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Author Topic: Dawn of Evolution [Multiplayer]  (Read 18877 times)

Generally me

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Re: Dawn of Evolution [Multiplayer]
« Reply #30 on: May 12, 2015, 01:37:11 am »

Have a few of the pack hide outside the nest. While more go out searching for other prey.
« Last Edit: May 12, 2015, 10:24:58 am by Generally me »
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Iituem

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Re: Dawn of Evolution [Multiplayer]
« Reply #31 on: May 12, 2015, 04:36:43 am »

Yrb: For now, expand outside the main cavern, colonising the maze of twisty passages, all alike.  Strengthen the [aversion] psychic impulse to more strongly deter predators.
« Last Edit: May 12, 2015, 02:55:33 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Ama

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Re: Dawn of Evolution [Multiplayer]
« Reply #32 on: May 12, 2015, 08:02:36 am »

Kuyeth: Continue to expand in all directions with their high level of reproduction.
« Last Edit: May 12, 2015, 02:59:36 pm by Ama »
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Urist Arrhenius

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Re: Dawn of Evolution [Multiplayer]
« Reply #34 on: May 12, 2015, 02:41:21 pm »

Salandrians: Send males to scout for new housing, or at least food.
« Last Edit: May 12, 2015, 02:55:47 pm by Urist Arrhenius »
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Ozarck

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Re: Dawn of Evolution [Multiplayer]
« Reply #35 on: May 12, 2015, 02:53:18 pm »

a suggestion or the players, to make keeping track of who does what more easily: post the name of your race at the beginning of your suggestions.

Ixid: breed and multiply. Have a few attempt to catch rides on the dirigids, for funsies.

I'm guessing that ATHATH's Boraks are in the thermal belt, as they ingest magma and fire it as a weapon.

ShadowHammer

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Re: Dawn of Evolution [Multiplayer]
« Reply #36 on: May 12, 2015, 05:46:53 pm »

Dirigids: multiply (which they do asexually, btw), designate some sort of communal gathering place. Investigate the Ixid that are attempting to catch rides on us, and generally be cooperative with their attempts.
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Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #37 on: May 12, 2015, 06:08:30 pm »

What about me?
Whoops, sorry, here you go:
Garzakins: Your kind begins in one of the higher areas of the thermal zone, stricken by famine. The current nest is barren, and you have left to find a new home in greener pastures. You have the advantage of large numbers however, and you can be confident that predators will avoid you in search of easier prey.
What about me? I'm playing humans, btw.
Sorry, but humanity would be entirely unable to survive in a subterranean environment. You're going to have to write up a new species.
The Nests must adapt. Food is scarce; as the heat rises, so will we. The Old Nests will remain, to gather the softened material for insurance against future starvation. Meat rots; metal does not. So has it always been, and so shall it be.
You search for days, time measured by the rhythmic pulse of the Earth, growing warmer and colder like the tide. You ascend Coldward in search of new food, and manage to locate a massive worm slowly tunneling it's way through the rock. It's gray and slowed with age, but you still feel it could be dangerous. If killed, it could feed your nest for hundreds of days. You have also found a nest of smaller, voraciously hungry Dartlings. They are colored brightly as if to display a poisonous quality, but your kind knows that truly lethal poison is rare and hard to maintain, requiring exotic minerals from the deep earth. It's not unlikely they are faking toxicity to scare away predators like you. Both choices present risks.
The Graxid mill around restlessly. They defend their cavern aggressively and send out scouting parties in search of a new home.
You've located three possible spots. One is a series of caves in the wall of the massive cavern, more stable than your current location. There might be other creatures, more dangerous, dormant within, however. Another is a high-up plateau, completely uninhabited. Your scouts feel that, being so high up, it is perhaps dangerous-the sky can be seen, just barely, and the creatures of the Radiation Belt have instinctually learned to avoid open sky. The third location is in the open, in the middle of the huge cavern. Food there would be especially plentiful, and you may have the numbers to keep yourselves safe from normal predators. However, your oldest matriarch has expressed extreme distress whenever this location is suggested. Thirteen Graxid have been killed defending the nest against predators.
Have a few of the pack hide outside the nest. While more go out searching for other prey.
Eyul: Your few ambushers have no luck finding their nest. They are, for now, very well-hidden. Your scouts have better luck; you've located a couple of targets. One is a massive and aged stone-worm; these creatures are large enough to feed you all for months, but it would be difficult to kill even in it's advanced age. The other is a nest of tiny invertebrates, numbering in the thousands. The scouts that arrived there earlier were able to kill several of these creatures without reprisal.
Yrb: For now, expand outside the main cavern, colonising the maze of twisty passages, all alike.  Strengthen the [aversion] psychic impulse to more strongly deter predators.
The power of your [aversion] seems to increase with the size of the colony, and it's already stronger here than it ever was in the past. However, the Salandrians are growing irritated at your presence in their tunnels, as you are making an already-difficult navigation of the tunnels even more difficult. The heat in the cave has increased slightly.
Kuyeth: Continue to expand in all directions with their high level of reproduction.
You have seemed to reach the limits of your expansion Coldwards and Hotwards without any further evolutionary adaption. You do make some progress towards the center of the thermal belt, but your young are quickly devoured by the numerous hostile animal species.
Salandrians: Send males to scout for new housing, or at least food.
You have no luck with finding a new home, but you do manage to locate the nest of the Eyul. Long-time predators of your species, they seem to be unable to locate your current home.
You also locate a large dead Borak. It seems to have been scalded to death after falling in the magma and dragging itself a short distance onto shore. It will feed you for a short time.
a suggestion or the players, to make keeping track of who does what more easily: post the name of your race at the beginning of your suggestions.

