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Author Topic: Dawn of Evolution [Multiplayer]  (Read 18863 times)

ShadowHammer

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Re: Dawn of Evolution [Multiplayer]
« Reply #60 on: May 13, 2015, 10:55:04 pm »

Dirigids: warn the Ixid near the hole about the predator, then move away. Main cloud, move South. Try to stay close to the roof to make the predators' attacks more difficult. While moving, watch for sheltered locations.
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Rolepgeek

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Re: Dawn of Evolution [Multiplayer]
« Reply #61 on: May 13, 2015, 11:50:18 pm »

Destrachen: The Worm is Weak; the Nests are Strong. To find Prey, we must Dig. To store Food, we must Dig. To Search, we must Dig. Our Claws grow Strong, Stronger, with Digging. With Hunting. With Killing. We grow Strong too...

Once the Dartlings have been feasted upon, though we eat no more than we need to sate our hunger, to avoid the loss of our food source, we make a new Nest, between Hunters and Miners; there is yet food left, if scarce, there, and there need be only a few of our number, to serve as guard and patrol against those who would prey on us.

Our Hunters, though, prepare. They gather their numbers, and wait for it's next resting time. Then they strike! We need not kill it. We need only carve away flesh so we might feast, and weaken it. It will rest again, and we will do the same. Once it is hollowed out, it's corpse will make a fine Nest for the next brood of Kits...

Evolve Enhanced Claws(Digging)
((If it's alright, I'd like to try and do everything in small increments; that way something is always being improved, but radical changes also can't really happen. I'll probably try and just do general evolving statements for this, because of that, to represent slow general change. I think. As well, would it be possible to evolve separate caste/subspecies, being able to apply evolution points separately to each of them, at the expense of having to spend evolution points on 'maintenance' as well?))
((Also, that makes sense now, thank you/sorry.))
((Also, I really like how you're integrating carbon and silicon based life near each other and capable of interacting with each other(by which I mean eating) or at least how I think you are. Even if it isn't realistic at first glance, it makes sense for this setting, and allows for a lot of implications to expand outwards from it.))
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Iituem

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Re: Dawn of Evolution [Multiplayer]
« Reply #62 on: May 14, 2015, 01:40:47 am »

Evolution: Starting in the mother colony, Invert an [aversion] centre, attempting to create an [attraction] centre.  Multiply, but concentrate at the edges near the tunnels to partially negate the [aversion] there.

Yrb: Send out feelers from the mother colony to reconnect with the daughter colonies.  Daughter colonies to attempt to keep growing coldwards independently.

Again and again the creatures in the deep cave were tearing apart connections to the mats in the tunnels, ruining any direct connection between patches of the Yrb.  Any evolutions taking place in the daughter Yrb colonies would be unlikely to spread, so it seemed the best odds were to create mutations in the parent colony and attempt to use a negation of the intense irritation caused by its [aversion] centres to stop the connections being broken.  The best way seemed to be to create a counter-impulse to balance it out.
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Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #63 on: May 14, 2015, 07:41:11 am »

Dirigids: warn the Ixid near the hole about the predator, then move away. Main cloud, move South. Try to stay close to the roof to make the predators' attacks more difficult. While moving, watch for sheltered locations.
You have evolved a tougher, leathery covering over your main body.

By moving upwards, you seem to have escaped the range of the creature. The radiation up here is stronger, however, and without adaption you will have to return to a lower altitude. The South wall of the cavern is peppered with holes, and a strong breeze moves through these tunnels, pushing air into the main cavern.
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!

Ama

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Re: Dawn of Evolution [Multiplayer]
« Reply #64 on: May 14, 2015, 09:15:13 am »

Kuyeth: The Coldward colony is to try hiding or building nests around Yrb colonies, in hopes that they will keep back predators. The Hotward colony is going to search for large Yrb colonies to build nests around.

Evolution: Improved jaw for digging tunnels quicker and hunting small creatures.
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Generally me

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Re: Dawn of Evolution [Multiplayer]
« Reply #65 on: May 14, 2015, 12:18:49 pm »

Set up ambushes around the hunting grounds of the Salandrians and starve them out.

