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Author Topic: Refit and Repair, Nemorland, Spring, 1890, Production & Deployment Phase.  (Read 22061 times)

Jilladilla

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #75 on: July 25, 2019, 09:16:03 am »

Right now it's not really an issue. I would go VIC, as EOI as the potential for corruption to enter, where as now, that really isn't an issue.

Go VICtory. The School is at least fine at the moment. So maybe Save them for.. Can we do two designs per turn if we have the Dice?

Yes Tric, we can do 2 (or even 3 if we bank some dice) designs per turn. Joe is just hesitant at us for not explicitly specifying we wanted 2 designs. (My experience that typically when a team wants to save dice, they specify so, and otherwise operates off the assumption that the GM will go down the list spending dice until they're gone, but we can adjust.)

Again, Hold off on VIC. It's probably not worth losing an entire pregame design over. (We've mathed this out, you see.) We still have one normal turn before the action starts, we can revision spam then. Note also that PJ is giving us a chance for a design this revision phase to allow us to correct our mistake in not making the votebox explicit in if we wanted one or two designs.
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Kashyyk

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #76 on: July 25, 2019, 09:19:20 am »

Worth mentioning, we can exchange two designs for a ship blueprint and two revisions. As mentioned, this does lose us auto-completion.

Anyway, lets vote on another design:

Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(1) Warrent Officer Corps : Kashyyk
() Harvey Armour :
() Advanced Naval training Schools :
() Polygonal Fort, Type A :

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

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TricMagic

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #77 on: July 25, 2019, 09:51:32 am »


Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(1) Warrent Officer Corps : Kashyyk,
() Harvey Armour :
(1) Advanced Naval training Schools : TricMagic
() Polygonal Fort, Type A :

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :


ANTs, since it does mean we can teach literacy. It may also result in people taking the Nautical Engineering Application and passing, but it will mostly be practical knowledge. Also the fact that for the Warrent Officer Corps, it will always end up being the Middle and Higher Class, and no one says they are going to be doing the work if they can just pass it on to others. Paperwork, meanwhile, is everywhere.
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Vostok

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #78 on: July 25, 2019, 10:19:09 am »

Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(2) Warrent Officer Corps : Kashyyk, Vostok
() Harvey Armour :
() Advanced Naval training Schools :
() Polygonal Fort, Type A :

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :

« Last Edit: July 25, 2019, 10:21:03 am by Vostok »
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TricMagic

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #79 on: July 25, 2019, 10:23:39 am »

Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(2) Warrent Officer Corps : Kashyyk, Vostok
() Harvey Armour :
(1) Advanced Naval training Schools : TricMagic
() Polygonal Fort, Type A :

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :


Tilts head menacingly. Don't go skipping my vote.
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Vostok

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #80 on: July 25, 2019, 11:02:51 am »

You posted after I loaded the page, somehow. Not sure how the hell that happened when we were like twenty minutes apart, but whatever.
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Madman198237

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #81 on: July 25, 2019, 12:10:06 pm »

Quote
Intensive Nautical Training School
Our crews tend to be a little substandard due to poor education or some such. In order to correct that, we will be revamping the naval training course. After basic training as it presently happens, we'll be putting seamen trainees into a new, more hands-on and interesting run of training programs:

First up, are the training drydocks. These won't be normal repair drydocks, instead just being a controlled area that can be flooded or drained as necessary with the ability to set a ship in it, generally a hulk or decommissioned vessel. These are used for training damage control---holes can be knocked in the hull while the vessel is in the drydock, such that if a damage-control team fails the dock can be emptied without risk of actually losing the ship or its crew, since it's very easy to evacuate a handful of small teams if the only water intake is due to a handful of small leaks---or to just access and seal the leaks from outside the ship instead. Some drills are run with the entire crew on these ships, testing their ability to respond quickly and appropriately to reports of damage in their sector or other sectors, or abandon ship in a controlled and rapid fashion.

Next is the firing range, a dock where another decommissioned ship is found at-anchor, equipped with modern weapons of various calibers. This dock is placed such that it can fire broadsides on targets towed around the nearby ocean by a monitor-style heavily armored but unarmed tug adapted from our outdated ironclad vessels (I'm presuming we have had monitors of some description in the recent past, as they are basically the gold standard for "we want a navy but don't want/don't need/can't build an oceangoing navy"). A long chain is used for towing to keep the monitor away from likely impact points, and the shells are practice ammunition without explosives, detonators, or heavy armor-piercing caps, which burst into a spray of paint or dye on impact. This dock can also be used for engine training---engine crews can work on this ship to learn how to run the engines and propellers, as the ships we expect to use are still seaworthy even if too outdated to fight.

In this way, the crews can be trained for almost everything that they might face at sea, using otherwise nearly worthless vessels and providing a good way to dispose of our most outdated ships --- some can be used as targets, a couple as armored tugs, and more recent vessels to be used as a training platforms for new crews. Crews will thus be shipped out to sea already prepared for basic operations, and thus will take a reduced time to train up to advanced operations of their ships.