Ixid: breed and multiply. Have a few attempt to catch rides on the dirigids, for funsies.

I'm guessing that ATHATH's Boraks are in the thermal belt, as they ingest magma and fire it as a weapon.
The Dirigids indeed prove able to levitate your species, with one held in every hand. There is currently no way of controlling their direction, and they flail about wildly in bursts of gas and motion in attempts to dislodge you.(note: after the dirigid's recent action, they have grown more docile and allow you to float about with them.) They seem none the worse for the wear, however. Your numbers have grown by 50.
Dirigids: multiply (which they do asexually, btw), designate some sort of communal gathering place. Investigate the Ixid that are attempting to catch rides on us, and generally be cooperative with their attempts.
You stop struggling when they attempt this behavior, and it indeed becomes a lot less stressful. You are barely capable of pushing the Ixid-Dirigid bundle in one direction with your gas jets, but perhaps if you could generate more force it would be easier. You begin to gather on a plateau, one frequented by small lizards. You float slightly above the plateau's surface for safety. If you remain too long, you may attract larger winged predators, however.
-----
In an effort to provide me with unbiased options for your attempts to find food and nests, I am implementing a travel system. You may travel Coldward(upwards), Hotward(downwards) or in any of the other cardinal directions. Just announce which one you are traveling in with your action.

Also, to any new players, we need more people in the Radiation Belt. Just make an application and you can join immediately.

Beyond that: I am presenting the focal feature of this stage of the game: EVOLUTIONS
Every time I reply to one of your actions(if it is of sufficient length and complexity) you will be given an evolutionary point. This will be good for one small change: for instance, if the Yrb wished to begin emitting a sticky secretion, that would take only one evolutionary point, as it is a relatively small alteration. If, however, the Dirigids wished to become radiation-resistant enough to venture outside the ground for a short period, that would take three evolutionary points-it would be more if they were not already radiation-resistant. If the Salandrians wished to develop a psychic connection with the Yrb, that would take 5 points, as it is an extreme departure from their current biology, but is at least helped along by their proximity. If the Kuyeth wished to grow into huge tunneling-worms like have been previously mentioned, that would take 10 evolution points, as it is essentially remaking the entire species.

After this post, simply announce your planned evolution in your action-set. I will inform you of it's completion if it took only one point, or of how many points it will need if it takes more.
« Last Edit: May 12, 2015, 06:14:15 pm by Inithis »
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He immediately begins to beavergoat the man quite thoroughly! At the very beginning, the man is mystified by James' actions, but his face quickly becomes a mask of horror when the procedure starts!

"OH GODS WHY? WHYYY?"

After a twenty minute session, the man is left white as a sheet, hairless and completely and utterly dead. James congratulates himself on a job well done!

ShadowHammer

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Re: Dawn of Evolution [Multiplayer]
« Reply #38 on: May 12, 2015, 06:28:55 pm »

Dirigids: We need some food, so float around a bit, perhaps Northwards, in search of little flying critters to catch and eat. Move in a large cloud.

