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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 104269 times)

coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #540 on: October 13, 2015, 04:41:14 pm »

Fixed up the formatting.

Thank, Mr. Skeltal.

Aseaheru also wants more details in regards to the shotguns. I guess we could try and go for some American pump-action ones. I'd suggest the 12 gauge variants of the Winchester Model 1912.

My votes:


Designs
----------------------
D1 Fire storm interceptor
Spoiler: Fire Storm Interceptor (click to show/hide)
D2 Splinter Vest
Spoiler: Splinter Vest (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.
-Coleslaw

D3.2 Redesign POAC system to include only radios.

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

D5 RADAR system
Spoiler: RADAR (click to show/hide)

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

D7 Frigate
Spoiler: Frigate (click to show/hide)
D8 Anti-Submarine Rocket Projector

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

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
-Coleslaw

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

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
-Coleslaw

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

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

Other
(Vote yes or no to these)

F1: Coleslaw's factory plan
-Coleslaw

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

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

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)
-Coleslaw
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #541 on: October 13, 2015, 07:33:30 pm »

Designs
----------------------
D1 Fire storm interceptor
Spoiler: Fire Storm Interceptor (click to show/hide)
D2 Splinter Vest
Spoiler: Splinter Vest (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.
-Coleslaw

D3.2 Redesign POAC system to include only radios.

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

D5 RADAR system
Spoiler: RADAR (click to show/hide)
-StrawBarrel
D6 Attempt to fix the current interceptor's problems
Spoiler: Ways to fix problems (click to show/hide)
-Coleslaw, StrawBarrel

D7 Frigate
Spoiler: Frigate (click to show/hide)
-StrawBarrel
D8 Anti-Submarine Rocket Projector
-StrawBarrel

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

C2: One two-Line Munitions Factory at factory complex
-StrawBarrel
C3: One two-line Large Arms Factory at factory complex

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

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

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
-Coleslaw, StrawBarrel

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

A2: 12 gauge shotguns.(details would be nice. Really nice)
-Coleslaw, StrawBarrel

Other
(Vote yes or no to these)

F1: Coleslaw's factory plan
-Coleslaw, StrawBarrel

F2: Use MM1934s instead of MM1911s where possible in vehicles.
-Coleslaw, StrawBarrel

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

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)
-Coleslaw
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #542 on: October 13, 2015, 07:38:34 pm »

Gah! I forgot we got 4 votes for design and construction. Added my last unused votes.

Designs
----------------------
D1 Fire storm interceptor
Spoiler: Fire Storm Interceptor (click to show/hide)
D2 Splinter Vest
Spoiler: Splinter Vest (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.
-Coleslaw

D3.2 Redesign POAC system to include only radios.

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

D5 RADAR system
Spoiler: RADAR (click to show/hide)
-StrawBarrel, Coleslaw

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

D7 Frigate
Spoiler: Frigate (click to show/hide)
-StrawBarrel
D8 Anti-Submarine Rocket Projector
-StrawBarrel

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

C2: One two-Line Munitions Factory at factory complex
-StrawBarrel, Coleslaw
C3: One two-line Large Arms Factory at factory complex

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

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

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
-Coleslaw, StrawBarrel

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

A2: 12 gauge shotguns.(details would be nice. Really nice)
-Coleslaw, StrawBarrel

Other
(Vote yes or no to these)

F1: Coleslaw's factory plan
-Coleslaw, StrawBarrel

F2: Use MM1934s instead of MM1911s where possible in vehicles.
-Coleslaw, StrawBarrel

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

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)
-Coleslaw
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #543 on: October 13, 2015, 07:44:48 pm »

Gah! I forgot we got 4 votes for design and construction. Added my last unused votes.

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

D3.2 Redesign POAC system to include only radios.

