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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 104258 times)

coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #525 on: October 12, 2015, 03:19:05 pm »

I was just planing to issue them for ship/ base defence.

Base defence, sure.

Ship defence, I'd advise against. Shotguns in enclosed, metal lined hallways sounds dangerous for both the attackers and defenders. The pellets would richochet all over the place, possibly injuring the vessel's own crew or damaging equipment. I think our current handgun would be a better option. I'm all for getting our hands on some shotguns though.
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #526 on: October 12, 2015, 06:14:09 pm »

I was thinking that the lead shot would ricochet less than handgun bullets.
Useing hand guns is fine as our current handguns are: 1)The Nagant M1895 (SM1895 ) an old crappy revolver 2) colt M1911 3)The SM1911/34 one half of SMM1934 Double, it a fully automatic pistol.

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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-Spring 36-Have a bomb!
« Reply #527 on: October 12, 2015, 06:24:46 pm »

I was thinking that the lead shot would ricochet less than handgun bullets.

Eh. I could be wrong, in fact I probably am. I'm just stating what I feel like would happen.

Maybe someone else would know better as to what would happen?

Quote
Useing hand guns is fine as our current handguns are: 1)The Nagant M1895 (SM1895 ) an old crappy revolver 2) colt M1911 3)The SM1911/34 one half of SMM1934 Double, it a fully automatic pistol.

Bleeeh, no M1895s please lol. I think our SM1911/34 would be a good choice. Of course, it's not fully automatic, it just has the option to be full auto. Of course, you probably wouldn't want to go full auto for fear of ricochet, but the availability is nice. We can just order sailors that, in the event their vessel is attacked, refrain from full auto firing.
« Last Edit: October 12, 2015, 06:26:17 pm by coleslaw35 »
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #528 on: October 12, 2015, 06:26:55 pm »

The only major things that the home-grown M1911 copy and the double is caliber, the fact that they can fire in full auto, and that they where both designed locally.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #529 on: October 12, 2015, 06:28:00 pm »

The only major things that the home-grown M1911 copy and the double is caliber, the fact that they can fire in full auto, and that they where both designed locally.

Do both the SMM1911/34 and the SMM1934 Double have selective fire?
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #530 on: October 12, 2015, 07:08:51 pm »

No request for selective fire for the Double, so I am going to say that the double is full-auto only.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #531 on: October 12, 2015, 07:29:19 pm »

No request for selective fire for the Double, so I am going to say that the double is full-auto only.

Hm. Ok. So maybe we could have some in, say, the conning tower for above deck use and the SM1911/34s for below deck use.

*Fixed, go ahead and view*




Feel free to suggest/modify things. I'm just throwing some stuff out there.
« Last Edit: October 13, 2015, 03:28:56 pm by coleslaw35 »
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #532 on: October 12, 2015, 08:48:22 pm »

I suggest that we just give every one in army, navy, or what ever, a SM1911/34 with Three 7rd mags.

As there not much space in a airplane i think pistols are a better pick, A full size smg will get lost behind if the crew have to bail out.

Finally i've found a good pic of Adolf Furrer’s double barrelled SMG now you can all know what i based the SMM1934 Double on.
(Wikipeda had it down as Flieger-Doppelpistole 1919 where as it seems to be better known as the Furrer M1919 Double-Barrel SMG.
Matters are not helped by Adolf Furre makeing another submachine gun the same year, the Furrer 1919.

Spoiler: Pic (click to show/hide)
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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.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #533 on: October 12, 2015, 08:55:31 pm »

I suggest that we just give every one in army, navy, or what ever, a SM1911/34 with Three 7rd mags.

Sure. It'd take a long time to get everyone equipped though, especially with our current number of lines dedicated to the gun

Quote
As there not much space in a airplane i think pistols are a better pick, A full size smg will get lost behind if the crew have to bail out.

Yeah, you're right.

Quote
Spoiler: Pic (click to show/hide)

Wow, it's bulkier than I thought it was. I assumed the barrels were much closer, to the point where they were side by side.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #534 on: October 12, 2015, 10:04:52 pm »

Hey, could be worse. Heres a link to a video about a SMG that will make you ache looking at it.
Video. Also a rather interesting website.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #535 on: October 13, 2015, 06:07:09 am »

Hey, could be worse. Heres a link to a video about a SMG that will make you ache looking at it.
Video. Also a rather interesting website.

*gags*

This thing wasn't practical at all and that.. Magazine thing is incredibly large and looks like it weighs more than the gun itself.

How did they even think of something so terrible?

The world needs to learn a thing or two about firearms from Forenia Plokhoy Ostrov!
« Last Edit: October 13, 2015, 08:25:43 am by coleslaw35 »
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #536 on: October 13, 2015, 03:41:20 pm »




Feel free to suggest/modify things. I'm just throwing some stuff out there.


