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Author Topic: Stellar Arms Race, USAA: 1972 Design  (Read 9265 times)

10ebbor10

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #90 on: August 10, 2015, 05:06:53 pm »

Just look it up on wikipedia, it's there.

On that note, there's not actually that much to design. If we're building a carrier rocket, then we should simply go Hydrogen-LOX. Best performance, and complicated chemistry.
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notquitethere

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #91 on: August 10, 2015, 05:13:48 pm »

Could we design another research facility in our next design phase?
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10ebbor10

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #92 on: August 10, 2015, 05:49:18 pm »

I doubt the GM will permit that.
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Parsely

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #93 on: August 10, 2015, 05:55:44 pm »

Could we design another research facility in our next design phase?
That would make this game incredibly broken, and also add an insane amount of work per turn.
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notquitethere

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #94 on: August 10, 2015, 06:03:16 pm »

Hah, just thought I'd check!

Soooo... is the next turn coming any time soon?
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Parsely

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #95 on: August 10, 2015, 09:46:01 pm »

Hah, just thought I'd check!

Soooo... is the next turn coming any time soon?
Work is taking a lot out of me. I'm still on overtime hours. I'm looking into getting a new job, cause this is ridiculous. I do have the new turn partially done.
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notquitethere

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #96 on: August 12, 2015, 03:50:55 am »

Congratulations comrades for another glorious year!

Areas of improvement identified:

Revision Ideas
- High powered cameras for our jets to improve reconnaissance.
- Some kind of anti-radar counter to the Crowmurder SAMs.

New Designs Required
- A counter to their Sunrise sat missiles
- A spaceship to go to the moon
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10ebbor10

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #97 on: August 12, 2015, 03:53:20 am »

Anyway, I noticed something problematic.

Quote
- Type 600 ARM: The weapon is bulky because of the radar-detecting system included in the body of the missile. This would normally reduce its range very badly, but a new ramjet design gives it enough fuel to have some decent range. The Type 20 Interceptor has to be modified with a central mount in order to carry this missile, because it weighs just as much as two MRAAMS. The missile is far too slow to be used in air-to-air engagements (moves below mach 1) and only anti-ground warheads are developed for it. [1 Chemical, 1 Ore, Inexpensive]

Kind of problematic, as ramjets tend to be most efficient at mach 3. Still better than a rocket though.

Back to designs, anyway. We get additionall actions to make things cheaper, so I'd say we try something complex.
« Last Edit: August 12, 2015, 04:06:16 am by 10ebbor10 »
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Happerry

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #98 on: August 12, 2015, 04:09:09 am »

Back to designs, anyway. We get additionall actions to make things cheaper, so I'd say we try something complex.
Agreed! Personally, I think winning the Race to the Moon with a more powerful Rocket and then Revising our capsules for a moon lander variant might be a good plan for this turn. Either that or see about turning the Type 600 into a glider missile for better range. On the other hand, a shrapnel version of the Type 700 might make them more useful for killing enemy capsules.

(Or, if we really want something fancy, anyone interested in some satellites that drop LEO to Ground projectiles down on the enemy?)

Also, as a note to GUNINANRUNIN? The Type 700 doesn't seem to be on our weapons list for this turn's turn post.
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Forenia Forever!
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Sheb

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #99 on: August 12, 2015, 04:12:00 am »

I vote for a Big Dumb Booster to be the workhorse of our space program.
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10ebbor10

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #100 on: August 12, 2015, 04:12:41 am »

On a side note, I just noticed something a bit more problematic. All our weapon systems are launched by our single fightercraft. That works fine as long as we have air superiority, but might hurt us later.
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notquitethere

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #101 on: August 12, 2015, 04:20:46 am »

It would be harder for them to counter us if we had two jet fighters that worked in different but complimentary ways but I think we have bigger fish to fry right now.

Does the game go on until one side has complete superiority in all zones?

Sheb, you're our resident rocket scientist, design us a moon-faring rocket.
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notquitethere

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #102 on: August 12, 2015, 04:22:19 am »

Also if we make some reconnaissance improvements we'll get more espionage credits and can start spying in earnest.
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Happerry

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #103 on: August 12, 2015, 04:24:26 am »

Also we need a title change as this is no longer the 1971 Production phase.

Anyway, a better fighter, preferably one with a higher flight ceiling, sounds to me like something in the 'nice to have but not currently necessary' category.

And to make it formal... I vote for a stronger rocket or Big Dumb Booster that will allow us to reach the moon.

Also if we make some reconnaissance improvements we'll get more espionage credits and can start spying in earnest.
I don't think this is how it works, sadly.
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Forenia Forever!
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10ebbor10

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Re: Stellar Arms Race, USAA: 1971 Production
« Reply #104 on: August 12, 2015, 04:30:44 am »

Sheb, you're our resident rocket scientist, design us a moon-faring rocket.
Big Dumb Boosters don't do lunar flight. The requirement for simplicity means that they don't have cryogenic engines, and thus can't actually operate in space.

Also if we make some reconnaissance improvements we'll get more espionage credits and can start spying in earnest.
I don't think this is how it works, sadly.
I'm not sure. The rules are ambigious.
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