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

D5 RADAR system
Spoiler: RADAR (click to show/hide)
-StrawBarrel, Coleslaw

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

D7 Frigate
Spoiler: Frigate (click to show/hide)
-StrawBarrel
D8 Anti-Submarine Rocket Projector
-StrawBarrel

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

C2: One two-Line Munitions Factory at factory complex
-StrawBarrel, ColeslawFunk
C3: One two-line Large Arms Factory at factory complex

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

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

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
-Coleslaw, StrawBarrelFunk

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

A2: 12 gauge shotguns.(details would be nice. Really nice)
-Coleslaw, StrawBarrelFunk

Other
(Vote yes or no to these)

F1: Coleslaw's factory plan
-Coleslaw, StrawBarrelFunk

F2: Use MM1934s instead of MM1911s where possible in vehicles.
-Coleslaw, StrawBarrelFunk

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

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)
-ColeslawFunk
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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

3_14159

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #544 on: October 14, 2015, 03:08:19 am »

My Votes:
D4, D5, D6, D7
C2, C3.1, C4, C5
A1
F1, F2, F4: Yes
F3: No
Note that I'm voting against F3 only because we don't have that many pistols - we have over 20,000 people but only 2350 SM1911, and can't spare the production lines.

Some more details on the sea mines:
My ideal mine would be an air-droppable sea mine of about 500kg (like the US Mark 13 or Mark 15 or the German Luftmine A). If not available, get some sea-deployable mines of the same weight class.

I've also prettied up the vote list:
Spoiler (click to show/hide)
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #545 on: October 14, 2015, 09:07:06 am »

Pistols for every one is the goal, while we can't do it now or next year it's what we are ultimately aiming for.
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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-Vote Time!
« Reply #546 on: October 14, 2015, 11:14:46 am »

Pistols for every one is the goal, while we can't do it now or next year it's what we are ultimately aiming for.

This was also my reasoning. Of course, not all soldiers will immediately get one, this is just for when all other prioritized units are armed with handguns and we begin getting accumulating spares.
« Last Edit: October 14, 2015, 03:07:19 pm by coleslaw35 »
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3_14159

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #547 on: October 14, 2015, 03:43:49 pm »

Pistols for every one is the goal, while we can't do it now or next year it's what we are ultimately aiming for.

This was also my reasoning. Of course, not all soldiers will immediately get one, this is just for when all other prioritized units are armed with handguns and we begin getting accumulating spares.

That does make sense, yes. However, at the current rate, we're going to need more than fifteen years to produce enough pistols for everyone...
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #548 on: October 14, 2015, 03:48:47 pm »

*shrugs*

Eh, I suppose I'll just abstain from that one. I don't care either way. :P


Designs
----------------------
D1 Fire storm interceptor
Funk
D2 Splinter Vest
Funk
D3.1 Redesign POAC system to make various varients, including Command vehicles, Mortar carriers, Tank destroyers, supply vehicles, etc. Add radios to all varients.
-Coleslaw
D3.2 Redesign POAC system to include only radios.
D4 Redesign of all vehicles to allow use of MM1934 instead of MM1911 in internal mounts (T-18, Baklan)
-Coleslaw, Funk, 3_14159
D5 RADAR system
-StrawBarrel, Coleslaw, 3_14159
D6 Attempt to fix the current interceptor's problems
-Coleslaw, StrawBarrel, Funk, 3_14159
D7 Frigate
-StrawBarrel, 3_14159
D8 Anti-Submarine Rocket Projector
-StrawBarrel

Construct
----------------------
C1: Place 40mm AA and HiLo guns in and around our industrial complex in the event of an airborne attack.
-Coleslaw, StrawBarrel, Funk
C2: One two-Line Munitions Factory at factory complex
-StrawBarrel, Coleslaw, Funk, 3_14159
C3: One two-line Large Arms Factory at factory complex
C3.1: Two two-line Large Arms Factories at factory complex
-Coleslaw, StrawBarrel, Funk, 3_14159
C4: Radar/Radio stations located at mountan peaks (requires D5)
3_14159
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
-Coleslaw, StrawBarrel, Funk, 3_14159


Acquire
----------------------
A1: Acquire sea mines for development of our own. (details would be nice)
-Coleslaw, StrawBarrel, Funk
A2: 12 gauge shotguns.(Winchester Model 1912, 12 gauge)
-Coleslaw, StrawBarrel, Funk

Other
(Vote yes or no to these)
F1: Coleslaw's factory plan
YES: -Coleslaw, StrawBarrel, Funk, 3_14159
NO:
F2: Use MM1934s instead of MM1911s where possible in vehicles.
YES: -Coleslaw, StrawBarrel, Funk, 3_14159
NO:

F3: Funk's uniform mods (SM1911/34 + 3 7rd mags for all)
YES: -Funk
NO: 3_14159
ABSTAIN: Coleslaw

F4: Coleslaw's Uniform mods
YES: -Coleslaw, Funk, 3_14159
NO:
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #549 on: October 16, 2015, 08:57:55 pm »

 So, guessing that everyone who has a want to vote has voted? If so, than the projected winners are:

D6,D5,D4,D7
C1,C2,C3.1,C5
A1, A2
F1, F2, and F4 going ahead, with F3 being a coin flip.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #550 on: October 18, 2015, 11:59:45 pm »

That list is the winning list then.


