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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 104482 times)

Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #825 on: November 19, 2015, 03:24:27 pm »

Also: Guys, we need to either build a line or retool a line for our new 130mms. Since we appear to not be building one, can someone come up with a tooling list that includes them?

Edit:Looking at the tooling list, LA4 line 4 is empty. Tool that with the new 130mm hammer.

Actually, I had assigned that line to the ATHM1933 [87.6mm AT gun], for which we have a shortage of 13, worsening by 3/semester.
F.4 Production
Factory E1/2-4 (['electronics'], e): Electronic Parts
Factory LA4/2 (['artillery']) e): M1932 40mmAAA Cannon
Factory LA4/3 (['artillery']) e): ATHM1933 [87.6mm AT gun] (or do we have to tool it first)
Factory M8/3 (['ammo']) e): C-V-45-M1935 ammo [45mm AT cannon ammo]
Factory V3/1 (['vehicle'], e): POAC-B-C(F) [Fuel APC] => POAC-B-M [Mortar APC]

Since we're reposting,
TURN 11: 1937.5




« Last Edit: November 19, 2015, 03:36:03 pm by Maegil »
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #826 on: November 19, 2015, 04:50:09 pm »

This is a projection of our stocks and production for the next turn, assuming we follow a slightly modified F.4:
F.4 Production
Factory E1/2-4 (['electronics'], e): Electronic Parts
Factory LA4/2 (['artillery']) e): M1932 40mmAAA Cannon
Factory LA4/3 (['artillery']) e): ATHM1933 [87.6mm AT gun] (or do we have to tool it first)
Factory M8/3 (['ammo']) e): C-V-45-M1935 ammo [45mm AT cannon ammo]
Factory V3/1 (['vehicle'], e): POAC-B-C(F) [Fuel APC] => POAC-B-M [Mortar APC]
Factory SA1/4: DP-28 MG -> MM1934 MG.

We'd still have a shortfall of 4.5 electronic parts per turn (remember what I said about electronic parts missing? And none of our vehicles have radios; that doesn't include additionally-built ships etc), 20 diesel engines (equivalent to 10 POACs) and CA-A-M1935 20mm aircraft guns.
This suggests that an additional artillery factory (or naval artillery factory, no idea what the effective difference is going to be) will be very useful.

TURN 12: 1938.0




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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #827 on: November 19, 2015, 07:05:11 pm »

Heh, i already suggested a 4-line naval armaments factory, so you just need to vote for it :P
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #828 on: November 19, 2015, 07:51:11 pm »

Pi's production modification makes sense, so I'll also go for it:
Factory SA1/4: DP-28 MG -> MM1934 MG.

Furthermore, I'm moving a design vote from the Beachmaster tank to the POAC flotation stabilizers - we've produced them in good numbers, we just need to cross them over, and it's obvious that we can make floaters much faster than brand-new tanks.

I still want the tanks, but I'll rather have those mines back as soon as possible.
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #829 on: November 20, 2015, 04:25:50 am »

Heh, i already suggested a 4-line naval armaments factory, so you just need to vote for it :P
Again, you're right. I'll switch a construction vote from the harbour fortifications to the armaments factory.
Because there's another thing I just noticed. You know our new interceptor? The one with four 20mm cannons in the nose?
We're not producing any of those cannons. Which means that our primary interceptor, right now, is completely unarmed; and we need to change that.

I therefore propose and vote for factory tooling F.4.2:
Factory E1/2-4 (['electronics'], e): Electronic Parts
Factory LA4/2 (['artillery']) e): CA-A-M1935 20mm aircraft gun
Factory LA4/3 (['artillery']) e): CA-A-M1935 20mm aircraft gun
Factory M8/3 (['ammo']) e): C-V-45-M1935 ammo [45mm AT cannon ammo]
Factory V3/1 (['vehicle'], e): POAC-B-C(F) [Fuel APC] => POAC-B-M [Mortar APC]
Factory SA1/4: DP-28 MG -> MM1934 MG.

Resulting in the following stocks:
TURN 12: 1938.0




Yes, this means that we lack 40mm guns and ATHM1933 guns, which are mostly used on our ships (with the ATHM1933 being only used on the Shockwave FAC). I believe that the small decrease in anti-air effectiveness of our ships, and the shore bombardment capabilities of our FACs is well worth it for having interceptors that can actually shoot at something.
And, as you see, this'll mean all but one of our interceptors are fully armed.

Spoiler: Voting List (click to show/hide)
Wow. This turn, you're going to have to roll many dice to decide what to actually choose, Aseaheru.
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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #830 on: November 20, 2015, 05:47:02 am »

I'll solve at least the construction part by removing my vote for harbor fortifications :P
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #831 on: November 20, 2015, 05:58:41 am »

Not that I intend to do so right now, but can we put more than one vote on the same project?
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #832 on: November 20, 2015, 06:19:41 am »

Not that I intend to do so right now, but can we put more than one vote on the same project?

