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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 104250 times)

3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #435 on: September 30, 2015, 01:08:50 pm »

Let's build a moon rocket.
You just want to rescue the Arstotzkan Forenian engineers stuck in orbit! That aside, I'd like to begin with rockets (alas, there are higher priority items right now).

I suggest we build a two line Electronics Factory then.
Definitely. For Radio, Radar, later even proximity fuses?

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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?
Agreed on low priority, but we should keep it in mind.

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.
Do you have more details on your proposal? (I think I'd prefer the smaller 6.54mm cartridge)
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #436 on: September 30, 2015, 02:03:32 pm »

 As a note, the Forenian design game, like all the other weapon design games, are not going to affect this. Mostly because Im not going to have you guys fight stormtroopers armed with assault rifles.

 Yet.
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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #437 on: September 30, 2015, 02:09:30 pm »

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.
Do you have more details on your proposal? (I think I'd prefer the smaller 6.54mm cartridge)
A little bit more on the rife.
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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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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #438 on: September 30, 2015, 04:01:50 pm »


A little bit more on the rife.

Lol, 26? Why the abnormal mag capacity?
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #439 on: October 01, 2015, 02:46:04 pm »

 Well, talk has died down, so I assume you are all eghther waiting to vote or waiting to see what others vote for. So, here it is as best as I can figure from posts.

DESIGN:
 D1: Work continued on vehicular radio
 D2: Work continued on aircraft design team ship
 D3.1 Tornado Interceptor Configuration A (4x nose mounted M-1, 2x nosemounted CA-A, pusher prop)
 D3.2 Configuration B (armored, 2x nosemounted CA-AAA, standard propeller confuguration)
 D4: Bombs (750lb HA, AP, fire, smoke first. If time, same styles in 500kg and 250kg)
 D5: Gasmask (Drinking tubes, acrylic eye lenses, filter on belt)
 D6: Bayonet (Details would be nice. For instance, length? Ability to be used as knife? Include a saw?)
 D7: Moonrocket.
 D8: Possibility of SMG in .45 mars long, .351 winchester self-loading, .25 remington auto-loading, or self-made
 D9: R-SL-M1936(P) Semiautomatic rifle using .25 Remington( Should be the .26, they rounded down something fierce), gas blowback shortstroke pistons, and 26 double stacked detachable box magazines, with a built in folding bayonet.

CONSTRUCTION:
 C1: Twin two line munitions factories in the complex
 C2: Construct a sister-ship to the Bychok and finish the Bychok
 C3: Two line electronics factoy in the complex
AQUIRE:

OTHER:
 O1.1: Yes to the Coleslaw Plan (as a note, the density of MGs in units is about the same. People are turning in older guns first. Or guns that where intially accepted, then ditched. Like the MM1911 or the MM1907.)
 O1.2: NO


Bullet names are wierd. For instance, the .25 is .2575 in diameter. Dosent sound like much, until you realize thats close to two centimeters.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #440 on: October 01, 2015, 03:58:57 pm »

Aseaheru, are we producing enough 7.62x54mm rounds? Also, do we have enough Mosin Nagants to arm the troops that have been assigned one?
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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #441 on: October 01, 2015, 04:01:16 pm »

How many votes do we have per section? Three for design?

I'd like to find something for our naval team to do, but I can't think of anything. There's been the proposal of building seaplane tenders, but we'd have to either design a new plane (and there are several other plane designs I consider more important) or build additional CRS-1929s, since we only have three right now. The factory space will be needed for whichever interceptor we design this turn, however. Anything light-cruiser-sized we design this turn would need at least double the dock space we have available; this doesn't seem feasible. Neither does even the smallest aircraft carrier, since they're even larger. And we have subs, torpedo boats and a destroyer design. The only thing I can think about are cargo submarines, with underground supply harbours built on our outlying islands. They could also be used to resupply other submarines. That'd still be a significant investment, with fairly limited benefits.
Speaking of which:
Aseaheru, how wide are the straits between our three souther islands and the main island?
Same issue with the factory assignment: I don't know what we can use the naval factory production line for, since any tooling now will require a one-turn retooling later.

