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Dead or not dead?

Dead
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LIVE!
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Eh. Dont care.
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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 104174 times)

3_14159

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #585 on: October 24, 2015, 10:36:13 am »

> RM1891: 30650 5650 (rest lost during combat, parts, or RSpain)
We sent about 20,000 rifles to spain? Wow. Also, that's actually a very good opportunity to update toa  new weapon.

> Ray Class HSCS: 4 (Wait, where did the other two come from? Ones the Ray, ones the Skate(which is sorta its own class), what about the other two?)
One is the original Ray, and we had the factory N1 tooled to produce Ray-class submarines in 1934/2. I don't know where my batch number of two (x1.5 for the factory) came from. If that's in error, I'll correct it. The Skate is extra because it's another design basically (external loads).


> MM1902: 9800 100 (RSpain)
We gave Spain 9,700 light machine guns? Oh, joy.

> SM1911/34: 2950 2620 (Combat, parts, RSpain, USSR. A pair of them where sent to Stalin in hopes he wont use them against us)
And, how did the like them?

> Bychok: 1 2 (Now I think you are confused.)
> Bychok: 1 (ah, there it is. The Monkey Goby!)
There shouldn't be two types of Bychoks. Why are there two Bychoks? Ah, got it. An issue when I updated the design to include electronic parts costs. It's corrected.

Also, I am now officially annoyed with my list. There's no overview over what's what. I'm adding short descriptions now.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #586 on: October 24, 2015, 10:43:39 am »

Spain likes their rifles.

Huh. Forgot that. Did they make anything... (glances at stuff) you know what? Im gonna say that the Ray class can be made at a rate of .5 per season per assembly line in a naval factory. Because, hey. Its small enough to do so and its not designed for it.

Far, far more than 9700 MGs. You also sent over some MM1911s, MM1927s, and even a few MM1934s.

He wont tell us.
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3_14159

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #587 on: October 24, 2015, 11:11:56 am »

Huh. Forgot that. Did they make anything... (glances at stuff) you know what? Im gonna say that the Ray class can be made at a rate of .5 per season per assembly line in a naval factory. Because, hey. Its small enough to do so and its not designed for it.
Sure. That'll give us about .75 of a Ray for spares.

Also, updating the list comes along. Here are some examples:
Factory LA1/0 (artillery, e): AATSM1933 HiLo [105mm AA/AT gun] (6.0 per turn)
EAM M1932 [Automatic Mortar]: 50
ATHM1933 [87.6mm AT gun]: -6

I'll include your numbers, and then post the new stocks.

Edit: Just noticed: According to your stock changes, we gained four steel helmets due to combat losses (1980 > 1984).
« Last Edit: October 24, 2015, 11:17:38 am by 3_14159 »
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3_14159

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #588 on: October 24, 2015, 11:24:35 am »

And here's the new assignments.
Changes include the short description (in []); not printing stocks with 0 and sorting the industrial production the same way as the stocks.

TURN 9: 1936.5
Spoiler: Industry assignments: (click to show/hide)

Spoiler: Industry production: (click to show/hide)

Spoiler: Stocks: (click to show/hide)
« Last Edit: October 24, 2015, 11:40:52 am by 3_14159 »
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #589 on: October 24, 2015, 11:30:12 am »

Only Largearms 3 is republicans only.
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3_14159

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #590 on: October 24, 2015, 11:40:01 am »

Only Largearms 3 is republicans only.
From "Construction team Two was in charge of the other two factories built in the complex this year, a pair of twin-line armaments factories. They are completed quickly, and one is, again, given over to the Republican forces." I had assumed that they'd both be given over. Awesome!


And, while looking through the thread, I've also compiled a list of links to the turn posts, which you can copy to one of the first posts of the thread:

Coleslaw's Hex Map
And image only

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Funk

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #591 on: October 24, 2015, 12:24:15 pm »

 
I'm not totally sold on the POAC-C (Cargo) it's going to have a much smaller payload so we'll need more of them.
Understandable.
The way I see it, we have three possible trucks to add to our arsenal:
- A heavy truck
Unarmoured, fairly cheap to produce and very efficient. Not off-road capable. For use far behind our lines.
- A light truck
Unarmoured, yet cheap to produce and with a high load for its weight. For use behind our lines.
- The POAC-C
Lightly armoured, more expensive per load than the other two. Amphibious. For transporting the supplies to the resupply points.

Since the latter can - with less efficiency - also be used for the first two roles, promises to give us a few more variants and shares commonality with the other POACs, I'd build that one first. 

I'd argue that the Iron ox should be quite capable off road, it's eight wheel drive and has a differential lock.
We could shorten it, drop an axle from the rear and lower it's off road payload to 5000Kg.

