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Author Topic: Mutagenesis Team Thread | Alpha Hive  (Read 11034 times)

Draignean

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Mutagenesis Team Thread | Alpha Hive
« on: January 13, 2021, 02:21:49 am »

Hive Alpha
Link to Core

Discord Link
https://discord.gg/VuEHzxyFJk

You are one of the mirror queens, with your slime filled sequestration cave closest to The Parasitic Forest, The Dried Seabed, and The Howling Crevasses.

The slime you feast on now is not as rich with memory as the first layer that held you close through your gestation-slumber, but it still grants traces and secrets. A mental map of the region, promising strands within your children to manipulate and express, and a hungering drive to regain your halcyon glory.

There is much to do, and little time.

(You can rename your Hive freely at this stage)

It is now the design phase.



Starter Contest: The Map (Art)

As your ingested memories become organic and begin to fade, you struggle hardest to hold on to the map of the region, committing it to mind time and time again. What does it look like?

For this contest you need to draw a map that shows the 9 regions and the 2 sequestration caverns. Have fun, it’s the memories of a giant bug-monster.

The winner will gain a credit to make a design at full advantage. You have until the 3rd battle report to submit a map. Only submissions in the core thread are valid.   



Spoiler: Map (click to show/hide)



Spoiler: Organisms (click to show/hide)
« Last Edit: March 07, 2021, 02:02:00 pm by Draignean »
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Draignean

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #1 on: January 13, 2021, 02:24:58 am »

Turn Index
Design 1: http://www.bay12forums.com/smf/index.php?topic=177892.msg8236227#msg8236227
Design 2: http://www.bay12forums.com/smf/index.php?topic=177892.msg8238548#msg8238548
Design 3: http://www.bay12forums.com/smf/index.php?topic=177892.msg8241759#msg8241759
Design 4: http://www.bay12forums.com/smf/index.php?topic=177892.msg8245072#msg8245072
Design 5: http://www.bay12forums.com/smf/index.php?topic=177892.msg8253697#msg8253697

Spoiler: Revision Log (click to show/hide)
« Last Edit: March 07, 2021, 02:08:00 pm by Draignean »
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Happerry

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #2 on: January 13, 2021, 03:04:30 am »

As the Ancient Spirit of Evil I declare for the Alpha Hive. What pretty (big) teeth the queen has after all.
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Kashyyk

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #3 on: January 13, 2021, 04:50:31 am »

If we wanted to specialise specifically for our first three regions, I had a few ideas.

Thick, lifeless growths such as chitin or calluses would act as a form of armour whilst preventing the fungus spores from being able to dig their roots into actual flesh. The extra mass might help keep steady in the  Crevasses,  although it might cause us to overheat in the Seabed.

I suspect burrowing would be a good way to avoid the heat of the Dried Seabed, and could also be a way to avoid the fungi. I imagine we'd need some high-grade digging skills to get through the Crevasses that way, but it might give us the ability to dig into the walls like a climber's piton.

I'm gonna mention flight again, just cos I think it's important. Whilst it won't cope well at in the Crevasses, a good enough flyer could just go over the Jungle, and it'll help us cross the Seabed before we succumb to the heat. It'll also be very useful in most of the other regions.

Finally, an idea I just had re: the Jungle. A grub that can self destruct, with acid, explosives, etc. Combine it with the chitin above and it can force its way into the thickest fungi thickets (say that 3 times fast), before demolishing the area and clearing the way for our other organisms. Can also be used as your standard suicide bomber in combat, and would be a good first step towards launching the volatile substance at things.
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NUKE9.13

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #4 on: January 13, 2021, 08:29:57 am »

Alright, here's an idea for something that should work well in all three regions we're moving into. Slime protects from fungal infection, provides a cooling effect in the dry sea, and reduces the chance of being blown away.

Quote
Slimer: T1 Organism (Evolves from Grub)
The Slimer resembles a Grub in form, but is constantly surrounded by a thick layer of slime. Said slime is somewhat toxic to everything but the Slimer itself- plants, fungi, and animals alike. This can be used both defensively (ain't nothing going to want to touch/eat it) and offensively (a Slimer can crawl over an enemy to poison them). Offensive use will likely be somewhat hampered by the Slimer's slow speed and poor vision, inherited from the Grub. The Slimer is somewhat more mobile than the Grub, however, in that it can tweak the adhesiveness of its slime coating to climb things the Grub could not.
A Slimer is completely enclosed by slime. The slime is permeable to most gasses, allowing the Slimer to absorb oxygen from it, and the Slimer will first coat anything edible in slime before swallowing it, slime and all (the digestive system of the Slimer is designed to quickly recycle slime thus consumed).
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Kashyyk

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #5 on: January 13, 2021, 09:03:11 am »

I want to guess that is more like a Revision/ easy design,  otherwise it won't be until gen 10 or so that we start seeing proper scary things.