F3 is... not going ahead, thanks to coinflip.

Spoiler: Zee Dudes. (click to show/hide)
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #551 on: October 19, 2015, 06:05:01 am »

F3 is... not going ahead, thanks to coinflip.

Rip F3, you were so young.

Quote
Spoiler: Zee Dudes. (click to show/hide)

Why is the electronics team unavailable?

I'll try to type something up when I get back from school, but I may get a chance to be able to do it a few hours earlier. Of course, that's if no one else comes up with anything.
« Last Edit: October 19, 2015, 06:08:29 am by coleslaw35 »
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3_14159

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #552 on: October 19, 2015, 07:30:34 am »

Why is the electronics team unavailable?
I assume it's just a copy/paste error from last turn.

With that, here's my assignment. I believe the design projects are mostly obvious; except for the Gun Engineering Project. We could put them on either the interceptor or the Frigate. I slightly prefer the interceptor (because we do have a weapon there that needs fixing).

D6: Fix the interceptor
    Aeronautics team, Gun Engineering team
D5: Radar
    Electronics Team
D4: MM1934 instead of MM1911
    Materials team
D7: Frigate
    Naval Engineering team

C1: AA defenses
    Labour Team A
C2: 2x Ammo factory
    Construction Team 3
C3.1: Two two-line large-arms factories
    Construction Team 1
C5: Naval Drydock factory
    Construction Team 2

A1: Acquire sea mines
A2: 12g shotguns

F1: Coleslaw's factory plan
F2: MM1934 instead of MM1911 where possible
F4: Coleslaw's Uniform mods
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Funk

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Re: Department of Armaments-Weapon Design Game-Spring 36-Vote Time!
« Reply #553 on: October 19, 2015, 12:05:28 pm »

Why is the electronics team unavailable?
I assume it's just a copy/paste error from last turn.

With that, here's my assignment. I believe the design projects are mostly obvious; except for the Gun Engineering Project. We could put them on either the interceptor or the Frigate. I slightly prefer the interceptor (because we do have a weapon there that needs fixing).

D6: Fix the interceptor
    Aeronautics team, Gun Engineering team
D5: Radar
    Electronics Team
D4: MM1934 instead of MM1911
    Materials team
D7: Frigate
    Naval Engineering team

C1: AA defenses
    Labour Team A
C2: 2x Ammo factory
    Construction Team 3
C3.1: Two two-line large-arms factories
    Construction Team 1
C5: Naval Drydock factory
    Construction Team 2

A1: Acquire sea mines
A2: 12g shotguns

F1: Coleslaw's factory plan
F2: MM1934 instead of MM1911 where possible
F4: Coleslaw's Uniform mods

+1
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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-Vote Time!
« Reply #554 on: October 19, 2015, 03:49:15 pm »

Why is the electronics team unavailable?
I assume it's just a copy/paste error from last turn.

With that, here's my assignment. I believe the design projects are mostly obvious; except for the Gun Engineering Project. We could put them on either the interceptor or the Frigate. I slightly prefer the interceptor (because we do have a weapon there that needs fixing).

D6: Fix the interceptor
    Aeronautics team, Gun Engineering team
D5: Radar
    Electronics Team
D4: MM1934 instead of MM1911
    Materials team
D7: Frigate
    Naval Engineering team

C1: AA defenses
    Labour Team A
C2: 2x Ammo factory
    Construction Team 3
C3.1: Two two-line large-arms factories
    Construction Team 1
C5: Naval Drydock factory
    Construction Team 2

A1: Acquire sea mines
A2: 12g shotguns

F1: Coleslaw's factory plan
F2: MM1934 instead of MM1911 where possible
F4: Coleslaw's Uniform mods

+1

+1 Plus one from me too.
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