Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

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


Pages: 1 ... 55 56 [57] 58 59 ... 70

Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104470 times)

tryrar

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #840 on: November 23, 2015, 02:02:56 pm »

Hmm, let's see:

Spoiler: Team Assignments (click to show/hide)
Logged
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.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #841 on: November 23, 2015, 02:28:43 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?
Its not really conflicting, is it though? Just different designs for the same thing.
Quote
@Aseaheru: What's the game mechanical difference between the different engineering roles, and specialization and no specialization? (I should have asked that years ago...)
Basically, it gives them a higher diceroll. Basic, non-specialized for that thing people are a D10, and each level of knowledge adds 5 to the dice, so a godlike aircraft dude working on aircraft is a 1d35. Workers are just flat numbers being added in, lack of engineers can flat out remove numbers, more than one team or near impossible things can remove numbers, etc.

As for how I get the dicerolls they go against, each engie there is just a D10 and some things get added there aswell.

Of course, me being me none of this is written down so how the system works can vary between each year, or even between each project.
Spoiler: Also, have a map. (click to show/hide)
« Last Edit: November 23, 2015, 03:17:12 pm by Aseaheru »
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

3_14159

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #842 on: November 23, 2015, 03:09:47 pm »

Hmm, let's see:

Spoiler: Team Assignments (click to show/hide)
Interesting assignment. Also, we can form CT4 (didn't even notice we were short one) by taking the labourers and architect away from fresh meat.

@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?
Its not really conflicting, is it though? Just different designs for the same thing.
Well, not necessarily. But that, for me, was the main difference between subproposals and different ones. I.e. had these been splitted into D.1 and D.9, they could've both gone through, but as D.1.1 and D.1.2 only one could. Basically, subproposals are "different solutions to the same problem" while different proposals are "different solutions to different problems".

Quote
Quote
@Aseaheru: What's the game mechanical difference between the different engineering roles, and specialization and no specialization? (I should have asked that years ago...)
Basically, it gives them a higher diceroll. Basic, non-specialized for that thing people are a D10, and each level of knowledge adds 5 to the dice, so a godlike aircraft dude working on aircraft is a 1d35. Workers are just flat numbers being added in, lack of engineers can flat out remove numbers, more than one team or near impossible things can remove numbers, etc.

As for how I get the dicerolls they go against, each engie there is just a D10 and some things get added there aswell.

Of course, me being me none of this is written down so how the system works can vary between each year, or even between each project.
So it's
Unskilled: D5
Basic: D10
Middling: D15
Skilled: D20
Masterful: D25
Godlike: D30
Specialization: +5D?
That's very good to know.
Quote
Spoiler: Also, have a map. (click to show/hide)
Your dropbox link doesn't seem to be public, I'm afraid.

Now, looking at the teams, we have the following expected rolls without specialization:
Naval Team: 79.5
Aero Team: 87
Gun Engineering Team: 98
Electronics Team: 50
Fresh Meat: 19.5
Materials: 35.5
with each matching speciality adding +2.5 to that.

Comparing tryrar's and my proposal:
NLAC: Naval Engineering. The same.
SCE1937: Fresh Meat (19.5) vs (87). My proposal assigns a significantly higher weight to the engine, since it's going to be our go-to engine for the foreseeable future.
Electronics Improvements: Electronics team. Obviously, and the same.
Tank: Materials team (38-45.5) vs Gun Engineering (98-105.5). Again, higher weight to the tank, since the chassis is going to be used widely.
ALC1: Aeronautics Team (87) vs Fresh Meat Team (19.5): I really don't consider this that important, especially with the other landing craft receiving our best people.
105mm POAC/Carriage: Gun Engineering Team (100.5-108) vs Materials Team (35.5-45.5): I think the Carriage is important, but it shouldn't be that complicated. I hope.
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

tryrar

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #844 on: November 23, 2015, 03:24:19 pm »

Ok, then I'll support yours instead since it's hard to argue the roll weighting for what I think is important :P

Oh, and yeah if we can get CT4 formed by siphoning off a few architects and laborers from the other teams, then we can get everything done this turn.

edit:Though, now that I think on it, a construction team that has a couple engineers as well would not me amiss for things where an engineer would be desirable(like building more ships for the chance for an upgraded design). Not something we can do now, but something to think about ;)
« Last Edit: November 23, 2015, 03:30:04 pm by tryrar »
Logged
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.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #845 on: November 23, 2015, 03:31:03 pm »

Another quick note, architects are engineers, technically speaking. They work the same ways.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

tryrar

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #846 on: November 23, 2015, 03:36:21 pm »

Ah, nvm then! :P

Edit:Quick question:would the 105mm carriages be incorproated into the existing production lines or would we need to build separate facilities to make them?(Obviously we'd retool A POAC line for the SPGs)
« Last Edit: November 23, 2015, 03:40:18 pm by tryrar »
Logged
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.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #847 on: November 23, 2015, 04:00:08 pm »

I will probably have the carriages work like the POAC-B-C to POAC-B-C(F) with workshops taking them and some resources to make towed variants.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

tryrar

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #848 on: November 23, 2015, 04:03:40 pm »

Fair enough. So for best results we'd want to retool one of the 105mm lines to include the carriages, but for now we'll be able to make do? Am I reading that right?
Logged
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

  • Bay Watcher
  • I _drink_ stuff older than you!
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #849 on: November 24, 2015, 12:41:16 am »

Checking our engineering teams, I found that we have these assets:

Spoiler: Engineering personnel (click to show/hide)

I've reassigned the engineers to new teams, streamlining them a bit for the current jobs:

Spoiler: Reassignments (click to show/hide)

Most things got small gains, mainly from spreading out the naval engineers among the amphibious equipment. The main loser was the NLAC 1937, as it's not so much for hot landings as for bulk transport to secure beachheads, with good AA capability against interloping planes, so it didn't need so much development; conversely I've buffed the ALC1 a bit lest it sunk still on the drawing board - it's meant to go into the thick of it, so it's supposed to be reasonably expendable, but let's keep that "expendability" within limits... ;)

Finally, I've extricated the workers that were mixed in when we were building ships, and formed a new construction team. Do you think maybe it'd be a good idea to also remake the labor teams?

EDIT: BTW, what are the material engineers? I gave them a bonus on the engine, but I'm not certain what they actually are.
« Last Edit: November 24, 2015, 07:19:08 am by Maegil »
Logged
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...

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #850 on: November 24, 2015, 01:07:33 am »

People who work on things like new alloys, metal stresses, etc. The materials dudes.

Also, you may want to have ten teams so you can do everything.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

3_14159

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #851 on: November 24, 2015, 02:32:59 am »

snip
I like the assignment changes, except for assigning more engineers to the ALC. Mostly because, right now, we can only produce one of them anyway. On the other hand, more chances to get a useful design.
Yeah, I'll +1 this.
Logged

Maegil

  • Bay Watcher
  • I _drink_ stuff older than you!
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #852 on: November 24, 2015, 06:57:56 am »

These are our builders, including those on my previous post:
Spoiler: Construction manpower (click to show/hide)

I've split them into 5 roughly equal teams, the first one being a bit better than the last, and gathered the remainder on a 6th team.

« Last Edit: November 24, 2015, 07:50:46 am by Maegil »
Logged
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

  • Bay Watcher
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #853 on: November 24, 2015, 08:39:01 am »

Maegil, you are a GOD of management! +1 to everything!!!!
Logged
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.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #854 on: November 24, 2015, 09:22:13 am »

Laborers only come in unskilled, basic, skilled, and godlike forms, just a note.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text
Pages: 1 ... 55 56 [57] 58 59 ... 70