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Author Topic: Gods of Lar- Oh Wait Nevermind  (Read 61931 times)

GreatWyrmGold

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Re: Gods of Lar
« Reply #345 on: April 09, 2013, 06:07:50 pm »

Nah, go ahead.
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Remuthra

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Re: Gods of Lar
« Reply #346 on: April 09, 2013, 07:43:18 pm »

Well, I couldn't properly finish it tonight, so I'll have to delay the update 'till tomorrow morning.

Origami_Psycho

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Re: Gods of Lar
« Reply #347 on: April 09, 2013, 09:02:47 pm »

1. Better senses sound good. Natural armor isn't bad either.
2. Why pincers? Aren't tentacles and slams good enough for beginning?
3. Hardy digestive tract sounds good.
4. Most cnidarians have good muscles. Go with less "jellyfish" and more with...well, any of the polyp cnidarians, I guess, but most like anemones. Especially that species that "hops". And as for an endoskeleton, that would just screw up the cnidarian's internals.
5. What part of "a polyp for each limb you want" was unclear? Central torso, two arm-polyps, two or four leg-polyps.
6. Now you're getting a bit crazy. Save that stuff for when we're already breaking biological laws, not for our basic creature. Paralytic venom is good, though, and in fact is one draw of basing it on cnidarians.
2/ Because if we have to face hard targets I thought that may be useful, but yeah, I didn't consider tentacles, let's go that route, and let's do those in addition to the arms.
4/ In complete agreence with that
5/ if we're going to do that, why don't we just give it a minimum of four 'arms', maybe a max of eight or nine?
6/ Okay fine.  But if we're to include venom in this iteration then I would suggest something a little more potent then, a neurotoxin or permanent paralytic.
« Last Edit: April 09, 2013, 09:04:29 pm by Origami_Psycho »
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GreatWyrmGold

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Re: Gods of Lar
« Reply #348 on: April 09, 2013, 09:19:08 pm »

For #2 and 6, and possibly the others: I'm not imagining this as a soldier, just a laborer. Ease the villagers into the idea of GM (godly-modified) people.

For #5: To make it more stable and less horrorific.
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Origami_Psycho

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Re: Gods of Lar
« Reply #349 on: April 09, 2013, 09:44:48 pm »

For #2 and 6, and possibly the others: I'm not imagining this as a soldier, just a laborer. Ease the villagers into the idea of GM (godly-modified) people.

For #5: To make it more stable and less horrorific.
I see, I was imagining this as a soldier first and foremost, so this may be why we have the disconnect.  And I think that they're gonna be used to it thanks to the umbral cattle, so why not go full boar with the horrific factor, in the off chance we use them against something that can feel fear.
This is because I think the army should come before the labour base, seeing as how we have our frail humans for that.
Also, multiple arms and tentacles would be exceptionally useful, so I think it would be better to design with utility in mind now instead of form.
« Last Edit: April 09, 2013, 09:47:05 pm by Origami_Psycho »
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GreatWyrmGold

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Re: Gods of Lar
« Reply #350 on: April 09, 2013, 09:54:51 pm »

1. Umbral cattle are special cows, not horrors they've never seen the likes of who are expected to be given the same jobs and rights as humans.

2. Labor builds armies.

3. Baby steps; think of the basic laborer as a prototype for a soldier.

4. There's also practical considerations with many arms. Too many, and we risk having the whole thing topple over uncoordinatedly--especially if we keep the diffuse neural net which attracted me to the cnidarian model in the first place.
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alamoes

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Re: Gods of Lar
« Reply #351 on: April 09, 2013, 10:39:03 pm »

1. Umbral cattle are special cows, not horrors they've never seen the likes of who are expected to be given the same jobs and rights as humans.

2. Labor builds armies.

3. Baby steps; think of the basic laborer as a prototype for a soldier.

4. There's also practical considerations with many arms. Too many, and we risk having the whole thing topple over uncoordinatedly--especially if we keep the diffuse neural net which attracted me to the cnidarian model in the first place.

Yeah, I guess we could go the way of tentacles, but we would lose the bonus of opposable thumbs.  I agree on the part of labor, only right now we need an army.  I guess if we arm the creatures we make it will work, but still.  That is why I wanted to make the undead not dead.  It would serve as a sort of militia to be ugraded later
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GreatWyrmGold

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Re: Gods of Lar
« Reply #352 on: April 10, 2013, 07:04:00 am »

I'm starting to think we're not thinking the same thing.

Imagine that each limb is a sea anemone. That's my general idea for a basic worker guy.
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alamoes

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Re: Gods of Lar
« Reply #353 on: April 10, 2013, 11:34:17 am »

I'm starting to think we're not thinking the same thing.

Imagine that each limb is a sea anemone. That's my general idea for a basic worker guy.

It'll work.  Just not that well in combat. 
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Origami_Psycho

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Re: Gods of Lar
« Reply #354 on: April 10, 2013, 04:06:06 pm »

I'm starting to think we're not thinking the same thing.

Imagine that each limb is a sea anemone. That's my general idea for a basic worker guy.

It'll work.  Just not that well in combat.
And as I understand it we currently have a (relative) abundance of things to do work, while we have a decided lack of an armed force.
Also, I'm now a little curious as to how on earth a polyp would make a useful appendage.  How would it pit anything up and be able to hold onto it with any degree of strength?
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GreatWyrmGold

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Re: Gods of Lar
« Reply #355 on: April 10, 2013, 05:31:44 pm »

1. Workers make good prototypes.

2. Modified polyps. Heck, they'd need to be modified to be on land at all. That description was basically descriptive.
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Origami_Psycho

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Re: Gods of Lar
« Reply #356 on: April 10, 2013, 05:58:07 pm »

1. Workers make good prototypes.

2. Modified polyps. Heck, they'd need to be modified to be on land at all. That description was basically descriptive.
Soldiers make better ones.  we can build up a worker base after we repel the first assault.

And I took those as just straight polyp.
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GreatWyrmGold

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Re: Gods of Lar
« Reply #357 on: April 10, 2013, 06:51:53 pm »

1. Why? Prototypes tend to be, you know, worse than the final product. Best try to get the bugs ironed out in versions which aren't vital, and if we accidentally make it out-of-control we won't kill half the village.

2. How would a normal polyp function AT ALL? Okay, I guess that I didn't say that.
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Origami_Psycho

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Re: Gods of Lar
« Reply #358 on: April 10, 2013, 07:15:26 pm »

1. Why? Prototypes tend to be, you know, worse than the final product. Best try to get the bugs ironed out in versions which aren't vital, and if we accidentally make it out-of-control we won't kill half the village.

2. How would a normal polyp function AT ALL? Okay, I guess that I didn't say that.
1/ We make it a distance from the village.  And keep enough mana in reserve to blast it into smithereens if it goes rouge.  But I'm pretty sure we'll do fine with the "Don't attack these people" instruction set.
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Remuthra

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Re: Gods of Lar
« Reply #359 on: April 10, 2013, 07:21:24 pm »

Watch out, it's a chameleon!
Then it ends up turning rouge and killing everyone.

Working on the update, so I can send it to my past self this morning.
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