Anyway, an idea. Not particularly optimised for a specific region, but more as a general grunt unit that isn't a grub.

Quote from: Slicer Beast
Evolving from the Grub, it is still approximately 1 meter long, but instead of undulating it runs on six limbs, the rear and central pair ending in a claw/hoof, whilst the front two end in tough bone in a vague blade shape. It has four camera eyes, above a maw lined with short, sharp teeth. Most of the combat ability involves scything away with the front blades whilst biting and ripping with its jaw. Its head, shoulders and back are armoured in light carapace that should at least delay any damage, but this beast is intended to be cheap and plentiful.
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Draignean

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #6 on: January 13, 2021, 09:18:11 am »

Alright, here's an idea for something that should work well in all three regions we're moving into. Slime protects from fungal infection, provides a cooling effect in the dry sea, and reduces the chance of being blown away.

Quote
Slimer: T1 Organism (Evolves from Grub)
The Slimer resembles a Grub in form, but is constantly surrounded by a thick layer of slime. Said slime is somewhat toxic to everything but the Slimer itself- plants, fungi, and animals alike. This can be used both defensively (ain't nothing going to want to touch/eat it) and offensively (a Slimer can crawl over an enemy to poison them). Offensive use will likely be somewhat hampered by the Slimer's slow speed and poor vision, inherited from the Grub. The Slimer is somewhat more mobile than the Grub, however, in that it can tweak the adhesiveness of its slime coating to climb things the Grub could not.
A Slimer is completely enclosed by slime. The slime is permeable to most gasses, allowing the Slimer to absorb oxygen from it, and the Slimer will first coat anything edible in slime before swallowing it, slime and all (the digestive system of the Slimer is designed to quickly recycle slime thus consumed).

This is indeed easy. While the slime gained by a design is certainly more advanced, you would likely be able to gain toxic slime on the grub with a revision.
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Draignean

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #7 on: January 13, 2021, 10:26:54 am »

I want to guess that is more like a Revision/ easy design,  otherwise it won't be until gen 10 or so that we start seeing proper scary things.

Anyway, an idea. Not particularly optimised for a specific region, but more as a general grunt unit that isn't a grub.

Quote from: Slicer Beast
Evolving from the Grub, it is still approximately 1 meter long, but instead of undulating it runs on six limbs, the rear and central pair ending in a claw/hoof, whilst the front two end in tough bone in a vague blade shape. It has four camera eyes, above a maw lined with short, sharp teeth. Most of the combat ability involves scything away with the front blades whilst biting and ripping with its jaw. Its head, shoulders and back are armoured in light carapace that should at least delay any damage, but this beast is intended to be cheap and plentiful.

This is also an easy/simple design.
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NUKE9.13

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #8 on: January 13, 2021, 11:14:10 am »

Quote
Driller: T1 Organism (Evolves from Grub)
The Driller is longer and thinner than the Grub (2m long, but roughly the same body mass), and covered in segmented carapace from head to tail. The carapace on its head is especially thick and sturdy, and has a drill-like shape. Combined with an ability to rotate its head back and forth with considerable strength, this allows the Driller to, you know, drill through dirt and softer rock types. The carapace segments behind its head are designed to push detritus backwards, or into the Driller's mouth (situated on the underside of the body, behind the head) if it contains worthy nutrients.
The Driller can move with surprising force- after all, it has the power to break rock-, and can injure foes simply by thrashing around at them. Unfortunately, its eyes are purely vestigial (hidden underneath its carapace) in favour of improved vibrational senses, so its above-ground combat skills are unlikely to be inspiring. A swarm of Drillers ambushing foes from below could be a serious threat, though.
Dig under the forest, dig under the seabed, hopefully even dig through the canyon? Pretty basic, but good potential for further evolutions, I think.


