyers
I'm unsure on what to add for the Naval factory line. We could add more shockwave FACs (to use the specialization), or we could simply produce mines instead. Hopefully, that'd be more efficient than producing armoured cars for example, and we need mines.

I lied to you guys, I just finished the map. I feel like it didn't turn out just how I wanted it though, but overall I think it's decent. If anyone wants the Hexographer file, let me know and I'll find a way to send it to you.


I'll try to remember to include a key to all the symbols tomorrow. Right now, though, I've got to go to bed.
Awesome map! I realize I had interpreted our islands as being farther away from each other. Aseaheru, assuming that map is canon, how big is a hex roughly?
If they are small enough, we can use the three smaller islands to the south-west to build coastal batteries covering the channels towards our main island. This'd make our main port more resistant to sea-borne attacks.
Edit: Also, the peaks on the four outlying islands would be the ideal place for a fixed RADAR installation. Once we have one designed...

We should work on a new rifle, now what we want is a semi automatic, with a detachable mag and maybe and intermediate round?

So do we clone the AVS-36?
Or work on our own rifle?
Well, I generally see a rifle as being of lower priority. However, I'd rather have a new rifle plus bayonet than just a bayonet.
Generally, I'd like a lighter, carbine-style semi-automatic rifle using an intermediary cartridge. This'd mean we'd use Mosin-Nagants for marksmen (which share the ammo of our MGs, so we only need one production line), and can start distributing the new rifle to back-area personnel, weapons crews etc. In general, I'm more thinking of the M1 Carbine (possibly slightly heavier) than the AVS-36.
Logged

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #426 on: September 29, 2015, 05:28:19 am »


Awesome map! I realize I had interpreted our islands as being farther away from each other. Aseaheru, assuming that map is canon, how big is a hex roughly?
If they are small enough, we can use the three smaller islands to the south-west to build coastal batteries covering the channels towards our main island. This'd make our main port more resistant to sea-borne attacks.
Edit: Also, the peaks on the four outlying islands would be the ideal place for a fixed RADAR installation. Once we have one designed...
I like the idea of coastal batteries, give us some defence .


We should work on a new rifle, now what we want is a semi automatic, with a detachable mag and maybe and intermediate round?

So do we clone the AVS-36?
Or work on our own rifle?
Well, I generally see a rifle as being of lower priority. However, I'd rather have a new rifle plus bayonet than just a bayonet.
Generally, I'd like a lighter, carbine-style semi-automatic rifle using an intermediary cartridge. This'd mean we'd use Mosin-Nagants for marksmen (which share the ammo of our MGs, so we only need one production line), and can start distributing the new rifle to back-area personnel, weapons crews etc. In general, I'm more thinking of the M1 Carbine (possibly slightly heavier) than the AVS-36.

I two like the idea of going for an intermediate cartage in a new gun, but i want it for attack.
We have to put our resources were it matters most at the front line.

Lets try for a SMG with enhanced range from a more powerfull intermediate cartage.
Im thinking of useing
A) .45 Mars Long it was publicized as the most powerful handgun cartridges in the early 20th century.
B) .351 Winchester Self-Loading a small rifle cartridge, It was used by France in ww1 in there 8mm Ribeyrolles automatic carbine
C) .25 Remington Auto-Loading, The Red Army's Weapons Scientific and Research Range reckoned this was the ideal cartridge for a new rifle.
D) make one up

I feel that we should go with C.
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

3_14159

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #427 on: September 29, 2015, 07:07:59 am »

I like the idea of coastal batteries, give us some defence .
I'd prefer us not needing them (meaning we continue investing in planes and ships). However, it should be a fairly cheap way to force the enemy to use forces to neutralize these. We'd best need a higher-calibre gun for that, for which I don't see much design space in the future. If we have that - for example, due to us deciding we want a battleship - I'm definitely all for it. (Of course, such an arrangement doesn't stop the enemy from directly landing on one of the other islands, then neutralizing the coastal batteries from land, or landing on another part of our main island)

Quote
I two like the idea of going for an intermediate cartage in a new gun, but i want it for attack.
We have to put our resources were it matters most at the front line.

