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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 104237 times)

StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #450 on: October 02, 2015, 07:42:46 pm »

I added a ship for the naval slot that was untooled. (If it is still untooled).
Spoiler: Factory Assignments (click to show/hide)
Added votes:
Spoiler: Voting List (click to show/hide)
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #451 on: October 05, 2015, 01:25:27 pm »

Right. Looks like all the votes are in. Here are the winners.

 D1: Work continued on vehicular radio
 D4: Bombs (750lb HA, AP, fire, smoke first. If time, same styles in 500kg and 250kg)
 D3.2 Configuration B (armored, 2x nosemounted CA-AAA, standard propeller confuguration)
 D5: Gasmask (Drinking tubes, acrylic eye lenses, filter on belt)

 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
-fourth slot empty-

 A1: Flame Thrower (back pack type like the german ones)
-second slot empty-
-third slot empty-

 O1.1: Yes to the Coleslaw plan
 O.2: Request naval labourers
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #452 on: October 05, 2015, 03:14:31 pm »


Ye boy. Aseaheru, when do you think the turn will be up?

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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #453 on: October 05, 2015, 03:23:30 pm »

Everything under construction and design (except D1) needs a team (excepting the electronics team. They got D1). Once thats done its time for me to write up the turn.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #454 on: October 05, 2015, 03:25:01 pm »

Everything under construction and design (except D1) needs a team (excepting the electronics team. They got D1). Once thats done its time for me to write up the turn.

You're 100% correct I'm in idiot ._.

This is what I believe to be the most recent personnel list. I'm not quite sure though. I'll come up with assignments for the teams if no one else posts something before I can get mine up.

Spoiler: Personnel (click to show/hide)
« Last Edit: October 05, 2015, 03:32:56 pm by coleslaw35 »
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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #455 on: October 05, 2015, 03:44:11 pm »

Hm, let's see.

 D1: Work continued on vehicular radio - Electronics Team
 D4: Bombs (750lb HA, AP, fire, smoke first. If time, same styles in 500kg and 250kg) Gun Team
 D3.2 Configuration B (armored, 2x nosemounted CA-AAA, standard propeller confuguration) Aeronautics Team
 D5: Gasmask (Drinking tubes, acrylic eye lenses, filter on belt) Materials Team

 C1: Twin two line munitions factories in the complex Construction Team 1
 C2: Construct a sister-ship to the Bychok and finish the Bychok Naval Engineering Team, Labor Team A
 C3: Two line electronics factoy in the complex Construction Team 2
-fourth slot empty-

To assign: Construction Team 3, Fresh Meat Team

D1 is obvious, as is D3.2. I want to assign the naval engineering team plus labor team A to C2 to construct a good ship. I want to assign the better of our remaining two engineering teams to D4 because I believe it's more important (and complex) than D5. Lastly, assign two construction teams to each of C1 and C3. Don't know what to do with CT3 and the Fresh Meats, maybe assign them to both C1 and C3?
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #456 on: October 05, 2015, 03:48:07 pm »

As soon as I finish my assignments... :P

I would suggest moving that Explosives Engineer from the Materials Team to the Gun Team, by the way. It would help with the bomb development. As for the Construction Team and the Fresh Meat Team, I suggest we add Construction Team 3 to the Munitions factories and split the Fresh Meat Team between C1 and C3. In fact, why do we have so many people in that one team? It may be easier to split the Fresh Meat Team into Fresh Meat Team A and Fresh Meat Team B or something like that.

Aside from those tidbits, I like the assignment.