Evolution: wait for radiation resistance with three
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Urist Arrhenius

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Re: Dawn of Evolution [Multiplayer]
« Reply #66 on: May 14, 2015, 01:05:21 pm »

Salandrians evolve to be faster. Attack the Eyul.
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ShadowHammer

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Re: Dawn of Evolution [Multiplayer]
« Reply #67 on: May 14, 2015, 02:54:37 pm »

Dirigid main cloud: move Warmwards from the radiation for now. Continue to move South, investigate the tunnels on the Southern cavern wall.

Small group near the Ixid: move to the Ixid nests. Multiply there and leave the young with the Ixid young. Act as lookouts to warn the Ixid of threats to the nests.

Evolution: radiation resistance.
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Ozarck

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Re: Dawn of Evolution [Multiplayer]
« Reply #68 on: May 14, 2015, 04:10:01 pm »

Ixid: Avoid the ash hole. Breed and scout our immediate area thoroughly. Herd any Dirigids away from any threats that arise.

Evolution: Camouflage.

Urist Mc Dwarf

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Re: Dawn of Evolution [Multiplayer]
« Reply #69 on: May 14, 2015, 06:30:08 pm »

Feed, then continue

Rolepgeek

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Re: Dawn of Evolution [Multiplayer]
« Reply #70 on: May 14, 2015, 07:36:01 pm »

This is a fair criticism.  My counter, development-wise, is that the Yrb lack any form of independent locomotion or environment beyond simply multiplying in a direction and mind control.  (Right now, said mind control is a bit blunt.)  Instead of developing into complex animals, Yrb pre-game evolution was developing mind-fuckery.
((While still acknowledging Inithis on this and other than this niggling thing I want to say I think it's been settled, that's all plants really have too, and they do just fine. :P))
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Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #71 on: May 14, 2015, 11:04:59 pm »

Kuyeth: The Coldward colony is to try hiding or building nests around Yrb colonies, in hopes that they will keep back predators. The Hotward colony is going to search for large Yrb colonies to build nests around.

Evolution: Improved jaw for digging tunnels quicker and hunting small creatures.
This action has no effect in the Coldward region, as it is entirely devoid of predators. However, this action does enable you to hide from predators further towards the center of the ring, allowing further expansion inwards.
The Yrb colonies deep Hotward are mostly absent, as the species cannot tolerate high temperatures.

You have gained a strong jaw, able to facilitate quicker tunneling and easier hunting.

Set up ambushes around the hunting grounds of the Salandrians and starve them out.

Evolution: wait for radiation resistance with three
You have invested two evolution points into radiation resistance. The final adaption will take four points.

You set up your ambush. You manage to kill one or two, but you get the feeling your current numbers aren't enough to cover all their territory. If only there was some way for you to attack their nest... and then the unexpected occurs. Twenty Salandrian males and three females round the corner of a nearby tunnel, with obvious aggression in their minds. Your current pack is fifteen in number, but there may be more packs nearby.
(Message me your tactics.)

Salandrians evolve to be faster. Attack the Eyul.
You have evolved an increase the amount of fast-twitch muscle fibers in your limbs, enabling both quicker movement and action.

The Eyul are gathered around the corpse of one of your nest-mates, blood on their sharp tongues. You outnumber them, and they appear to be taken by surprise. You have twenty males and three females, and they have a fifteen-member pack.
(Message me your tactics.)

Dirigid main cloud: move Warmwards from the radiation for now. Continue to move South, investigate the tunnels on the Southern cavern wall.

Small group near the Ixid: move to the Ixid nests. Multiply there and leave the young with the Ixid young. Act as lookouts to warn the Ixid of threats to the nests.

Evolution: radiation resistance.

You have put one point into High Radiation Resistance. You will need two more points to finish this evolution.

You are unable to get near the tunnels with your current propulsive strength; the wind is too strong. You do manage to smell a thick earthy scent. It stirs a deep memory in your species; could these tunnels lead above-ground?

