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Author Topic: Steam Empire, an Arms Race: Year -1, Internal Affairs Phase  (Read 19656 times)

NUKE9.13

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #150 on: June 13, 2020, 06:11:48 am »

(Given it's edited. Who cares if both our weapons are the same or we designed them after the split. Besides which, we have other turns too, and trains are the boring option when there are no real drawbacks to these phases. We both end up with what we make or fail to make. We could do a Ludicrous project for experience and suffer no drawback.)
Obviously the Empire is eternal and there will never be two teams. But, if, hypothetically, the empire collapsed into a civil war, then the point of these first three turns would be to establish a baseline of tech, so that both sides start out on the same footing. We would want to do the basics now- the boring stuff that is needed to just have a functioning military-, and then the individual teams could focus on designing more interesting things to augment their forces, making them more unique. If the separate teams both had to spend a design on a train, that would be one less unique design from them- and if one of the teams decided not to do a train, they would be at a significant disadvantage.

In fact, I suggest we deliberately don't do anything too exciting these first three turns. If it were up to me, our six designs would be:
-Rifle
-Train
-Rapid-fire-weapon (eg the Belt-Gun)
-Basic Artillery
-Combat Airship (not too grand)
-Light land combat vehicle (be it wheeled, mech, or some other form of locomotion (maybe a hovercraft)). Alternatively, if we want the game to focus heavily on power armour, a precursor to it (eg powered exoskeleton)(not a fully operational suit, since power armour is quite an iconic piece of kit, and having both sides with the same kind would be boring).



E: Added links to the votebox, to save folks from having to look through >150 posts to find proposals.

Quote from: Votebox
'Starlight' Aerial Transport: (6) Taricus, Rockeater, ConscriptFive, SC777, Doomblade, TricMagic
Mark Ia "Theodore" Steam Thrower: (3)  eS, Rockeater, SC777
"Tortoise" Protected Train, Colonial Duty: (9) Madman, ConscriptFive, Twinwolf, MoP, NUKE9.13, Iridium, Kashyyk, AseaHeru, Superdorf
Bombardino Steam Rifle: (4) Nemonole, Iridium, Kashyyk, Doomblade
"Finger Trap" Imperial Armory Revolving Rifle: (6) Madman, Taricus, NUKE9.13, Twinwolf, MoP, Aseaheru
Steam Powered Belt-Fed Firing Port: (0)
'Victoria' Imperial Combat Dirigible: (0)
« Last Edit: June 13, 2020, 06:17:21 am by NUKE9.13 »
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Rockeater

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #151 on: June 13, 2020, 07:30:05 am »


Quote from: Votebox
'Starlight' Aerial Transport: (5) Taricus, ConscriptFive, SC777, Doomblade, TricMagic
Mark Ia "Theodore" Steam Thrower: (3)  eS, Rockeater, SC777
"Tortoise" Protected Train, Colonial Duty: (9) Madman, ConscriptFive, Twinwolf, MoP, NUKE9.13, Iridium, Kashyyk, AseaHeru, Superdorf
Bombardino Steam Rifle: (4) Nemonole, Iridium, Kashyyk, Doomblade
"Finger Trap" Imperial Armory Revolving Rifle: (7) Madman, Taricus, NUKE9.13, Twinwolf, MoP, Aseaheru, Rockeater
Steam Powered Belt-Fed Firing Port: (0)
'Victoria' Imperial Combat Dirigible: (0)
Make sense
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The Ensorceler

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #152 on: June 13, 2020, 02:08:54 pm »

Hey, since there's no risk of falling behind by taking ill-advised risks and we're a definitely stable empire at the height of its power, why design conservatively? Better to fail bombastically and leave something to remember than to spend 3 turns replicating the starting equipment of so many ARs.

Voting for the Belt Rifle Machine for now, will have designs of my own after brunch.

Quote from: Votebox
'Starlight' Aerial Transport: (5) Taricus, ConscriptFive, SC777, Doomblade, TricMagic
Mark Ia "Theodore" Steam Thrower: (3)  eS, Rockeater, SC777
"Tortoise" Protected Train, Colonial Duty: (9) Madman, ConscriptFive, Twinwolf, MoP, NUKE9.13, Iridium, Kashyyk, AseaHeru, Superdorf
Bombardino Steam Rifle: (4) Nemonole, Iridium, Kashyyk, Doomblade
"Finger Trap" Imperial Armory Revolving Rifle: (7) Madman, Taricus, NUKE9.13, Twinwolf, MoP, Aseaheru, Rockeater
Steam Powered Belt-Fed Firing Port: (1) The Ensorceler
'Victoria' Imperial Combat Dirigible: (0)
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Man of Paper

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #153 on: June 13, 2020, 02:16:44 pm »

I feel like it’s better to design conservatively and get a solid base for both sides that will never actually exist to work off of moreso than giving both sides that will never exist a bunch of broken stuff that they’ll both need to spend turns fixing instead of branching out into their own things. Not that the fixes wouldn’t be potentially unique, but there’s less freedom in “fix this broken dongle” than “watchu want kid?”
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Blood_Librarian

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #154 on: June 13, 2020, 06:32:15 pm »

Revision/Design: Mass produced blades

The cottage industry of forging blades for our officer core are for the most part over. One of the first instances of mechanized factories utilized for manufacturing military equipment, the sabres that these factories churn out are made from the highest quantity of quality steel, which is then drop-hammered into a proper shape and finished by a smith who heat tempers it. Then, it is stamped with lettering that it is a genuine article of miltiary equipment as well as the serial number it was forged in. The sword is shipped with few embelishments, mostly for the officer to furnish. In addition, smaller sword bayonets are produced in a similar way with far less quality insurance.