Also adding
Other O.2: Request naval labourers.


Voting for
D1 (radio), D3.2 (interceptor), D4 (bombs)
C1 (ammo), C2 (destroyer), C3 (electronics)
O.1 (yes to the Coleslaw plan), O.2 (naval labourers)



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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #442 on: October 01, 2015, 04:50:13 pm »

Aseaheru, are we producing enough 7.62x54mm rounds? Also, do we have enough Mosin Nagants to arm the troops that have been assigned one?
For now, yes. For both things. Always nice to have extra though.

How many votes do we have per section? Three for design?
Depends on structures. Currently it is four construction, four design, and three acquire. Other votes are mostly yes and no, and have no limit.

Quote
I'd like to find something for our naval team to do, but I can't think of anything.
Theres always building and finishing destroyers.
Quote
There's been the proposal of building seaplane tenders, but we'd have to either design a new plane (and there are several other plane designs I consider more important) or build additional CRS-1929s, since we only have three right now.
Or those. Also, correct. Only three seaplanes currently.
Quote
The only thing I can think about are cargo submarines, with underground supply harbors built on our outlying islands. They could also be used to resupply other submarines. That'd still be a significant investment, with fairly limited benefits.
If you dont mind external cargo loads, this is already possible. One of the subs has hardpoints for them.
Quote
Speaking of which:
Aseaheru, how wide are the straits between our three southern islands and the main island?
Small enough that you can see the far shore from the shore.
Quote
Also adding
Other O.2: Request naval labourers.
What are these? Designers or workers? If they are workers, they have no specialization, jsut a thing that says how good they are. If they are designers, unless you go headhunting in other countries, there arent any. Just the bog-standards, who get specialized if they pass a die roll.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #443 on: October 01, 2015, 05:01:59 pm »


Added my votes. I would've voted for the new rifle, but I really feel like we need to sit down and talk about the specs some more.

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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #444 on: October 01, 2015, 05:07:16 pm »

Part of me really like the idea of underground supply network only i'm not sure how practicable it is.
Still 3000 ton is a the right size for cruiser submarine.

Voting for
D1
D3.1
D5
D9
A1
C1
C2
C3
O1.1
O.2

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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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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #445 on: October 01, 2015, 05:17:46 pm »

Thanks for the answers!
Quote
I'd like to find something for our naval team to do, but I can't think of anything.
Theres always building and finishing destroyers.
Can our naval design team do something like that?

Quote
If you dont mind external cargo loads, this is already possible. One of the subs has hardpoints for them.
Ah, good to know. How much would building such underground harbours cost? Specifically, an opening large enough for one of our submarines, a pier and a crane? Would one labour team/one construction slot suffice?

Quote
Quote
Speaking of which:
Aseaheru, how wide are the straits between our three southern islands and the main island?
Small enough that you can see the far shore from the shore.
Intriguing.
Quote
Quote
Also adding
Other O.2: Request naval labourers.
What are these? Designers or workers? If they are workers, they have no specialization, jsut a thing that says how good they are. If they are designers, unless you go headhunting in other countries, there arent any. Just the bog-standards, who get specialized if they pass a die roll.
I should've specified. I meant naval-specialized workers. However, if workers have no specialization, I'll still gladly take more.

Oh, I'll also add the following design:

Part of me really like the idea of underground supply network only i'm not sure how practicable it is.
Not very, I'm afraid. If they're on that island anyway and are able to sink our supply ships, we have definitely lost air superiority and naval superiority.

Quote
Still 3000 ton is a the right size for cruiser submarine.
Do you mean a submarine for extended operations, or one with cruiser guns?

