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Author Topic: Knights of the Skies: Verusa Thread - Early Summer 1916, Production Phase  (Read 61251 times)

Happerry

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Revision Phase
« Reply #720 on: August 05, 2018, 04:54:05 pm »

Quote from: Voting box
Swallow Sabotage Repair - (3): FallacyofUrist, Piratejoe, Happerry
Improved Crossguard Gearing - (1): eS
Barnett HP modifications - (4): FallacyofUrist, Piratejoe, eS, Happerry
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Cnidaros

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #721 on: August 06, 2018, 08:26:16 am »

Verusa Revision Phase, Late Spring 1915

Revision: Swallow Sabotage Repair
The recent engineering failings of the Swallow Project compared to the flawless (albeit expensive) Emu Project can only be explained by one thing, Kolechian anarchist sabotage.  Some engineers speculate that a clandestine adversary, "Kolechia's Greatest Asset," is responsible for removing the tail canvas and the inferior Crossguard parts manufacturing.  While the Department of Security investigates this anarchist sabotage clearly originating outside the VSC Engineering Department, we shall focus on rectifying these issues.  The skeletonized tail will be properly covered with canvas for aerodynamics.  Meanwhile, rigorous QA/QC inspections will be done of Crossguard parts prior to assembly, to return the Crossguard system to its previously high standard of quality.

Efficacy: 5

A formal accusation of sabotage is made, and the Department of Security Agent gets to the business of tracking down the enemy saboteur, a clandestine but formidable man of mystery known only as “Kolechia’s Greatest Asset”.

While it should prove easy to track down a saboteur of the design process by investigating the paper trail of project proposals, the Agent encounters several difficulties in this task. Firstly, a blown fuse causes a blackout in his office, which impedes his work a great deal as his office is windowless. Someone in the engineering department also seems to have approved a relocation of the metal lathes to the room next door, and the noise from the ongoing attempts to fix the faulty Crossguard parts is extremely disturbing for someone poring through pages and pages of arguments about swallows, with the occasional note in the margins pleading to name something after coconuts. Finally, a stream of junior interns seems to have gotten the idea from someone that his office doubles as a stationery store, and have “borrowed” all his pens, without which he cannot add to his notes on who “Kolechia’s Greatest Asset” might be (these notes take the form of scraps of paper on a tackboard, linked together with coloured threads representing the evolution of the Swallow proposal from various designers’ inputs).

However, this man did not become an Agent by giving up in the face of adversity. Armed with the latest gadget from the Department, a pen sneakily disguised as a pistol, he makes some progress and narrows down the field of possible candidates that could be the saboteur. Yet, his work eventually comes to naught, for one day the clerk informs him that with the engineers having instituted proper quality control on Crossguard parts and reworked the Swallow to have a non-skeletal tail, the old design documents have been thrown out. Nevertheless, the leads on possible identities of “Kolechia’s Greatest Asset” might prove useful in the future, and in any case the Lesser European Swallow has been fixed from the sabotage.

Barnett HP modifications
The Barnett is a damn good engine, we cannot deny that, however it could and would be even better if it had more horse power. The efforts of this revision are directed to improving the horse power the Barnett has, hopefully back up to 200 horse power at the least and much more if we are lucky. The revision to the engine should apply to all aircraft that are to use and are already using the Barnett without any hassle, but the main goal is improving the engine without decreasing reliability or increasing size and cost.

Efficacy: 2

It’s tough to improve on the Barnett without changing its weight, size and cost too much, but the Verusan engineers manage to pull it off. As it stands now, the Barnett 1915 is a powerful and reliable V12 engine that produces 200 horsepower. Due to this increase, the Lesser European Swallow gets an increase in its already great speed, while the Great Emu gets a more minor improvement to its bombload carried (about 40 pounds more). The improved engine models are rolled out to the squadrons using it, which is currently only the Great Emu squadron, and will be present in the upcoming battles this month.



It is now the Production & Deployment Phase, Late Spring 1915. You have 22 production points remaining.

Additionally, you will have to decide whether to accept or reject the Midako offer of 1 PP for two turns in return for the Rhino blueprints.

Spoiler: Projects (click to show/hide)

Spoiler: Designs and Technology (click to show/hide)

Spoiler: Squadrons (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Statistics (click to show/hide)
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piratejoe

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #722 on: August 06, 2018, 09:10:34 am »

Well, the upgrade to the Barnett could have gone better, but over all this went well. If we upgrade the Barnett a bit more and allow it to carry 525 pounds we'll have the Great Emu carrying 7 bombs. Hopefully the engine now at 200 HP helps the Emu in speed a little bit as well. Anyway, as for our plan.