The Ixid are wary of your approach at first, but liberal use of pheromones quiets their protective instincts. You take shelter in the Ixid nests, and gain a safe location to raise young. This proximity may have interesting long-term consequences.

Ixid: Avoid the ash hole. Breed and scout our immediate area thoroughly. Herd any Dirigids away from any threats that arise.

Evolution: Camouflage.

You have put one point into camouflage effective inside the Great Chamber only. One more point will be necessary.

The Dirigids have entered your nest, but seem to have no intent beyond raising their spawn in peace. This proximity may have long-term consequences.

Your scouts discover a strange sight; from a distant hole in the roof of the chamber, sand pours down like a river, and enters another hole leading deep into the earth. At first, this is all you find, but then you locate something new. A large creature is stalking the Drixid cloud, it's back bristling with spines. A few are missing, but new ones are sliding into place. This was obviously the predator that attacked them earlier. It has no interest in your scouts, if it noticed them at all.


Feed, then continue
(I'm assuming you chose to go straight.)
(In the future, please include your species name with your actions.)
Luckily, you've managed to avoid the creature that attacked the bipedals. You have entered a large chamber, oval in shape. You can see there is already a nest of three-legged plant eaters here, but this would be a perfect site for your nest. Drive them out?
Your numbers: 100 predators(average danger)
Their numbers: 37 tripedals(unknown danger)

This is a fair criticism.  My counter, development-wise, is that the Yrb lack any form of independent locomotion or environment beyond simply multiplying in a direction and mind control.  (Right now, said mind control is a bit blunt.)  Instead of developing into complex animals, Yrb pre-game evolution was developing mind-fuckery.
((While still acknowledging Inithis on this and other than this niggling thing I want to say I think it's been settled, that's all plants really have too, and they do just fine. :P))
((Would you really want to be a plant? I applaud his creativity in finding something new and interesting to do with nature's more boring half.))

Destrachen: The Worm is Weak; the Nests are Strong. To find Prey, we must Dig. To store Food, we must Dig. To Search, we must Dig. Our Claws grow Strong, Stronger, with Digging. With Hunting. With Killing. We grow Strong too...

Once the Dartlings have been feasted upon, though we eat no more than we need to sate our hunger, to avoid the loss of our food source, we make a new Nest, between Hunters and Miners; there is yet food left, if scarce, there, and there need be only a few of our number, to serve as guard and patrol against those who would prey on us.

Our Hunters, though, prepare. They gather their numbers, and wait for it's next resting time. Then they strike! We need not kill it. We need only carve away flesh so we might feast, and weaken it. It will rest again, and we will do the same. Once it is hollowed out, it's corpse will make a fine Nest for the next brood of Kits...

Evolve Enhanced Claws(Digging)
((If it's alright, I'd like to try and do everything in small increments; that way something is always being improved, but radical changes also can't really happen. I'll probably try and just do general evolving statements for this, because of that, to represent slow general change. I think. As well, would it be possible to evolve separate caste/subspecies, being able to apply evolution points separately to each of them, at the expense of having to spend evolution points on 'maintenance' as well?))
((Also, that makes sense now, thank you/sorry.))
((Also, I really like how you're integrating carbon and silicon based life near each other and capable of interacting with each other(by which I mean eating) or at least how I think you are. Even if it isn't realistic at first glance, it makes sense for this setting, and allows for a lot of implications to expand outwards from it.))
You gain the ability to dig; to a limited extent. Most of the rock this deep is far too thick to dig through, but occasional soil deposits do yield readily to your new claws.
(I can do gradual, just don't expect instant practical benefits. Subspecies are a bit more complicated than I'll venture right now; perhaps when you are more established.)

Your numbers are stretched thin across all of your nests, but you still manage to secure the route from Hotward to your main nest.