Evolution: a pheromone-based connection with the Ixids.
Basically, figure out how to release chemicals that influence the Ixid behaviours. Good behavioural triggers to find would be "come here", "go away", and "help". ((Hope you don't mind, Ozarck.))
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Ama

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Re: Dawn of Evolution [Multiplayer]
« Reply #39 on: May 12, 2015, 07:09:51 pm »

Kuyeth: Begin digging small intricate caves to hide and travel in order to be safe from large predators.

Evolution: Grow larger and develop the ability to store energy and nutrients for a longer amount of time.
« Last Edit: May 12, 2015, 07:16:21 pm by Ama »
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Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #40 on: May 12, 2015, 08:20:42 pm »

Dirigids: We need some food, so float around a bit, perhaps Northwards, in search of little flying critters to catch and eat. Move in a large cloud.

Evolution: a pheromone-based connection with the Ixids.
Basically, figure out how to release chemicals that influence the Ixid behaviours. Good behavioural triggers to find would be "come here", "go away", and "help". ((Hope you don't mind, Ozarck.))
You complete this adaption immediately, but it serves as more of an expression of desire than anything. The Ixid still only obey if they have no motivation to the contrary.
You drift, as a whole, northwards inside the cavern. The farther you go, the more the floor of the cave slopes downwards. Past a point, you lose the ability to sense the bottom. Perhaps some creature with more advanced sensory organs could tell what is located there.

Kuyeth: Begin digging small intricate caves to hide and travel in order to be safe from large predators.

Evolution: Grow larger and develop the ability to store energy and nutrients for a longer amount of time.
This evolution will take two points, and will add muscle mass as well as fat deposits to your worms. This will reduce their breeding rate slightly.
The digging ensures that at least a few worms survive, but progress is slow. Either softer ground or a focused adaption will allow proper hives to be formed.
Logged
He immediately begins to beavergoat the man quite thoroughly! At the very beginning, the man is mystified by James' actions, but his face quickly becomes a mask of horror when the procedure starts!

"OH GODS WHY? WHYYY?"

After a twenty minute session, the man is left white as a sheet, hairless and completely and utterly dead. James congratulates himself on a job well done!

Ozarck

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Re: Dawn of Evolution [Multiplayer]
« Reply #41 on: May 12, 2015, 08:25:39 pm »

((so, it takes twelve Dirigid to float one Ixid?))
Dirigids: We need some food, so float around a bit, perhaps Northwards, in search of little flying critters to catch and eat. Move in a large cloud.

Evolution: a pheromone-based connection with the Ixids.
Basically, figure out how to release chemicals that influence the Ixid behaviours. Good behavioural triggers to find would be "come here", "go away", and "help". ((Hope you don't mind, Ozarck.))
((I don't mind. I started thinking symbiotic relationship anyway, so yay!))

Ixid
Evolution: informational connection with the Dirigids. Inormation such as "danger" "food - that way" or "cold / hot / tired" and the like.

Do we have a specific number of beings right now?
Action: Split into two groups: one feeding in the safety of the stalactites of our current location, and the other following the Dirigid Cloud, seeking new food and that eternal Bane/Blessing of Life: Change.

Iituem

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Re: Dawn of Evolution [Multiplayer]
« Reply #42 on: May 12, 2015, 08:29:10 pm »

Yrb:  Mats and tendrils of brownish-white fungus stretched out through the tunnels around the deep cavern, winding slowly coldward.  Despite the hopeful sign this presented, [aversion] of predators only proved truly successful when the transient [aversion] 'organ' was present in large amounts to increase the signal.  In the coldward tunnels, where the mats were thinner, the impulse was weak and the Yrb was more vulnerable to being eaten.  While the fungus continued to spread coldwards it began making small, frequent changes to the pattern, with evolution eventually selecting a more robust manifestation.