Lets try for a SMG with enhanced range from a more powerfull intermediate cartage.
Im thinking of useing
A) .45 Mars Long it was publicized as the most powerful handgun cartridges in the early 20th century.
B) .351 Winchester Self-Loading a small rifle cartridge, It was used by France in ww1 in there 8mm Ribeyrolles automatic carbine
C) .25 Remington Auto-Loading, The Red Army's Weapons Scientific and Research Range reckoned this was the ideal cartridge for a new rifle.
D) make one up

I feel that we should go with C.
You do know that we already have an SMG designed and in production (SMM 1934 Double)? Any better SMG will mostly only replace these. I feel that a wide-spread replacement of our bolt-action rifle will have better results, simply because it's a more significant improvement and affects more people.
Logged

Funk

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #428 on: September 29, 2015, 07:45:43 am »

You do know that we already have an SMG designed and in production (SMM 1934 Double)? Any better SMG will mostly only replace these. I feel that a wide-spread replacement of our bolt-action rifle will have better results, simply because it's a more significant improvement and affects more people.
Ignoreing .45 Mars, there all rifle cartridge capable of replacing our bolt-action rifles in most uses.
so lets work on a semi auto rifle.
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

Kot

  • Bay Watcher
  • 2 Patriotic 4 U
    • View Profile
    • Tiny Pixel Soldiers
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #429 on: September 29, 2015, 08:48:03 am »

Let's build a moon rocket.
Logged
Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #430 on: September 29, 2015, 03:59:28 pm »

I lied to you guys, I just finished the map. I feel like it didn't turn out just how I wanted it though, but overall I think it's decent. If anyone wants the Hexographer file, let me know and I'll find a way to send it to you.


I'll try to remember to include a key to all the symbols tomorrow. Right now, though, I've got to go to bed.
Awesome map! I realize I had interpreted our islands as being farther away from each other. Aseaheru, assuming that map is canon, how big is a hex roughly?
If they are small enough, we can use the three smaller islands to the south-west to build coastal batteries covering the channels towards our main island. This'd make our main port more resistant to sea-borne attacks.
Edit: Also, the peaks on the four outlying islands would be the ideal place for a fixed RADAR installation. Once we have one designed...

The map is more or less accurate as can be. As I previously mentioned, it's hard to make straight lines out of hexes, so that created a problem with a lot of the dimensions of the islands, but even then, they are closer than I thought as well, though Hexographer makes the islands seem a tad too close.

Also, a new rifle would be cool, though as was previously mentioned, it's not one of our TOP priorities, I think, considering the Mosin Nagant isn't too bad and there are more effective things we could manufacture.

In regards to Coastal Defences, we have higher priorities and they may be a bit iffy in regards to usefulness. However; I'm not completely denouncing them. I think Pi said this, but yeah, we'd need a higher caliber cannon.

We also need to finish the radios and start producing them, but we don't really have a good place to make them. What about an Electronics Factory? Is that one of the possible designations, Aseaharu? This could be where we manufacture our radios and any other electronic equipment that we may build.

Another question in which the answer may be obvious, and I can understand having to design, say, a bulletproof modular combat vest but do we have to design simple equipment, like storage vests or backpacks for troop equipment? Is it necessary? Would it improve the effectiveness of our troops in any way?

My last question, what is the climate on Plokhoy Ostrov like? I saw that our soldiers wear coats, so it must be kinda cold at times, but could we get a rough estimate of the average temperature?

Let's build a moon rocket.

If only, but we're pretty far behind in that regard. :P
« Last Edit: September 29, 2015, 04:14:15 pm by coleslaw35 »
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #431 on: September 29, 2015, 04:20:39 pm »

The map is more or less accurate as can be. As I previously mentioned, it's hard to make straight lines out of hexes, so that created a problem with a lot of the dimensions of the islands, but even then, they are closer than I thought as well, though Hexographer makes the islands seem a tad too close.
It may help to scale the whole thing up. Would take longer, but it would be closer to the ASCII map.