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Funk

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #457 on: October 06, 2015, 09:42:13 am »

I have nothing to add so lets go with the assignment.
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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 #458 on: October 06, 2015, 09:53:38 am »

As soon as I finish my assignments... :P
You wouldn't have done anything different anyways :P

Quote
I would suggest moving that Explosives Engineer from the Materials Team to the Gun Team, by the way. It would help with the bomb development. As for the Construction Team and the Fresh Meat Team, I suggest we add Construction Team 3 to the Munitions factories and split the Fresh Meat Team between C1 and C3. In fact, why do we have so many people in that one team? It may be easier to split the Fresh Meat Team into Fresh Meat Team A and Fresh Meat Team B or something like that.
Good point. How about we do the following:
Split Fresh Meat equally between CT1, CT2, CT3 and LTA, with them receiving 6 unskilled labourers and 1/2/0/2 skilled labourers respectively? That would increase all of our construction teams to two skilled labourers, and increase manpower all-around.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #459 on: October 06, 2015, 12:33:56 pm »

As soon as I finish my assignments... :P
You wouldn't have done anything different anyways :P

It was actually nearly spot on, not gonna lie, haha.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #460 on: October 06, 2015, 07:24:51 pm »

As soon as I finish my assignments... :P
You wouldn't have done anything different anyways :P

Quote
I would suggest moving that Explosives Engineer from the Materials Team to the Gun Team, by the way. It would help with the bomb development. As for the Construction Team and the Fresh Meat Team, I suggest we add Construction Team 3 to the Munitions factories and split the Fresh Meat Team between C1 and C3. In fact, why do we have so many people in that one team? It may be easier to split the Fresh Meat Team into Fresh Meat Team A and Fresh Meat Team B or something like that.
Good point. How about we do the following:
Split Fresh Meat equally between CT1, CT2, CT3 and LTA, with them receiving 6 unskilled labourers and 1/2/0/2 skilled labourers respectively? That would increase all of our construction teams to two skilled labourers, and increase manpower all-around.
Sounds like a fine plan. I am in favor of the both 3_14159's main assignments and Fresh Meat distribution.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #461 on: October 07, 2015, 04:55:02 pm »

I support Pi's plan as well.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1935
« Reply #462 on: October 08, 2015, 03:45:02 am »

Here we go, with stuff written at 3am. Can you tell?

Spring/Summer 1936

 So, after a month long new year's party, involving almost everyone connected to the department in any way shape or form (which equaled most of the population), the engineers finally shook off their collective hangovers and got to work on their projects.

 First up, lets visit the Electrical Team, who where kicked out of the party for failing to complete their work on the radio, who completed their radio early on and spend the rest of their messing about with other things, the upshot of which is that they designed, and installed, a radio system in the two new destroyers and figured out where they could shove it inside the POAC system. Which is something.

R-V-M1935
 Radio system for the POAC, although the POAC design currently does not include it. Runs directly off the vehicles power system, and it is advised to have the engine on during its use.
 No appreciable cost.
 Range of about 2km
R-N-M1936
 Radio system for naval vessels. Submarines require surfacing to transmit.
 No appreciable cost
 Range of about 300km

 Next up, we have the gun team, who went to work on a set of 750kg bombs. That is, after they spent a month of 750lb bombs. Probally because of that, along with ordrs to finish as soon as possible to make a bunch of smaller bomb designs, they dident do toomuch. Anyways, they now have designs for a 340kg HE bomb, He, AP, and smoke bombs in 750kg, and a timebomb they say they hid somewhere...

B-A-750-M1936
 HE, AP, and Smoke varients. Batch costs 2ton steel
B-A-340-M1936
 HE only. Batch costs 1ton steel

 The Aircraft design team comes up next, fresh from work on the destroyer (they where also kicked out of the party) get to work on their next design, a cannon armed interceptor. After a fair deal of difficulty with shoving two autocannons designed for shipboard use through the engine and putting not putting more armor than the engine can move, they finish. The completed aircraft is powerful, but is slow and unmanuverable.