Evolution: Make individual [aversion] centres more robust, weakening the magnifying effect but making the impulse less dependent on mass-multiplication.  In time, perhaps only two or three [aversion] centres would be needed to drive off a predator, rather than thirty or forty.  For the leaner colonies headed coldward, this adaptation would be a godsend.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Rolepgeek

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Re: Dawn of Evolution [Multiplayer]
« Reply #43 on: May 12, 2015, 08:57:41 pm »

Destrachen: The Nests must grow. The Nests must eat to live. The Miners, those Nests who burrow and feed on the bounty of nature, and make stores, and let the magma replenish what was lost when Highflow season comes, spread. The Hunters, those of the New Nests that chose to follow the great worm and prepare for it's bounty, keep their prey in sight, though the going is hard, and feed where they may. The Eaters, those who chose the Dartlings, bring an unexpected gift of food to their fellow Destrachen, so that all might share in the feast of the worm, strengthened by meat and metal, prey and stone-plant. The Nests grow strong with this food; newborns resist toxins with greater ease than ever before. Prey cannot escape through poison. Only flight or fight can save them now.

Evolve Toxin Resistance

((Sidenote: underground, while there would be lava, rocks glowing from the heat, and presumably luminescent or phosphorescent 'plants', light would still be fairly scarce, so poisonous creatures are less likely to be brightly colored.))
((Question: I'm guessing that, since we're silicon based, you were talking about deep minerals and/or radioactive elements that would be poisonous to our metabolism?))
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Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #44 on: May 12, 2015, 10:04:25 pm »

((so, it takes twelve Dirigid to float one Ixid?))
Dirigids: We need some food, so float around a bit, perhaps Northwards, in search of little flying critters to catch and eat. Move in a large cloud.

Evolution: a pheromone-based connection with the Ixids.
Basically, figure out how to release chemicals that influence the Ixid behaviours. Good behavioural triggers to find would be "come here", "go away", and "help". ((Hope you don't mind, Ozarck.))
((I don't mind. I started thinking symbiotic relationship anyway, so yay!))

Ixid
Evolution: informational connection with the Dirigids. Inormation such as "danger" "food - that way" or "cold / hot / tired" and the like.

Do we have a specific number of beings right now?
Action: Split into two groups: one feeding in the safety of the stalactites of our current location, and the other following the Dirigid Cloud, seeking new food and that eternal Bane/Blessing of Life: Change.

(yes, it takes 12 at both species's current sizes.)
(No, there isn't a specific number, I just keep track of general trends. The numbers are just for perspective.)
Your evolution is successful, in the form of pheromones similar to the kind the Drixid employ. Your two races now share primitive cooperation, alerting each-other to food, danger, and the condition of the hive. It isn't completely reliable, and is unreliably distributed through the current population, but it is the first instance of two-way communication between species on the planet. Congratulations.

You manage to follow the Drixid as they drift Northwards. The rocky floor of the cavern is slowly covered by an ever-increasing layer of ash. You are suddenly unable to follow the Drixid, and indeed one of you perishes in the attempt. They have drifted over a massive rounded hole, barely illuminated by distant gaps in the crust. It seems to go on forever. Strange howls of unknown creatures echo upwards, often in sudden spasms of noise and aggression. Go back?

Yrb:  Mats and tendrils of brownish-white fungus stretched out through the tunnels around the deep cavern, winding slowly coldward.  Despite the hopeful sign this presented, [aversion] of predators only proved truly successful when the transient [aversion] 'organ' was present in large amounts to increase the signal.  In the coldward tunnels, where the mats were thinner, the impulse was weak and the Yrb was more vulnerable to being eaten.  While the fungus continued to spread coldwards it began making small, frequent changes to the pattern, with evolution eventually selecting a more robust manifestation.

Evolution: Make individual [aversion] centres more robust, weakening the magnifying effect but making the impulse less dependent on mass-multiplication.  In time, perhaps only two or three [aversion] centres would be needed to drive off a predator, rather than thirty or forty.  For the leaner colonies headed coldward, this adaptation would be a godsend.
The adaptation is instantly successful. While it is a fairly impactful adaption, it's included trade-off makes it much easier to create.

In worse news, the Salandrians have, in their irritation, dug out the mats grown into the twisted tunnels-the persistent effort of moving through the tunnels overwhelmed the feeling of aversion they felt towards the moss. In effect, your largest colony is now separated from the smaller ones outside the caves, but is otherwise unharmed.
Logged
He immediately begins to beavergoat the man quite thoroughly! At the very beginning, the man is mystified by James' actions, but his face quickly becomes a mask of horror when the procedure starts!

"OH GODS WHY? WHYYY?"

After a twenty minute session, the man is left white as a sheet, hairless and completely and utterly dead. James congratulates himself on a job well done!
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