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Messages - Jilladilla

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421
Switching vote mostly to remove vote weirdness so MoP can proceed (if he wishes) with no regrets.

Quote from: Votebox
Resource:
Caelium in the Rolling Hills: (7) NUKE9.13, Jilladilla, Rockeater, Taricus, DGR, Madman, Twinwolf

Fortify:
South Peaks: (7) NUKE9.13, Jilladilla, Rockeater, Taricus, DGR, Madman, Twinwolf

Deployment:
Hold the Line (no attacks): (2) NUKE9.13, Rockeater,
Attack the Savannah only (One Attack)and deploy the Tectonic there: (5) Taricus, Madman, DGR, Twinwolf, Powder Miner
Reinforce the Peaks with our other action: (4) Powder Miner, Madman, DGR, Jilladilla

Gavrillium Mine Name:
Land-Explosive, Gavrillium Ordnance (LEGO): (6) NUKE9.13, Jilladilla, Rockeater, Taricus, DGR, Madman

422
It's sound logic I agree with.

Quote from: Votebox
Resource:
Caelium in the Rolling Hills: (2) NUKE9.13, Jilladilla

Fortify:
South Peaks: (2) NUKE9.13, Jilladilla

Deployment:
Hold the Line (no attacks): (2) NUKE9.13, Jilladilla

Gavrillium Mine Name:
Land-Explosive, Gavrillium Ordinance (LEGO): (2) NUKE9.13, Jilladilla

423
In the end, the PGG was really the only thing I actually had a strong opinion about. Most other things rated about equal to me (except the jacks, those rated lower).
Quote from: Votebox
Fortify the South Peaks: (0)
Salviosi Jacks and other defensive measures: (4) Powder Miner, DGR, Taricus, Rockeater
Portable Gatling Guns: (4) NUKE9.13, Jilladilla, Twinwolf, Madman
ECR-16 'Mountaineer': (0)
TBC-16 "Doomfire" Tactical Bomber: (2) Taricus, Jilladilla
AAA-16: (4) Rockeater, Twinwolf, NUKE9.13, Madman,

424

Quote from: Votebox
Fortify the South Peaks: (2) NUKE9.13, Madman
Salviosi Jacks and other defensive measures: (4) Powder Miner, DGR, Taricus, Rockeater
Portable Gatling Guns: (6) NUKE9.13, Jilladilla, Twinwolf, Madman, Powder Miner, DGR
ECR-16 'Mountaineer': (0)
TBC-16 "Doomfire" Tactical Bomber: (1) Taricus
AAA-16: (3) Rockeater, Twinwolf, Jilladilla

425
The Caelum sticky satchel really only needs a smaller power source from them, you know (and glue, I guess); that may not be too far out of reach of a revision to pull off. They've pulled off a fairly comprehensive upgrade on their Kingmaker transport at least once (look at the Caliburn); and the level of change between the two doesn't imply re-design.

And this may be harsh of me but breathing room just isn't required right now; we're neither in position to start a game-winning lunge nor are we at risk of being pushed to the brink of defeat.

And like you said; 'we need to do a significant amount of infantry work to take the lead again'; and the jacks don't qualify as infantry work...

426
Err... Powder? If we make the jacks hover they can just be trivially pushed aside by even un-augmented infantry...

And there is no guarantee that their counterplay would result in only 'hover higher' or whatever. They could very well take the opportunity to improve their transports further. (And if the jacks do work; wouldn't you think the underside issues would have been revealed to them?)
Heck, they could make a sticky caelium grenade/satchel/whatever that has a built in miniature spark-pack in it; and just use that to make the jacks or whatever else they stick it to just float away. (if they're close enough to the jacks to render it an obstacle, they're close enough to stick that on it)
Or heck, just ignore it, take the temporary hit and design future stuff in a way to render it 100% pointless and in the end make us the ones to have wasted a revision on dead-end technology. This game isn't anywhere near over after all; short term boosts that won't provide any foundational benefits aren't the answer.

As to their tanks... I don't think we ever truly had major issues with their tanks?