I-C-M1936
 Armaments: twin CA-AAA-M1935 firing through the propeller hub, each with 60 rounds of ammunition, providing eight seconds of fire time.
 Propulsion: 1x AEM1933 providing 1500HP
 Crew of one
 
 Traits: Slow, Unmanuverable
 Costs: 3ton AL ber batch plus engines and cannon

 And our final design for this season, we have the M-C-M1936 designed by our verry own materials team! Made from a mix of plastic and rubber, fitted with two three-inch diameter acrylic lenses, and with a tube leading from the side of the masks nozzle-thing to a belt-held filter that mostly uses charcoal, the mask includes a drinking straw and a second attachment point, which the engineers say could be used to be connected to a vehicles air supply system (if it had one), to an extra filter hose, or even to a filter! Thats right, they have developed filters small enough and light enough to be mounted directly on the mask, although they only have about an hour of useful life. The main filter lasts roughly six hours in non-combat systems, and times are roughly halved during combat.

M-C-M1936
 Mask-Chemichal-M1936

 A plastic mask with acrylic eye windows(each 3in diameter), two filter attachment points(for attachment to standard hose or the "light" filter), and a drinking straw.

C-M-C-L-M1936
 Standard chartrage for the M-C-M1936. Lasts six hours outside combat, or three hours under major exertion.
 Batch costs 1ton steel
C-M-C-S-M1936
 Cartrage developed to be mounted directly to the M-C-M1936. Lasts 1 hour outside combat, And uses a plastic case (warning, do not heat. Plastic used in cartrage is Galalith)

 And now, moving to the things built turing this season, we have Construction Teams One and Three, who where set to work on two twin line munitions factory in the giant complex o-production. Even with rather amazing hangovers they managed to get these built in time and have everything ready for getting their production lines tooled.

 Project two, assigned to the Naval Engenerign team and Labor Team A, was to finish the Bychok and build her a sister ship. In the time given they have managed to finish everything they have parts for. The ships are engineless as a result, and are missing part of the supper structure where they have to install the engines. Thankfully, they report that the dockyard workers should be able to do that themselves assoon as the engines are made.
 Oh, and the sister shape has been named the Bychok-Pesochnik, or jsut the Pesochnik. Apparently someone has made the decision to name all the Goby class after various kinds of Goby, which includes the Monkey Goby, which is the syster ship.

 But leaving naving conventions aside, the final thing done this year by the teams was the construction of a twin-lined electronics factory in the complex-o-production. Construction Team Two managed to construct it in good time, adn its twin lines are both eady for tooling. Which is nice.

 But now its time to see what the council thinks of you trying to get flamethrowers.

 They hated the idea. A second vote was going to be held, but the timebomb went off, causing the evacuation of the chamber. As the bomb was unable to be defused, it was decided to let it detonate, which it did, showering the room with party flavors.

 I dont think the council is happy with the gun team...

 Recruiting was done, which netteed six new unskilled engineers, and 19 new laborers. In addittion, many factories where retooled, which slowed production.

 
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)
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #463 on: October 08, 2015, 05:59:48 am »

Quote
The council is wondering about the plethora of machineguns that you are making

Wait, what? I thought we had a shortage of them. Now normal rifles are in demand! Gaaaah. well that was a waste. My bad for assigning so many MGs, I assumed the shortage was higher than what it actually was.

If no one else makes one while I'm at school today, I'll come home and chalk something up. I dunno if you'd want me to though after that though lol. I don't want to just immediately retool some the new MG lines but we may have to.

Aseaheru! Are the weapons being produced added to a numerical stock or is it just assumed that enought are made to fit troops. I think someone was working on what we had exactly a while back. I have recently obtained a copy of Microsoft Office 2013, and if whoever was previously working on it could send me their progress so far, that could help speed things along. Even if it wasn't made using Excel, I could still copy the numbers.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #464 on: October 08, 2015, 06:53:54 am »

 Did mention it... But yah, you overdid it just a bit. Probably by one production line's worth.

 Course, nothing is really being made that uses it, so that probally has an effect.


 Weapons are currently being seen as "Allright, howabout THIS ratio". Mostly because its easier than fighting with numbers for two hours each update. A spreadsheet would make it far, far easier though, to the point where it makes logical, numerical sense again.
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