Quote
Voting for
A1
You forgot to make that proposal. For those having missed it, it's "A1: Flame Thrower (back pack type like the german ones)". I assume you mean stuff similar to the Flammenwerfer 35 or the US' M2-2. It's a good idea (we'll only need that in very, very, very limited numbers), especially to have a design we can later gain inspiration from when we mount it on vehicles. (Yes, I'd like to do a number of POAC modifications later. Flamethrower, transport, command vehicle, artillery vehicle, anti-air vehicle, mortar carrier etc.)

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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #446 on: October 01, 2015, 05:28:57 pm »


Part of me really like the idea of underground supply network only i'm not sure how practicable it is.
Not very, I'm afraid. If they're on that island anyway and are able to sink our supply ships, we have definitely lost air superiority and naval superiority.

Quote
Still 3000 ton is a the right size for cruiser submarine.
Do you mean a submarine for extended operations, or one with cruiser guns?
Quote
A submarine for extended operations but cruiser sized guns on a submarine are a good idea.

Voting for
A1
You forgot to make that proposal. For those having missed it, it's "A1: Flame Thrower (back pack type like the german ones)". I assume you mean stuff similar to the Flammenwerfer 35 or the US' M2-2. It's a good idea (we'll only need that in very, very, very limited numbers), especially to have a design we can later gain inspiration from when we mount it on vehicles. (Yes, I'd like to do a number of POAC modifications later. Flamethrower, transport, command vehicle, artillery vehicle, anti-air vehicle, mortar carrier etc.)
Well it's basically the early model of this
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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-End of 1935
« Reply #447 on: October 01, 2015, 08:57:05 pm »

Quote
I'd like to find something for our naval team to do, but I can't think of anything.
Theres always building and finishing destroyers.
Can our naval design team do something like that?
Yep. Thats how you build stuff thats not on an assembly line, or cant fit. Its a construction action, and the end result can be its own type of ship. Like the sub that can carry external loads.

Quote
Quote
If you dont mind external cargo loads, this is already possible. One of the subs has hardpoints for them.
Ah, good to know. How much would building such underground harbours cost? Specifically, an opening large enough for one of our submarines, a pier and a crane? Would one labour team/one construction slot suffice?
Probally. Depends on how big.

Quote
I should've specified. I meant naval-specialized workers. However, if workers have no specialization, I'll still gladly take more.
Extra workers it is.
Quote
You forgot to make that proposal. For those having missed it, it's "A1: Flame Thrower (back pack type like the german ones)". I assume you mean stuff similar to the Flammenwerfer 35 or the US' M2-2. It's a good idea (we'll only need that in very, very, very limited numbers), especially to have a design we can later gain inspiration from when we mount it on vehicles.
Details? Any-
Well it's basically the early model of this
Right. Manportable flamethrower system from the UK, using - Wait... You mean This. Which makes it "A1: Acquire examples (and/or plans documents, or similar) of the German 'Wex'". Allrighty then.

Also, did you know that the Russians designed a "sneaky" flamethrower? The nozzle was made to look like a rifle, adn the tanks to look like a rucksack.
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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #448 on: October 02, 2015, 11:44:02 am »

Yep. Thats how you build stuff thats not on an assembly line, or cant fit. Its a construction action, and the end result can be its own type of ship. Like the sub that can carry external loads.
Okay; I've got to ask for clarification again because that's contrary to what I would've thought before and I want to make sure. We have a naval design team (consisting of engineers) and several work teams (consisting of labourers). What happens if we:
- Build destroyers with the naval design team assigned
- Build destroyers with one work team assigned
- Build destroyers with both assigned?

Thanks!

Quote
Probally. Depends on how big.
Good to know; I'll keep that in mind.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #449 on: October 02, 2015, 12:34:05 pm »

-They may build something ranging from slightly worse to normal to many times better than normal, depending on the rolls
-If they dont have a designer of any sort, nothing.
-Much more likely to build something better than normal.

This is true with basically everything. Workers make everything better.
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