And we all know that the portable gatlings would also 'lessen the outcome of this turn'; Powder, and while yes I understand your desire for a design for gap bridging, would it not be potentially better served on bridging the other portions of the gap (like the BSU Exoskeleton tried)? We'd need the portable firepower anyway in order to fully bridge the gap; we really don't have any of that outside the LAMB.

427
When the GM practically puts up a neon sign saying "MAKE PORTABLE GATLING GUNS", you follow that advice.
There is no neon sign saying make portable gatling guns. It was one of a laundry list of issues mentioned with our infantry last turn, and by attempting to portray it as simply a matter of PORTABLE GATLING GUNS SIGN you have to ignore the entire litany of problems we face, such as comparative survivability and comparative mobility. Even if this DOES solve the mobile weaponry problem, all it does is make it even, not better than theirs. We cannot narrow enough of these gaps with these revisions to overturn last turn's status quo, much less deal with their new design as well. You cannot oversimplify these facts away.

We can quite possibly lower how much territory we lose this turn, but I am sure that we WILL lose territory this turn. Accordingly, I have voted to button up in hopes of making the losses I see as inevitable this turn hurt less, which will also give us a better base later, especially if we totally hold the South Peaks. Remember, they won pretty handily in the North Peaks.

At the same time though Powder, simply because it cannot bridge all of the gaps in one fell swoop does not mean that it isn't worthwhile. Arguably being able to leverage greater firepower in a more mobile manner would mitigate their defensive advantage as well. As for your concern for only matching them? Well we are at a current disadvantage; outright upending the status quo in multiple areas to an advantage is a tall order. The path of 1000 miles begins with but a single step, after all.

Now as for the other revision... I am torn, really. The Mountaineer could have pretty decent synergy with the portable gatling guns, and possibly serve as a foundation for a take 2 on the uniform; but reinforcing the South Peaks could also be a decent move, with all evidence pointing that they can in fact beat us up in mountains and successfully force a landing... My vote there is very tentative; not solid at all. But in the end?

Quote from: Votebox
Fortify the South Peaks: (3) Powder Miner, DGR, Jilladilla
Salviosi Jacks and other defensive measures: (4) Powder Miner, DGR, Taricus, Rockeater
Portable Gatling Guns: (2) NUKE9.13, Jilladilla
ECR-15 'Mountaineer': (1) NUKE9.13
TBC-16 "Doomfire" Tactical Bomber: (1) Taricus
Fortify Harren (1): Rockeater


PRE-POST EDIT (Dammit why do you all have to organize your thoughts faster than me?): Powder, I don't think we've lost our fortification in the Savannah; it's still listed at 2 Entrenchment, we just can't further entrench ourselves in it while Abbera is there.


As for the Jacks.... This is just something that is going to go obsolete, you know? It may have a day or two at the edge of the spotlight; but all they need to do is make their stuff hover higher, or even just 'jump' to render it pointless. It's a dead-end tech, and it's not even one I consider vital to compete in the moment.. Hell; the jacks may even end up more of a hindrance than help! All of our ground vehicles remain pretty darn close to the ground, we don't really have hover vehicles like they do. (I mean, yes the armored sleds hover, but those are pushed around by hand soooo..)

428
I know we're all bummed about that 1 raining on our parade, but it's been long enough, time to vote.

Quote from: Revisionbox
Fn.L GL-135 (13.5 mm Feuermund-Luftblitzkanone) Refit: (1) Jilladilla
Grundsätzlich Besichtigungsausrüstung Fünf-Objektiv-Kamera (FOK GrB-15)
ZhS-16A "Doppelteufel" (40.36 L D75/30)
ZhS-8B "Teufel"
Sicherheitsnetz Fallschirm Modell Ende des 1915: (1) Jilladilla
Wellsegment System
H-0.5-KG-11a1 "Eisenklaue"
FEiV-12M Revamp Project: (1) Jilladilla
Luftunterstützungspaket
Rohesde ZBg.I A1/15 Repairs: (1) Jilladilla

Save any dice?