The soldiers of our glorius empire will be armed with bayonets and swords.
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Chiefwaffles

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #155 on: June 23, 2020, 06:05:15 am »

((Note -- Logistics will now be done on a per-theatre basis. Rather than an overarching logistics report, you'll get a report for each theatre that's affected by the (logistics, mostly) designs deployed there and the environment of the theatre. Logistics designs will be deployed and attached to platoons like other designs. You can have platoons dedicated to logistics, attach logistics designs to existing platoons, or do both. Logistics load is now a measure of spent resources per theatre, not across every theatre. The OP's Logistics section has been adjusted to reflect this.
Largely unrelated note, but it's possible for costs to change between now and the end of Year 0. Ideally not, but it's possible.))


Game Update: Design Results, Year -3 TURNTURNTURN


Design: "Finger Trap" Imperial Arsenal Revolving Rifle
(Hard) 6: Above Expectations

The first thing of note here is that hoping our civilian industries have already produced something we can steal use for the glory of the Empire turns out to not be the best strategy. Especially when what we wanted to take from the civilian sector is a flat-out firearm with no particular connections to anything else beyond general metalworking and chemistry. Still, we've managed to make something useful even if the civilians did not develop our weapon for us already.

The "Finger Trap" brings firepower and speed of firepower to one's hands. One must of course be careful if they wish to keep those hands through usage of this new weapon. It works via a central revolving -- hence the "revolving" in the name -- cylinder containing five separate chambers each loaded with one cartridge working in conjunction with a single barrel. The cylinder revolves into place such that a loaded chamber is in line with the barrel to fire. The chambers are naturally breech-loading, with full reloading of the weapon requiring the user rotating the cylinder manually and inserting a cartridge and single-use percussion cap into each chamber. The firearm is... ostensibly double-action. To fire, the hammer must be cocked, the cylinder rotated, and the hammer must strike the bullet. Pulling of the trigger should in theory cock the hammer back and rotate the cylinder after the bullet has left the weapon.

This is where the problem with the Finger Trap presents itself: the cylinder is fickle in its revolving. The automatic revolving of the cylinder is far too likely to end in a position where a chamber does not line up with the barrel, requiring the user to manually and precisely rotate the cylinder and remedy this. Due to what we suspect to be compounding imprecision and imperfections, it's more likely that this will happen if the user did not manually cock the hammer before-hand.
Users are cautioned to keep fingers firmly AWAY from the cylinder during operation. As impressive as this example of the Empire's power may be, having flesh sheared off from fingers is generally not considered an enjoyable experience.

The .45 caliber bullet gives large stopping power but as the design proposal predicted, relatively low velocity. This is aided by the carbine construction though. The "Finger Trap" possesses a Mediumrange.
It's a solid piece of Imperial engineering. Cylinder rotation problems or not, its rate of fire is far beyond anything currently wielded by the military.

Its cost is a bit on the high-side, as the precise manufacturing required is quite wasteful with resources. But nothing insane.
"Finger Trap" Imperial Arsenal Revolving Rifle: [0][2][1]


Design: "Tortoise" Protected Train, Colonial Duty
(Easy) 5: Meets Expectations

The "Tortoise" was quite easy to design and engineer given that it's largely just adding armor to existing trains. But this is a nice change of pace to inventing new firearms. At its core, it's just bolting metal plates on existing rail cars and scaling up the power provided to operate to compensate for increased weight. Hopeless unity-hating rebels and insurrectionists will have to work a lot harder to stop transport of cargo by these trains.

Armoring every centimeter of every cargo car is illogical, but less illogical is a heavily armored engine car, armored passages for soldiers and passengers across the entire train, and reinforced connections between the cars. Every car possesses viewing and firing holes, though currently no weaponry is included in this design. Soldiers will have to use their own weapons if they want to shoot back. Of course, if we were to design train-specific weaponry in the future the Tortoise would be the ideal platform.
Regular boilers still work in the engine, but we've provided a Steam Core variant that will result in massively increased speed and/or maximum effective load (and less coal usage).

Testing has found practical invulnerability against rifle fire to protected parts. We expect loss of cargo to minimal without disruption of the entire train. Blasts and explosions have a tough time damaging the car, though the risk of derail is still quite present. Somewhat lowered due to increased mass and thus inertia in the train, however.