Quote from: Operation Middle finger
New Purchases
1 Hawk Eye cammera
1 Prototype Squadron of Swallows Lancer 1
Sell Rhino Designs to Midako Kokudaitai
Move Squire 2 Pilots including Alderic into Lancer 1
Equip Squire 2 with Hawk Eye cammera's

Total cost 8
Maintenance 15
Current PP 22
Remaining PP 0

Deployment
Northern front
Squire 1, will preform Defensive Patrols, if no enemy aircraft but balloons, Balloon Busting, if no enemy aircraft or balloons, Recon Patrols.
Rook 1, will preform Artillery Spotting.

Central Front
Lancer 1, Squire 5, and Knight 3, will preform Arial Superiority over the main offensive/defensive. If no enemy aircraft, Recon Patrols. (If Balloons, Squire 5 Balloon Busting, if no Balloons, Squire 5 Recon)
Squire 2&4, will preform Recon Patrols over the main offensive/defensive.
Knight 1&2, will preform Bombing raids using Information from Squire 2&4 on the main offensive/defensive.
Rook 2&3, will preform Artillery Spotting for the main offensive/defensive.

Southern Front
Squire 3, will preform Defensive Patrols over the Basselton defensive, if no aircraft Balloon Busting/coastal defense.
Rook 4, will preform Artillery Spotting for the Basselton defensive.
Does this seem like a good course of action?

Edit: we should have Lancer 1 drop a note off to the Kols saying "anything you can do we can do better"

Edit2: We should probably make a 200 pound bomb, maybe we could call it Jug of fury mk2? Anyway, it would do more damage against armored targets like bunkers or large buildings and be a better ship killer then the bottled fury, and with the extra weight the Emu can carry now, it could carry 2 200 pound bombs and 1 75 pound bomb. Then again, we also should also probably make parachutes and tracers as well...
« Last Edit: August 06, 2018, 12:47:57 pm by piratejoe »
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ConscriptFive

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #723 on: August 06, 2018, 10:24:24 am »

Heh, looks like new purchases get free maint until the next turn.

I like the concept of the plan, but not sure the math works?  The prototype rules say +50% maint.  So the LES prototype squadron is going to be 7/3, not 7/2.  With the Midako deal (+1 PP), we only have 8 PP surplus to play with.

We probably should just scrap the Rhino's from Squire 2 (1.5 PP, 1 PP maint saved for 10.5 surplus PP total) to put them in the prototype (10 PP needed).  Rename Squire 2 to Lancer 1 to reflect the new airframe.

We could also scrap the Beehive grenades for another .5 PP to get just enough to buy 1 camera, that we can install later.  Probably a better solution than just losing that .5 PP earlier or risking one less double-gun Rhino in our big dogfighting turn.
« Last Edit: August 06, 2018, 10:53:30 am by ConscriptFive »
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piratejoe

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #724 on: August 06, 2018, 10:26:44 am »

...You do know we don't have to pay maintenance for the first turn we have the thing, right? Otherwise we could never use all of our available PP when buying literally any other squadron, especially the Emu's.
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evictedSaint

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #725 on: August 06, 2018, 11:16:16 am »

The plan may benefit from more specificity. "Central Front" is a big area.

Edit: otherwise, I can vote for it.
« Last Edit: August 06, 2018, 11:23:58 am by evictedSaint »
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piratejoe

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #726 on: August 06, 2018, 11:41:59 am »

Edited the plan to specify where on the fronts they where going, is that better?

Edit: I forgot to add the whole "In case no enemy aircraft" things, just in case.
« Last Edit: August 06, 2018, 12:48:18 pm by piratejoe »
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Sensei

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #727 on: August 06, 2018, 08:40:48 pm »

I'm probably alright with this plan.

Also, I propose that if we hold any air shows in the future, we have the band play this as the Sky Crusaders' anthem.
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evictedSaint

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #728 on: August 06, 2018, 08:53:19 pm »

Quote
(3) Operation Middle Finger: pirateJoe, eS, Sensei

ConscriptFive

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #729 on: August 07, 2018, 06:56:33 am »

Pretty much what I was going to write as I see no good reason to do anything else.