Umm, I think not as that would be rather unfair :P. Or rather, it would likely only count as one vote  ;)
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #833 on: November 20, 2015, 05:14:37 pm »

Spoiler: Voting List (click to show/hide)
I will hopefully add more votes soon. I'm not sure if I should go with D.1.1 or D.1.2 yet.
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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #834 on: November 20, 2015, 05:21:05 pm »

Oh, include my vote for f4.2
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #835 on: November 20, 2015, 05:59:48 pm »

Oh, include my vote for f4.2

Got you fam.

Here are my votes. Sorry for not responding for so long, I didn't have much to contribute. Plus, I'm not gonna lie, I got kinda overwhelmed with the huge number of designs that were brought forward.

I feel like designing the larger landing craft would eliminate the need for POAC flotation devices. For now, at least. The landing crafts can bring in the POACs and while it may be a bit more tedious/expensive, they'd be much better protected in a landing craft than just floating out through the channel on (basically) air bags.

I like the Beachmaster, btw. Looks nice. I assume it'll use the SCE1937 engine (the 400 HP one)?

I doubt the Council will approve the availability for women to become factory workers and engineers (if they're the stereotypical, old, conservative (forgot we're commies for a sec) men that I think they are), but it's worth a shot.

Spoiler: Voting List (click to show/hide)

« Last Edit: November 20, 2015, 06:01:56 pm by coleslaw35 »
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #836 on: November 20, 2015, 07:26:19 pm »

Spoiler: Voting List (click to show/hide)
I was hesitant to support the "F.3.1 Send almost all Nagant M1895 revolvers and ammo (and suppressors if available) to the Brazilian Communist Party" proposal at first, but it's going through anyway. Hopefully the guns can be smuggled through.
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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #837 on: November 21, 2015, 11:34:51 am »

I think that's all posted, and we're probably going to end up with
D.1.1 Landing Craft NLAC M1937 (20mm gun, larger), D.9 Electronics improvements, D.4 SCE1937 400-500HP engine, D.11 Beachmaster Tank and possibly D.3.2 105mm SPG (POAC-B-based) and carriage.

As for construction projects, the Engineering School will go through, and two or all of the four-vote proposals.
All free and acquisition actions will go through.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #838 on: November 23, 2015, 01:21:11 pm »

Well, looks like voting has wrapped up and that the following will go ahead. Only the top six designs are continuing due to lack of manpower.



D.4 SCE1937 400-500HP engine
V-12 petrol engine with a single-stage supercharger, perfect for fitting in vehicles, and possibly some planes and small boats.


D.9 Electronics improvements
To production line efficiency, specifically

Spoiler: D.11 Beachmaster Tank (click to show/hide)






C.1 4-line naval warfare factory

C.2 Engineering School

C.3 Naval Academy

C.4 Build defenses on all harbors, starting by the main island (multiple turn project)

C.5 Build new 4-line electronics factory

 The above proposals now need workers. Teams are as follows:
Spoiler: Teams (click to show/hide)
The below are proposals that donot need workers assigned to them.

F.1 Allow women workers in factories and as engineers

F.2.2 As above, but keep the T-18 (and a few of each gun) and put them into a museum (thats MM1911s being sent along with the MM1902s)

F.3.1 Send almost all Nagant M1895 revolvers and ammo (and suppressors if available) to the Brazilian Communist Party

F.4.2 Production Proposal Air


A.1 Get more immigration

A.2 Get 500-690 suppressors for the Nagant M1895 revolvers (before F.3)

A.3 Get 4 more ammo units for the Nagant M1895 revolvers (before F.3)

(A2 and A3 are presumed to be sourced from USSR, A1 is presumed to not include from hostile areas)
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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #839 on: November 23, 2015, 01:57:05 pm »

@Aseaheru: We are doing both D.1.1 and D.1.2? I had always thought that only one of two conflicting proposals could go through?

That being said, there are a few obvious assignments:
D1.1: Landing Craft NLAC M1937
Our naval engineers
D.9 Electronics Improvements
Our electronics team

For the rest, I'd assign them as follows:
Aeronautics Team: Engine. I'd hope their size makes their non-specialization less important.
Gun Engineering Team: Tank: A godlike, general engineer, a weapons engineer, and the explosive engineers might help for protection against shape charges.
Materials Team: Assign to the SPG and carriage. It should be a (fairly) simple job.
Fresh Meat Team: Assign to the Assault Landing craft if we have to do it; to the SPG and carriage otherwise.

Generally, I'd like to propose we switch the skilled armour engineer from materials to gun engineering, and switch a material engineer back. Also, rename gun engineering team to General Purpose team, since it's very non-specialized.

For the construction projects:
One of the teams has no architect; I'd assign that one one of the middling architects from team 2. The rest is pretty free, but I'd assign CT3 to the harbour defenses (they're the best, and that's the most expansive project), and Labour Team A to the Engineering School (we want crits!).
For the rest, maybe C.1 for CT1 and C.5 for CT2.

@Aseaheru: What's the game mechanical difference between the different engineering roles, and specialization and no specialization? (I should have asked that years ago...)
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