Regarding the deployment of the Tortoise: attaching a Tortoise as a part of an existing platoon will generally have the train prioritize supplying the platoon (and the rest of the theatre as much as it can within the scope of the platoon's duties). In a dedicated platoon, it'll generally serve as theatre-wide logistics support.
Importantly, when deploying the Tortoise and any other theoretical train designs, one must consider more than just the engine car. Relevant train designs will work in conjunction together. For example, if you just want the armored engine car driving a regular train, then just deploy the Tortoise design. If you want armored cargo as well, then deploy both the Tortoise design and the Tortoise Cargo design. This will work with any future potential designs that need to be attached as part of a train.

"Tortoise" Protected Train, Boiler Engine Car: [0][2][3]
"Tortoise" Protected Train, Steam Core Engine Car: [1][2][0]
"Tortoise" Protected Train, Cargo Cars: [0][2][0]


Spoiler: Designs (click to show/hide)

It is now the Revision Phase of Year -3. Submit revision proposals and vote on one to be used as this year's revision.
« Last Edit: June 29, 2020, 09:32:22 pm by Chiefwaffles »
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Kashyyk

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #156 on: June 23, 2020, 06:32:24 am »

Finger Trap - Finger Guard mod.
As the documentation shows this weapon is an excellent improvement, but there is some concern amongst the medical division as to the frequency of lost digits for the Imperial cause. As such, the Finger Trap will be modified to include a thin metal guard around the edge of the revolving cylinder, to prevent errant sticks, bullets or fingers getting dragged in and causing a mess in the weapon or of the user. When the cylinder is popped out for reloading, the case will split, allowing easy access. This does make it harder to manually wind the cylinder however, so we will also modify the action so that the cocking of the hammer also cycles the cylinder, whilst the trigger merely releases it. This will reduce Rate of Fire slightly, but will remove the incentive to stick fingers into moving machinery.
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evictedSaint

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #157 on: June 23, 2020, 12:13:35 pm »

Is the cylinder removable? I thought it had to eject and load rounds one by one, like a Colt Walker.

Kashyyk

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #158 on: June 23, 2020, 12:19:52 pm »

I assume it pops out at least partially like the classic cowboy revolver
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ConscriptFive

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #159 on: June 23, 2020, 12:21:54 pm »

Kinda sounds like it uses a loading gate?  If not, moon clips would be a trivial difficulty revision.

evictedSaint

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #160 on: June 23, 2020, 12:26:11 pm »

I assume it pops out at least partially like the classic cowboy revolver

Older revolvers dont pop out the cylinder. There's a little gate that snapped shut near the hammer, and you twist the cylinder, eject a shell, feed a new one, and repeat.

TricMagic

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #161 on: June 23, 2020, 12:34:47 pm »

Finger Trap: Shift mod.

The Shift mod. is a simple improvement to the gun, allowing the rotating cylinder to line up at key points every time, effectively solving it's fickle nature with a routine one.

Given the advancements, it makes sense that there would be at least 1 issue. But this issue is easily solved, so that the user doesn't have to stick their fingers into the trap to get it working again. We've also included a switch to stop it's revolution, so no slicing of fingers when you fix it. Just flip the switch again to restart. Added bonus of acting as a safety in the field.



Rather than make it safer/difficult to reset it, make it so it doesn't have to be reset manually by solving the problem that causes it.
« Last Edit: June 23, 2020, 03:50:56 pm by TricMagic »
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evictedSaint

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #162 on: June 23, 2020, 12:45:42 pm »

Quote
Fingertrap: Razor Mod

While many would see the Fingertrap's penchant for trapping fingers as a negative, those who think outside of the box realize this is indeed weaponizable.

By attaching razor blades at odd angles and irregular patterns on the cylinder, our soldiers will be able to use the dangerous revolving action as an offensive melee option against the enemy.   

Doomblade187

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #163 on: June 23, 2020, 12:47:18 pm »

-1
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
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Aseaheru

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Re: Steam Empire, an Arms Race: Year -3, Design Phase
« Reply #164 on: June 23, 2020, 01:37:14 pm »

Quote from: Sliding Fingertrap
The main issue with our Fingertrap Revolver is its indexing of the chambers(followed by reloading the bugger]. To remedy this, it has been suggested that the cylinder be replaced with a sliding block of chambers, indexed not by the rotation but by moving the block through the gun, one chamber at a time, until it drops free at the end.. This would also allow fresh chamber blocks to be inserted.

Quote from: Pinchy Trap
The cylinder of the fingertrap has three main issues, indexing, reloading and reduced power from cylinder gap. The Pincy Trap aim to fix two of these problems as follows:
 Each chamber of the Fingertrap is lengthened, ending with a coneshaped nozzle.
 The mating surface of the barrel is milled to accommodate said coneshaped nozzle.
 When the cylinder indexes, the last section of motion moves the entire cylinder forwards, forcing the cone of the cylinder into the barrel, eliminating Cylinder Gap and perfectly aligning the chamber with the barrel.

So, Harmonica Gun or Gas Seal system. Harmonica gun should help with more rapid-fire weapons(strip-fed automatics, mostly), Gas Seal might allow us to get repeating artillery off a revision?
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