Now on to Spain let use our skill in building defences to help the republicans.
Lets build
Naturally as there in Spain we would just be supplying the knowledge and armaments, all the work will be under taken by local volunteers. 
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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-The author is being wierd...
« Reply #592 on: October 24, 2015, 01:04:57 pm »

This is off topic, but do the 7.62x54mmR rounds come with stripper clips?
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #593 on: October 24, 2015, 01:11:30 pm »

Enough of them do.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #594 on: October 24, 2015, 06:31:46 pm »

Now on to Spain let use our skill in building defences to help the republicans.
Lets build
Naturally as there in Spain we would just be supplying the knowledge and armaments, all the work will be under taken by local volunteers.

I mean, I like the idea, but it may not be completed in time or would be incredibly expensive, and if we're going to use the labor of volunteers, well, there may not be many available to build if they're off fighting. Then again, we could just send one of our own construction teams to build it, I mean they can somehow manage to build an entire factory in the course of a few months. It took a local construction firm 3 years to build a small school here.

Also, what if N. Spain manages to take it over? Then THEY'D have a large and heavily defended defense point.

Also, are the bunkers separated and spread out or are they close together? Is that Crew count for all 4 bunkers or just one? We should definitely arm more of the "crew" in the bunkers with more than just a few SMGs or shotguns.

In a bunker that much armed, there's going to need to be a large, central, well-protected ammunition storage area for all those guns. Even then, they'd probably chew through it really fast.

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Aseaheru

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #595 on: October 24, 2015, 07:29:36 pm »

Funfact: One of the main problems with the Nazi defense at Normandy was lack of ammo. Even if the bunker managed to survive all that day most ran out of ammo in 6-8 hours.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #596 on: October 24, 2015, 07:30:28 pm »

Funfact: One of the main problems with the Nazi defense at Normandy was lack of ammo. Even if the bunker managed to survive all that day most ran out of ammo in 6-8 hours.

That's what I was afraid of.


Edit: Unless.. We got a decent truck up and running so that they could drive in ammo towards the citadel during combat, when needed?
« Last Edit: October 24, 2015, 07:33:08 pm by coleslaw35 »
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #597 on: October 24, 2015, 07:32:57 pm »

Course, it was also an undermanned area, and awesomely under supplied. Each bunker was intended to have 2-3 days of ammo.
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coleslaw35

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #598 on: October 24, 2015, 07:34:06 pm »

Course, it was also an undermanned area, and awesomely under supplied. Each bunker was intended to have 2-3 days of ammo.

Wow. So maybe it could be a plausible idea, but still, it'd be scary if N. Spain got a hold of it and the guns on/in it.

EDIT: What if we rigged explosives on the inside for when it gets taken over? This is a scary thought though, because what if they are accidentally set off prematurely while it's still under our control?
« Last Edit: October 24, 2015, 07:35:59 pm by coleslaw35 »
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Funk

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Re: Department of Armaments-Weapon Design Game-The author is being wierd...
« Reply #599 on: October 24, 2015, 09:02:14 pm »


I mean, I like the idea, but it may not be completed in time or would be incredibly expensive, and if we're going to use the labor of volunteers, well, there may not be many available to build if they're off fighting. Then again, we could just send one of our own construction teams to build it, I mean they can somehow manage to build an entire factory in the course of a few months. It took a local construction firm 3 years to build a small school here.
We should be able to gather a lot of volunteers, after all this is for the defence of the city.
Those less willing or unable to fight can probably still work on the building.

Also, what if N. Spain manages to take it over? Then THEY'D have a large and heavily defended defense point.
Then the fall of Valencia is close at hand.
Note N. Spain cant just walk up to them, there's going to be a fight or a long bombardment so it's unlikely one will fall intact.
Remember that N. Spain doesn't have a large supply ammo for the captured guns.


Also, are the bunkers separated and spread out or are they close together?
Is that Crew count for all 4 bunkers or just one?
We should definitely arm more of the "crew" in the bunkers with more than just a few SMGs or shotguns.

In a bunker that much armed, there's going to need to be a large, central, well-protected ammunition storage area for all those guns. Even then, they'd probably chew through it really fast.
The bunker are to cover as much of Valencia as they can.
The crew is the maximum for one bunker.
As for arming the crew im sure we have some old rifles knocking about they can have.
----
Course, it was also an undermanned area, and awesomely under supplied. Each bunker was intended to have 2-3 days of ammo.

Wow. So maybe it could be a plausible idea, but still, it'd be scary if N. Spain got a hold of it and the guns on/in it.

EDIT: What if we rigged explosives on the inside for when it gets taken over? This is a scary thought though, because what if they are accidentally set off prematurely while it's still under our control?
There's going to be more than enough ammo in the stores to take the bunker out of action.
but that's why you have the ammo stored in the basement and hosted up to the guns, so the magazine is safe.
There radios, a large number of crew men and good defences so there unlikely to fall in to enemy hands undamaged.
If we need to spike the guns then a little termite is the answer, it'll safely melt the guns.
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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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