E: This is a Normal design, per Draig on Discord.
« Last Edit: January 13, 2021, 03:04:12 pm by NUKE9.13 »
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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #9 on: January 13, 2021, 02:32:44 pm »

Gurgitator: T1 Organism (Evolves from Grub)
The Gurgitator is slightly shorter and fatter than a Grub. It is covered in tiny hairs to help it sense it's surroundings, a beak-like mouth strong enough to crack stone, and a stomach that breaks down everything it eats and deposits the remains in a thick sludge out the rear end. Gurgitators use their excrement to create nests for the rest of their kind. They prefer a diet with a fair mix of organic and inorganic materials. They also enjoy belly rubs.
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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #10 on: January 13, 2021, 02:54:53 pm »

Peeker: T1 Organism (Evolves from Grub)

Grubs are... less than intelligent. Indeed they probably wouldn't do much of anything but eat and die without our direction. If we are to battle our opposite number, then that level of broad strokes control is inadequate.

The Peeker is significantly larger than your average Grub, at about 1.5 meters long, and has a solid amount more bulk in the form of armor plates. It's name comes from an array of eyes on stalks dotted across it's body, giving it a wide degree of vision. It is modestly more intelligent than a Grub, with it's primary function is to give Us a greater degree of information on the field, and better ability to direct the hordes quickly and efficiently. It can hold it's own in a fight, but generally is worth more kept alive to direct it's lessers.
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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #11 on: January 14, 2021, 01:01:19 am »

Drifter: T1 Organism (Evolves from Grub)

Drifters are the same size as grubs, but have a thick layer of chitin bands on their underside. Protruding along the bands are spherical chitinous growths held in place with lubricated air sacs. Once a Drifter starts moving it can "release the breaks" on the chitin balls, allowing them to spin freely and increase speed. The Drifter can start movement and accelerate thanks to flexing muscles and manipulating their air sacs to roll the chitin balls manually. 

In order to prevent blindly slamming into every object from here to the end of time, the Drifter uses a complex olfactory system to detect predators and prey via smell. A single mucus-protected slit on the top of the head opens up to let the Drifter get deep, sweet, information-filled breaths.
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Kashyyk

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #12 on: January 14, 2021, 08:09:55 am »

Basically the Slicer Beast+, I think this would be a good base for pretty much every other vaguely combat-oriented evolution (which would be most). Essentially a Hormagaunt/Zergling.

Quote from: Alphaling: T1 Organism (Evolves from Grub)
Evolving from the Grub, it is still approximately 1 meter long, but instead of undulating it runs on six limbs, the rear and central pair ending in a claw/hoof, whilst the front two end in tough bone in a vague blade shape, that can be swiped and slashed hard by powerful shoulders muscles. It has four camera eyes, above a maw lined with short, sharp teeth. An oversized adrenal gland and strong back legs allow the Alphaling to leap ten meters, and combined with its blades can use them both for a devastating charge and to traverse difficult terrain. The body is covered in light carapace, with the back and head more heavily armoured.
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andrea

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #13 on: January 14, 2021, 01:54:26 pm »

SO, I was thinking we should give some thought on how we want to structure our evolutions tree, since which branches we want to have will greatly inform the choice of our T1 designs. We don't want too many T1 designs, because it limits our experience (since it doesn't translate across evolutionary branches). However, we also likely want to avoid having just one T1, since each tier has a decreasing chance of evolution and so we would be left with a considerable quantity of generalists, without being able to fully exploit our branches.

Here I propose a function based tree. It involves 3 tier 1 designs, the branching off in several roles. T2 onward should be considered an approximation, since we don't yet know how we shall need to move from there. There is room for more specialists of course, if we need to do radically different stuff. Things like flyers, diggers, walking chemical factories. Odd things that don't really evolve from other branches.

The idea is having a strong core that can handle most standard stuff, then further specialized for terrain or function.

Spoiler:  Functional Flowchart (click to show/hide)
« Last Edit: January 14, 2021, 03:32:36 pm by andrea »
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andrea

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Re: Mutagenesis Team Thread | Alpha Hive
« Reply #14 on: January 14, 2021, 03:18:51 pm »

And double post time! here is a competing proposal: mobility based.
The theory behind it is that if we branch into different types of mobility, those branches are going to have very little in common, since they will need different senses, weapons and in general bodies.
It will lead to reinventing the wheel a few times, but that is probably inevitable. Overall, it is starting to grow on me. Credits to powder miner.

Spoiler:  Mobility flowchart (click to show/hide)

In both strategies, I feel that the driller could be a suitable opening move, allowing us to bypass some environmental hazards. So I am currently inclined to vote for it.
« Last Edit: January 14, 2021, 03:32:47 pm by andrea »
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