Quote
We also need to finish the radios and start producing them, but we don't really have a good place to make them. What about an Electronics Factory? Is that one of the possible designations, Aseaheru? This could be where we manufacture our radios and any other electronic equipment that we may build.
Electronics factories are possible, yes.

Quote
Another question in which the answer may be obvious, and I can understand having to design, say, a bulletproof modular combat vest but do we have to design simple equipment, like storage vests or backpacks for troop equipment? Is it necessary? Would it improve the effectiveness of our troops in any way?
Yep and yep. A fair amount of  effort goes into combat webbing and the like IRL. Having everything in webbing would probably increase effectiveness over carrying everything in pockets or in blanket sling things.

Quote
My last question, what is the climate on Plokhoy Ostrov like? I saw that our soldiers wear coats, so it must be kinda cold at times, but could we get a rough estimate of the average temperature?
Roughly between 60 degrees Fahrenheit and beyond frozen.

Quote
Let's build a moon rocket.

If only, but we're pretty far behind in that regard. :P
Also, you lot dont even have basic rockets yet.
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-End of 1935
« Reply #432 on: September 29, 2015, 04:36:36 pm »

The map is more or less accurate as can be. As I previously mentioned, it's hard to make straight lines out of hexes, so that created a problem with a lot of the dimensions of the islands, but even then, they are closer than I thought as well, though Hexographer makes the islands seem a tad too close.
It may help to scale the whole thing up. Would take longer, but it would be closer to the ASCII map.

Even if I do scale it up, it'll still be incredibly hexy. Still, I'd probably try to find time to do it. Is there a particular scale factor you'd like me to do it in?

Quote
Quote
We also need to finish the radios and start producing them, but we don't really have a good place to make them. What about an Electronics Factory? Is that one of the possible designations, Aseahe(lol sorry)ru? This could be where we manufacture our radios and any other electronic equipment that we may build.
Electronics factories are possible, yes.

I suggest we build a two line Electronics Factory then.

Quote
Quote
Another question in which the answer may be obvious, and I can understand having to design, say, a bulletproof modular combat vest but do we have to design simple equipment, like storage vests or backpacks for troop equipment? Is it necessary? Would it improve the effectiveness of our troops in any way?
Yep and yep. A fair amount of  effort goes into combat webbing and the like IRL. Having everything in webbing would probably increase effectiveness over carrying everything in pockets or in blanket sling things.

Fair enough. We could probably merge a whole bunch of different equipment carriers into one team project. Though, this is relatively low priority as of now. What kind of resource would be utilized if we designed and produced them? Would it just be assumed that we'd import the fibers required?

Quote
Quote
My last question, what is the climate on Plokhoy Ostrov like? I saw that our soldiers wear coats, so it must be kinda cold at times, but could we get a rough estimate of the average temperature?
Roughly between 60 degrees Fahrenheit and beyond frozen.

Ooph. Gets pretty cold then. I presume this would play a role in future battles. On the bright side, the natural coldness of Plokhoy Ostrov would help with cooling weapons and engines.
I'll probably try to make the new map of Plokhoy Ostrov snowy as well.
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #433 on: September 29, 2015, 04:52:34 pm »

 Most of the fibers will probably be locally produced (unless you use cotton for everything), although some mteal will probally be used. Not much though.

 I dont really have a preference on scale, whatever you think works.
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-End of 1935
« Reply #434 on: September 29, 2015, 05:16:25 pm »

I dont really have a preference on scale, whatever you think works.

I may try a 2:1 or 3:1 scale. That'll make the map absolutely humongous either way though and will result in a lot of work. I'm estimating it'll take.. ooooh... 8 hours of CONSTANT work? Time will probably vary though.

When I will start on it is a different story altogether.

EDIT: I started on it and, as expected, progress is going kinda slowly. As a side note, would you guys like some snow scattered about, thick amounts of snow mostly everywhere, or no snow at all?
« Last Edit: September 29, 2015, 07:08:47 pm by coleslaw35 »
Logged
Pages: 1 ... 27 28 [29] 30 31 ... 70