Updated my post from earlier to include the modifications suggested by Funk and I.

Also, updated voting list, assuming everyone is done! We've certainly got a lot on the board and I think it'll drag on into the next few years.

Spoiler: Voting List (click to show/hide)

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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Have a bomb!
« Reply #537 on: October 13, 2015, 03:44:54 pm »

Im going to say that D3.2 is too large, so its getting split slightly. See below list for voting.

Zee List!

Designs

D1 Fire storm interceptor
Spoiler (click to show/hide)

D2 Splinter Vest
Spoiler (click to show/hide)


D3.1 Redesign POAC system to make various varients, including Command vehicles, Mortar carriers, Tank destroyers, supply vehicles, etc. Add radios to all varients.


D3.2 Redesign POAC system to include only radios.

D4 Redesign of all cehicles to allow use of MM1934 instead of MM1911 in internal mounts (T-18, Baklan)

D5 RADAR system
Spoiler (click to show/hide)

D6 Attempt to fix the current interceptor's problems
Spoiler: Ways to fix problems (click to show/hide)


D7 Frigate
Spoiler (click to show/hide)



D8 Anti-Submarine Rocket Projector
Spoiler (click to show/hide)



Construct

C1: Place 40mm AA and HiLo guns in and around our industrial complex in the event of an airborne attack.


C2: One two-Line Munitions Factory at factory complex


C3: One two-line Large Arms Factory at factory complex


C3.1: Two two-line Large Arms Factories at factory complex


C4: Radar stations located at mountan peaks (requires D5)


C5: C5: Naval drydock factory
A factory for mass-producing D5 Frigates. Includes a drydock large enough for it, and a linked factory. Also part of factory complex




Acquire

A1: Acquire sea mines for development of our own. (details would be nice)

A2: 12 gauge shotguns.(details would be nice. Really nice)


Other
(Vote yes or no to these)

F1: Coleslaw's factory plan

F2: Use MM1934s instead of MM1911s where possible in vehicles.

F3: Funk's uniform mods (SM1911/34 + 3 7rd mags for all)

F4: Coleslaw's Uniform mods (Which appear to be for generic naval crew in two varients, and an aircrew varient)
(Also, a comment on these. Most ships have standard soldiers on them. Atleast, most non-sub vessels)
« Last Edit: October 13, 2015, 04:32:09 pm by Aseaheru »
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #538 on: October 13, 2015, 04:19:49 pm »

Quote
(Also, a comment on these. Most ships have standard soldiers on them. Atleast, most non-sub vessels)

It'd still be good if the sailors could defend themselves/help out the actual soldiers aboard in the case of a shipboard assault.

Also.. The uh.. Thing seems to be a tad borked.
« Last Edit: October 13, 2015, 04:28:33 pm by coleslaw35 »
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #539 on: October 13, 2015, 04:28:06 pm »

Fixed up the formatting.

Im going to say that D3.2 is too large, so its getting split slightly. See below list for voting.

Zee List!

Designs
----------------------
D1 Fire storm interceptor
Spoiler (click to show/hide)
D2 Splinter Vest
Spoiler (click to show/hide)
D3.1 Redesign POAC system to make various varients, including Command vehicles, Mortar carriers, Tank destroyers, supply vehicles, etc. Add radios to all varients.

D3.2 Redesign POAC system to include only radios.

D4 Redesign of all cehicles to allow use of MM1934 instead of MM1911 in internal mounts (T-18, Baklan)

D5 RADAR system
Spoiler (click to show/hide)
D6 Attempt to fix the current interceptor's problems
Spoiler: Ways to fix problems (click to show/hide)
D7 Frigate
Spoiler (click to show/hide)
D8 Anti-Submarine Rocket Projector
Spoiler (click to show/hide)

Construct
----------------------
C1: Place 40mm AA and HiLo guns in and around our industrial complex in the event of an airborne attack.

C2: One two-Line Munitions Factory at factory complex

C3: One two-line Large Arms Factory at factory complex

C3.1: Two two-line Large Arms Factories at factory complex

C4: Radar stations located at mountan peaks (requires D5)

C5: C5: Naval drydock factory
A factory for mass-producing D5 Frigates. Includes a drydock large enough for it, and a linked factory. Also part of factory complex

Acquire
----------------------
A1: Acquire sea mines for development of our own. (details would be nice)

A2: 12 gauge shotguns.(details would be nice. Really nice)

Other
(Vote yes or no to these)

F1: Coleslaw's factory plan

F2: Use MM1934s instead of MM1911s where possible in vehicles.

F3: Funk's uniform mods (SM1911/34 + 3 7rd mags for all)

F4: Coleslaw's Uniform mods (Which appear to be for generic naval crew in two varients, and an aircrew varient)
(Also, a comment on these. Most ships have standard soldiers on them. Atleast, most non-sub vessels)
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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.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG
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