Quote
(4) Operation Middle Finger: pirateJoe, eS, Sensei, ConscriptFive


But the phase isn't over yet.   Let's not forget we can save big on project development with a winning write-up for the recruitment ad event.

piratejoe

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #730 on: August 07, 2018, 07:18:27 am »

I was thinking, we could use a project to make an upgraded Barnett that should go near or at 300 HP and once its done apply it to our aircraft. It would be really helpful in improving all our aircraft and in the creation of any new ones. Otherwise, we could go with making the VRAC A.2 Lion or a heavy bomber.
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Jerick

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #731 on: August 07, 2018, 07:19:04 am »

I'd forgotten about that event. Here's a pretty short ad just in case we don't get anything else finished. Besides it's short which is what you want in your ad.
Quote from: Recruitment Ad
The sky calls you! The sky crusaders need test pilots. We need you! We need you to soar into the air riding dangerous, experimental, machines. We need you to show us your daring and your skill! We need you to tame the beasts our engineers are building! Answer the call and put your hands on the controls of some of the most advanced aircraft in the air! Inquire today about joining the Sky Crusader test pilot program!

Quote
(5) Operation Middle Finger: pirateJoe, eS, Sensei, ConscriptFive, Jerick
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evictedSaint

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #732 on: August 07, 2018, 08:09:31 am »


Quote
(5) Operation Middle Finger: pirateJoe, eS, Sensei, ConscriptFive, Jerick

(1) Give Rhino: eS

piratejoe

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Re: Knights of the Skies: Verusa Thread - Late Spring 1915, Production Phase
« Reply #733 on: August 07, 2018, 08:24:42 am »

Quote from: Recruitment add
Today is a grand day of opportunity for you! The Verusan Sky Crusaders are making great strides in the field of aviation and we need daring brave test pilots to fly our newest innovations and become a part of history. This offer isn't just extended to pilots, however, as anyone who wishes to fly may become a test pilot, and basic flight training will be provided to those without training, along with the ability to either stay as a test pilot and fly more grand innovations of the future that will be used against our foes or join the active forces bravely dueling the Kolechians over the skies like the knights of old should you so desire after the prototype you fly is ready for use by the active forces of the Sky Crusaders, you also cannot be transferred to the army or navy without your own consent should you sign up. Now, go out there and inquire about joining the test pilot program today, for King and Country!

Also, eS, my plan mentions giving them the designs for the Rhino so...
« Last Edit: August 08, 2018, 07:58:37 am by piratejoe »
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Cnidaros

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Re: Knights of the Skies: Verusa Thread - Early Summer 1916, Design Phase
« Reply #734 on: August 14, 2018, 10:17:35 am »

Design Phase, Early Summer 1916

Rook 3 of Sky Eyes has reached Regular experience level. Knight 3 of Emus has reached Rookie experience level.

Up on the northern highlands, the generals remain happy with the job the Sky Crusaders are doing. As the Kolechians have forgotten to deploy balloons to this front, the army has a slight advantage, albeit not quite enough to push the Kolechians back. If better fighters are available to protect the current Sky Eye squadron here, then some gains might be made.

In the centre, the offensive to retake Dreidansk is labelled a partial success – Dreidansk has been recaptured, but Estwice has fallen in the intervening time and the Kolechians are on the verge of pushing into Dreidansk again. The army requests both more bombers and more fighters to be sent here – the bombers are having a marked effect at blunting the Kolechian advances, and the fighters are needed to counter enemy fighters. Although the situation in the air does not favour the Sky Crusaders, the end of the Equilibrium Scourge might be in sight, if more Swallow squadrons can be raised.

To the south, the army has fortified Basselton again, in preparation of the next siege. However, the navy admirals controlling the front have become more strident in their calls for a Sky Crusader squadron to counter the Kolechian naval raiding squadron, which is still conducting hit-and-run bombardments of the coast.

Meanwhile, the artillery captain (now an artillery major) has returned, bearing another proposal from the army. In exchange for the army funding the maintenance costs of one-half of the Sky Eye balloon squadrons, the Verusan Sky Crusaders will cede command of their deployment to army officers. In practice, that means that the army will dictate where the balloons will go at the start of every Deployment Phase, should the Sky Crusaders accept. This proposal, along with others that you may come up with, may be accepted, rejected or further negotiated during this turn’s Armed Forces Council.

High command has increased your budget by 3 PP, as the country devotes more factories to war.



Spoiler: Projects (click to show/hide)

Spoiler: Designs and Technology (click to show/hide)

Spoiler: Squadrons (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Statistics (click to show/hide)
« Last Edit: August 14, 2018, 10:21:50 am by Cnidaros »
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