Second, the proving grounds. New ships will have a crew that has gone through the training schools, but needs training on a moving platform in rough weather, performing damage control, repairs, and gunnery practice against a moving target on a moving vessel. Luckily, new ships *also* need this time at sea near a friendly port in order to locate any problems with the ship and iron out those issues before going into combat, as well as giving time for engineers to finish the work on the vessel so it's truly combat-ready. Final training is thus intended to take place during shakedown cruises.

To make it extra obvious, this is meant as a training system for new members of the navy. The sort of people that fill a new ship's crew and fall under the direction of transferred or promoted experienced seamen from other crews and whatnot.
« Last Edit: July 28, 2019, 08:30:21 pm by Madman198237 »
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Aseaheru

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #82 on: July 25, 2019, 04:16:30 pm »


Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(2) Warrent Officer Corps : Kashyyk, Vostok
() Harvey Armour :
(2) Advanced Naval training Schools : TricMagic, AseaHeru
() Polygonal Fort, Type A :
() INTS :

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :


INTS sounds interesting, but also we need more of a baseline increase to our warrant officers and noncoms. As an addon to ANTS, say, in a few turns, sounds like it would be great. Get us a seventh stone frigate if we do it in that order too.
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Madman198237

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #83 on: July 25, 2019, 10:45:54 pm »

Quote from: 3 Dice available
Technologies/Projects (3 Dice)
(0) Public Education System :
() Blackbutt Torpedo :
(2) Warrent Officer Corps : Kashyyk, Vostok
() Harvey Armour :
(2) Advanced Naval training Schools : TricMagic, AseaHeru
() Polygonal Fort, Type A :
(1) INTS : Madman

Ships (4 Dice)
() Freedom-class Protected Light Cruiser :
() Aegis-class Coast Defence Ship :


INTS sounds interesting, but also we need more of a baseline increase to our warrant officers and noncoms.

Why? Why not just use my proposal to improve crews in general? Those middle management types are already going to be included in "crew".
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Vostok

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #84 on: July 26, 2019, 02:09:23 am »

For me, it’s about efficiency. Concentrate training on the people that actually *need* the expertise, and in theory you can get better results than just training everybody on the same budget. Stokers and loaders, for example, don’t need seriousface extra training to shovel coal or ram shells into breeches. The funding for training them that extra mile would be wasted money better spent teaching our navigators to navigate, among other things.
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Aseaheru

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #85 on: July 26, 2019, 05:56:39 am »

 Fer me, its less efficiency than it is me vewing INTS as a major force multiplier to efforts improving specialist training. Get the specialists all well and dandy, then dump the non-specialists in INTS with the specialists and get even better results, both from even better specialists and from the rank and file.


 Well, that and ANTS also helps our general officers.
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TricMagic

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #86 on: July 26, 2019, 08:58:34 am »

ANTs also trains Marines in the program as well in the Middles Nightmare. Moreover, teaching literacy will improve our coordination somewhere down the line. It also means the poor can advance in enough time, and already have the training to do the paperwork.
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Madman198237

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #87 on: July 26, 2019, 10:56:26 am »

Stokers and loaders, for example, don’t need seriousface extra training to shovel coal or ram shells into breeches.

Do you have ANY IDEA how much training it takes to get an entire gun crew of perhaps dozens of men to rapidly perform all the tasks expected of them? Do you have any idea how long it takes to get an engine-room crew moving in the right order so that they're making best possible speed and maintaining their boiler rooms in a very clean and very orderly and efficient way? Do you understand just how terrible it is if your damage control crew is insufficiently trained? Having a few skilled officers is great, if they can train the crew. However, just training the crew properly is far, far better. ANTS and INTS are both going to accomplish roughly the same thing---I view ANTS as being a superior addon to INTS. If we get a bad roll for INTS, a lot of things it does wrong can be corrected by adding the ANTS guys as a way to provide seasoned instructors or whatever, though personally I'd just set up a system to rotate guys off of active-duty ships to provide experienced and knowledgeable senior noncoms and junior officers.


In short: INTS trains the whole crew immediately before they're on the ship to more rapidly raise their experience level into basic competence, whereas ANTS is just going to try and boost the knowledge gain of the crew.
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Vostok

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #88 on: July 26, 2019, 01:44:13 pm »

You’ve got a point there. I was hoping on the job training or whatever our “default training” was would work well enough given how we’re rapidly eating up our starting budget, but I probably underestimated how hard that would be.

On the other hand, would we actually be able to crank up the throughput (i.e. number of sailors trained per month) if we’re literally using simulation ships for everything? Might save costs if we throw them training manuals and make them learn everything out of a book first before putting it together with some “simulator” time.
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TricMagic

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Re: Refit and Repair, Nemorland, Pregame Turn 1, Revision & Refit Phase.
« Reply #89 on: July 26, 2019, 02:16:32 pm »

How much PP do we have...

At the least, our perks mean it should increase quickly.
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