The hunt for the Worm begins; twenty of you move through the tunnels in pursuit of it. As you near it, you can hear it's labored breathing, it's massive hide slowly rising and falling. You attack when it stops to rest; you tear into it's grey hide with enthusiasm, and although the creature spasms in pain, you escape with chunks of it's massive body. All you can think of, though, is how little you managed to injure it-

Then you heard it roar. Not through the damp air, trapped in the tunnels, but in each of your minds. It is a deep and primordially terrifying feeling, of aggression and fear all at once. When you recover, you know the Worm is more dangerous than you had thought, though perhaps instinct had always known that fact...

Nonetheless, you have evaded it's retribution this time. You return with a great store of meat, enough to feed your nest for weeks. The Dartling population is still stable despite your predations, and it seems you have a permanent source of food.

What now?
Evolution: Starting in the mother colony, Invert an [aversion] centre, attempting to create an [attraction] centre.  Multiply, but concentrate at the edges near the tunnels to partially negate the [aversion] there.

Yrb: Send out feelers from the mother colony to reconnect with the daughter colonies.  Daughter colonies to attempt to keep growing coldwards independently.

Again and again the creatures in the deep cave were tearing apart connections to the mats in the tunnels, ruining any direct connection between patches of the Yrb.  Any evolutions taking place in the daughter Yrb colonies would be unlikely to spread, so it seemed the best odds were to create mutations in the parent colony and attempt to use a negation of the intense irritation caused by its [aversion] centres to stop the connections being broken.  The best way seemed to be to create a counter-impulse to balance it out.
(I may have been somewhat negligent in explaining this. The Salandrians are tearing your spawn out of the tunnels because you restrict the space inside, not because of any psychic influence.)
At last, you reconnect with the mother colony! Your tendrils, through persistence, located a tunnel too small for the Salandrians to move through, and thus safe from their claws. You have reconnected with your main nest.

As a non-mobile creature, you do not have a strong sense of time; yet there comes a moment, small and large at once, when all the Yrb feel something alien, something unknown for a very long time. You feel the psychic cry of the great Worm, it's roar that inspires terror and anger in all animals. The effect is not lost on the Yrb; the cry of the Worm is now part of it's memory, a single event recorded in time.
(You have received a free evolution; the psychic ability to inspire fear or aggression in animals. This would have been a five-point evolution.)

You manage to adapt your main organ to allow for the slight attraction of animal life. Interestingly, it does not lose it's initial capabilities, and seems equally effective at both it's old and new role.
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!

Urist Mc Dwarf

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Re: Dawn of Evolution [Multiplayer]
« Reply #72 on: May 15, 2015, 02:14:45 pm »

Garzakins: Retreat, watch and wait to see what these tripedals do. Invest any additional points in agility

ATHATH

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Re: Dawn of Evolution [Multiplayer]
« Reply #73 on: May 15, 2015, 08:14:07 pm »

lituem, may you please give the Yrb some heat resistance? I want to have the Borak stuff some Yrb into their brains to gain psychic powers (in exchange for having the Yrb feed off of their energy, making them hungrier).

Are there anymore psychic worms nearby? I wonder if they'll survive being tied to a (tree-sized) stick.  :P

Flee! Flee to a nearby colony of Yrb! Accidentally melt some nearby iron with lava breath, and observe how it flows into nearby cracks and hardens. Discover smelting (or at least lava (magma?) casting (cooling lava (magma) in a mold to produce stone items).

Should I be saying lava or magma?
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Inithis

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Re: Dawn of Evolution [Multiplayer]
« Reply #74 on: May 15, 2015, 08:18:04 pm »

lituem, may you please give the Yrb some heat resistance? I want to have the Borak stuff some Yrb into their brains to gain psychic powers (in exchange for having the Yrb feed off of their energy, making them hungrier).

Are there anymore psychic worms nearby? I wonder if they'll survive being tied to a (tree-sized) stick.  :P

Flee! Flee to a nearby colony of Yrb! Accidentally melt some nearby iron with lava breath, and observe how it flows into nearby cracks and hardens. Discover smelting (or at least lava (magma?) casting (cooling lava (magma) in a mold to produce stone items).

Should I be saying lava or magma?
(Sorry, not happening. Any of that.)
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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