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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


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Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104123 times)

Maegil

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #975 on: December 20, 2015, 06:15:21 pm »

We don't have enough engineers to complete all projects. Remember that last turn, I split them into 5 groups and it still didn't work out so well, this time I was intending to try to mix in a couple of laborers as suggested by Asea; I hope it's enough to get something better than last time.
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What does Maegil have in common with a frag grenade?
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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...

Funk

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #976 on: December 20, 2015, 09:01:46 pm »

Made up a list.
Spoiler: Votes list (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.

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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #977 on: December 20, 2015, 10:45:48 pm »

 Currently you guys can technically run:
 -5 basic designs
 -3 large designs (basic design with bonus)
 -4 acquisitions
 -4 construction projects

 Plus, provided I can remember anything, theres the random event that may shove something nice out. And the schools may come out with a design project for you too...
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tryrar

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #978 on: December 20, 2015, 10:57:10 pm »

Currently you guys can technically run:
 -5 basic designs
 -3 large designs (basic design with bonus)
 -4 acquisitions
 -4 construction projects

 Plus, provided I can remember anything, theres the random event that may shove something nice out. And the schools may come out with a design project for you too...

In that case:


Made up a list.
Spoiler: Votes list (click to show/hide)

Dropping support for the heavy tank, Firestorm Mk.2, and engine improvements. I think we should aim for 6 designs MAX until we get some more engineers.
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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.

3_14159

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #979 on: December 21, 2015, 03:34:43 am »

Also, I suggest everyone to vote for up to five design projects, four construction projects and four  acquisition projects. This'd mean Maegil can add a vote, and Tryrar should lose two.

So, looking at the votes:
a) D.1 is useless without D.3.
b) The cavity magnetron is of highest priority
c) The Albatross Patrol bomber is going to be very useful.
This leaves me with one design vote. I don't think we need D.2 if we already have a tank. I just can't see the Firestorm redesign to add much of an advantage, especially since we really should design the Albatross. The coastal gun might be useful, but it's another thing we need to build and emplace, and we do have planes available for killing ships near our coasts.
That leaves a new carbine, the air-launched rockets and the SDE engine improvements. It's a close decision between the carbine and the engine improvements, but I'm going to vote for the Carbine since our engine engineers are going to be used for the tank engine.

For construction I'm definitely voting for landing craft retooling, and for the aircraft production. With the upcoming Albatross, we need the latter. Also voting for the vehicle engine factory; not particularly for the SPE-1938 but a combination of the tank engine and SDE M1934. Lastly, more gun emplacements.

Therefore:
Voting for:
D.1, D.3, D.4, D.6, D.8
C.1, C.2, C.3, C.5
A.1, A.2




Also added A.2: Acquire license for the M2 Browning. 'cause it won't hurt us.

Fixed numbers on the list, and reformatted it.

Spoiler: Fixed Votes list (click to show/hide)
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Maegil

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #980 on: December 21, 2015, 05:37:40 am »

Currently you guys can technically run:
 -5 basic designs
 -3 large designs (basic design with bonus)
 -4 acquisitions
 -4 construction projects

 Plus, provided I can remember anything, theres the random event that may shove something nice out. And the schools may come out with a design project for you too...

Those are technical figures, but within our current personnel constraints how many designs can we practically carry out with good chances of success?

How many engineers, architects, doctors and scientists could we expect per turn in average from the university?
Would we be able to conduct SCIENCE! basic research in nuclear physics, electronics, chemistry, metallurgy, etc.*, and then additional "rettolable" applied research lab annexes on which to develop technologies covered by said points?
 
*For instance, to even be able of doing applied research on a cavity magnetron we'd need so many basic science points in physics and electronics, but many more, and some metallurgy to get to apply research on semiconductors, even more electronics points for transistors, etc.. All these would be useful on the design of actual improved radars and guidance systems, but for the applied research on jet propulsion, we'd require basic research points on physics and chemistry... you get the idea. Could these mechanics be introduced, or do they complicate things too much?
« Last Edit: December 21, 2015, 12:05:17 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...

Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #981 on: December 21, 2015, 01:09:40 pm »

 More people can lead to better outcomes, but you could shove a single dude on a project and get something out.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #982 on: December 21, 2015, 07:47:52 pm »

Adding only acquire votes for now, not sure which designs and constructions to vote for yet.
Spoiler: Votes list (click to show/hide)
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Funk

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #983 on: December 21, 2015, 08:51:04 pm »

Add my vote for the M2 Browning
Spoiler: Votes list (click to show/hide)
[/quote]
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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

StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #984 on: December 22, 2015, 10:55:12 pm »

Acquire Proposals:
A.3: Bofors 37 mm gun - An anti-tank gun, not the strongest gun, but will due fine for home defense.
A.4: Bofors 40 mm gun- An anti-aircraft/multi-purpose autocannon; everyone uses these, might as well make Sweden richer.
Q: Why?
A: See if we can buy some artillary from our local Swedish drug arms dealer and hope every little umph and kaboom in the hands of our military will will help retake our homeland.
Spoiler: Votes list (click to show/hide)
Added 5 D votes, 4 C votes, and 2 new A's.
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tryrar

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #985 on: December 22, 2015, 11:05:08 pm »

Acquire Proposals:
A.3: Bofors 37 mm gun - An anti-tank gun, not the strongest gun, but will due fine for home defense.
A.4: Bofors 40 mm gun- An anti-aircraft/multi-purpose autocannon; everyone uses these, might as well make Sweden richer.
Q: Why?
A: See if we can buy some artillary from our local Swedish drug arms dealer and hope every little umph and kaboom in the hands of our military will will help retake our homeland.
Spoiler: Votes list (click to show/hide)
Added 5 D votes, 4 C votes, and 2 new A's.

We already HAVE a good 40mm gun
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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-Fist Half of 1938
« Reply #986 on: December 23, 2015, 12:14:54 am »

We have both 40mm autocannons and a 45mm AT gun (without the carriage, though). So far, we've been deploying them in the POAC-H to take care of the enemy armor, but I agree that we should get carriages for them - in a couple of years the 37mm is going to start being called "armor door knocker" and anything below 50mm will end up on static defense ambushes or anywhere but in the front lines. Of course, at that time we should be using 60mm, 75mm, or even larger, as our AT mainstay.
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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...

StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #987 on: December 23, 2015, 10:41:30 am »

Capital just feels rather abstract in game, and acquisition projects seem to only need money, diplomacy, and luck. But materials (steel, aluminum, and electronics) on the other hand have to watched for sure.
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Aseaheru

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #988 on: December 24, 2015, 02:37:57 pm »

 So, next turn as it currently stands is:

 POIT
 350hp engine
 Albatross
 Rapid carbine
 240mm coastal cannon
 Cavity Magnetron
 SDE M1934 improvements

 Retool NF1 to landing crafts(what sort?)
 Four line engine factory
 Gun emplacements expansion
 refitting destroyers to 130mm cannon
 'Two more aircraft + engine lines'(needs more details)

 Dogs and Dog Trainers(specifics?)
 Attempt to get the US government to change their mind so we can acquire license for the M2 Browning

 As a note, it would be really, really helpful if you guys kept links to the initial post suggesting the stuff or something.
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-Fist Half of 1938
« Reply #989 on: December 24, 2015, 03:27:34 pm »

Added the landing crafts and electronic parts to production. Changes are in green. Any suggestions for tooling?
Spoiler: Tooling List (click to show/hide)
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