429
You know what? It has Charm. Something that the Gergasangin didn't really have (sorry Nuke). Count me in.

(Note: The old power armor proposal got renamed into the 'Earthquake' to mitigate confusion.)

Quote from: Votebox
Regular Design:
SAR-16 Automatic Rifle:
Ambrosia: (3) Jilladilla, Taricus, Rockeater
BSU Exoskeletal Combat Rig: (5) Powder Miner, Madman, Twinwolf, NUKE9.13, DGR


NE Design:
ARC-16 'Iron Drake':
ABB-16 Gergasangin: (3) NUKE9.13, Taricus, DGR
ALS-16 'Earthquake': (4) Madman, Powder Miner, Twinwolf, Rockeater
MLS-16 'Tectonic': (1) Jilladilla

430
This is operating under the assumption that all turrets are constructed as normal---i.e., all must have an extended citadel underneath them to hold machinery, ammunition, and propellant in such a configuration that it can be loaded into the turret no matter where the guns are pointed.

You may have a point that 11 turrets may be too much. But we can certainly fit in 8. The Atlanta class was smaller volume wise (less beam mostly) and possessed 8 turrets; we can certainly exploit the combination of us having a significantly wider beam and not needing to spend massive amounts of space for the engine (we can fit them in a lot more configurations than a standard warship could with their engine) to cram in 8 quad turrets along this thing.

431
Of note is that we do have an advantage in internal volume compared to contemporary ships in that our powerplant and fuel storage are much, much smaller; and the fact that they are distributed means that we don't need a mostly contiguous space for them and as such don't have to compete as much with the turret wells for space.

That being said Madman; didn't we conclude (on Discord) that we could just use downwards facing weakened impacts to essentially override normal gravity and as such allow us to basically build the side turrets as normal? IIRC; we concluded while not a flawless solution, it was one that was viable? At least, I don't recall any major issues being brought up about it. (Please correct me if I'm wrong)

Still; it would probably be ideal to consolidate the main battery into fewer quadruple turrets to save both size and weight (we definitely have the beam for it); and secondaries into twin turrets.

432
So, I have some problems with the Tectonic. Primarily, I'm worried that it isn't expensive enough. Like, we have an unlimited budget. I feel the Tectonic is something that we could conceivably build without straying into Theoretical expense (and given how quickly our industry grows, I would expect it to become Very Expensive before long).

Yup. This is very true. This is our opportunity to reach beyond the economically feasible into the absurd and yet still pull out something tangible.

Now we don't have to do that; but I do agree with NUKE there that the Tectonic just doesn't feel like it'd be doing so. I wanna make something that'd be unique; something which we could continuously upgrade throughout the course of the war to maintain its status as something we just couldn't do as a normal design. Given the size restraints on power armor (in that you can really only make it so big), the Tectonic just isn't that.

433
Personally I see Ambrosia as having potential; but I am in the same boat as Nuke for the most part. (Granted I am of the opinion of 'Why not both, eventually?' when deciding between the exoskeleton and Ambrosia.)

Quote from: Votebox
Regular Design:
SAR-16 Automatic Rifle:
Ambrosia: (2) NUKE9.13, Jilladilla
BSU Exoskeletal Combat Rig: (1) Powder Miner


NE Design:
ARC-16 'Iron Drake':
ABB-16 Gergasangin: (2) NUKE9.13, Jilladilla


434
To solidify the requisition vote some more.

Quote from: Design Phase Votebox
1 Die towards the Teufel (3): Jilladilla, Thanik, Stabby
1 Die for Doppleteufel revision, 1 Die towards Teufel progress, advance to normal Revision phase (2): The Ensorceler, Thanik
Quote from: Requisition
Light Cannon/Autocannon (3): The Ensorceler, Thanik, Jilladilla

435
I mean, my 'spend 1 die' vote was meant for this phase only, although I suppose your vote is a bit more literal declaration of intent; albeit one that could potentially be misinterpreted as 'save all dice for revision spam'; just like mine could be misinterpreted as 'spend 1, bank the other 4 for next turn'.

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