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Author Topic: Mutagenesis Team Thread | Omega Hive  (Read 11351 times)

Taricus

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #120 on: February 02, 2021, 07:41:43 pm »

Quote from: VoteboxWyrm
Design Proposals
Unforgotten (Use Lesser Advantage): (1) Taricus
[Lower End of Very Hard]Granroze Wyrm (Use lesser advantage): (1) TricMagic
[Solidly Hard]Stymphalian Crab (With advantage): (0)
[Solidly Hard]Stymphalian Crab (no advantage): (0)
[Higher than Granroze]Bazooka Crab (With Advantage): (1) Flabort
[Higher than Granroze]Bazooka Crab (No advantage): (0)
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #121 on: February 02, 2021, 08:42:57 pm »

Taricus. Why don't they just skate? Beyond that, why use a lesser advantage on this? Kinda seems a waste. What is it going to lead to? (It also still reads as a turn 1 design.)
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Taricus

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #122 on: February 02, 2021, 10:54:40 pm »

Basically it leads to a a frontline 'infantry' sort of design which can synergise with the grubs and other creatures we make via being able to assist and guide them. Alongside being able to couple the increased intelligence with psionics later on down the line.

Also having them skate would need two grubs or prevent them from walking normally, which would run counter to the whole idea with them. Besides, using a grub as a hoverboard/skateboard is pretty great and works well as a direction for the Unforgotten to use it's current psionic power not only to benefit itself but other creatures that we get. And means the whole line is more mobile when assigned with the adequate amount of grubs.
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Talion

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #123 on: February 03, 2021, 07:52:18 am »

Quote from: VoteboxWyrm
Design Proposals
Unforgotten (Use Lesser Advantage): (2) Taricus, Talion
[Lower End of Very Hard]Granroze Wyrm (Use lesser advantage): (1) TricMagic
[Solidly Hard]Stymphalian Crab (With advantage): (0)
[Solidly Hard]Stymphalian Crab (no advantage): (0)
[Higher than Granroze]Bazooka Crab (With Advantage): (1) Flabort
[Higher than Granroze]Bazooka Crab (No advantage): (0)
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #124 on: February 03, 2021, 08:28:29 am »

It's still a turn 1 design though. Not a bit of improvements to the rub in it, barring the core. Also, two grubs are slow to turn. And I'm pretty sure you could just crush one?

I also don't want to use a lesser advantage on something so basic. It doesn't help anywhere. In the mists it will die on it's own, in the bog it will die on its own, in the forest it will die on it's own. The only place it has a chance of surviving better is the crater. You can make the argument that it is not alone, but you also have to measure it against Alpha's potential designs. And the size of it precludes easy shelter and movement through grub tunnels. It's full of negatives with not much positive. As a basis for a design, I have less issue, but using the lesser advantage on it is a waste as is. And nowhere does it say it boosts anything but grubs, on top of symbiotic relations being harder.


Leading up to my Wrym. What issues do you see with it? It's advantages in both combat and travel improvements is clear. A lesser advantage will help it meet it's potential. And then we have a counter to fire, a creature that is almost perfect for the Desert of Mirrors. And the rest of the middle lane, along with advantages in the Ravine/Bog/Forest sides. And without any revisions needed too, freeing those up for other projects. If you plan to use revisions on the unforgotten, forget it. You need a solid base for them, and there are revisions to the Aerplanar that should be focused on. Next turn I hope for the Hydra for another heavy hitter, and turn after an evo to the Aerplanar which has full revisions done. I got a plan, and a fourth branch is relegated to three turns from now. Not like I can't see the advantage of the basis, but we need combat potential set up, not intelligence

The Wyrm pretty much securing our spot in the Desert of Mirrors and helping in the Lava Rivers is a big deal if we don't want to lose the race to the middle. And we need heavy hitters for combat for land, underground, and air. A wyrm devouring their diggers is pretty decent. And unlike us they have to roll it normally for a counter.
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dgr11897

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #125 on: February 03, 2021, 11:59:23 am »

Basically it leads to a a frontline 'infantry' sort of design which can synergise with the grubs and other creatures we make via being able to assist and guide them. Alongside being able to couple the increased intelligence with psionics later on down the line.

Also having them skate would need two grubs or prevent them from walking normally, which would run counter to the whole idea with them. Besides, using a grub as a hoverboard/skateboard is pretty great and works well as a direction for the Unforgotten to use it's current psionic power not only to benefit itself but other creatures that we get. And means the whole line is more mobile when assigned with the adequate amount of grubs.
Remove the reference to the locust and give it telekinesis, or the ability to use psionics to boost it's physical attributes and I'd vote for Unforgotten.
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #126 on: February 03, 2021, 12:21:33 pm »

Basically it leads to a a frontline 'infantry' sort of design which can synergise with the grubs and other creatures we make via being able to assist and guide them. Alongside being able to couple the increased intelligence with psionics later on down the line.

Also having them skate would need two grubs or prevent them from walking normally, which would run counter to the whole idea with them. Besides, using a grub as a hoverboard/skateboard is pretty great and works well as a direction for the Unforgotten to use it's current psionic power not only to benefit itself but other creatures that we get. And means the whole line is more mobile when assigned with the adequate amount of grubs.
Remove the reference to the locust and give it telekinesis, or the ability to use psionics to boost it's physical attributes and I'd vote for Unforgotten.

By focusing their psionic power and anhancing, they can push off before using the hover function and the benefit of legs to make a skating motion across the ground. Good control without losing the ability to walk like you seem to think.

I really really do not want to do this. But you leave me little choice but to writeup a fix DGR.

Unforgotten(TMv)
Long ago, a foe once herded us here, killed us, separated us. They were not at all like us, girded in metal and plastic. Yet for all the hive's abilities, they brought us low. Perhaps there is strength in their form, and the unforgotten serve both as a reminder of that memory, and as a stepping stone to reaching back to the stars, and remembering those that drove us here.

Hence, the form of the Unforgotten takes is as an imitation of them, in our image; two compound-eyes are placed on a structure akin to our former adversaries, a... 'humanoid' structure gifted with dexterous arms with grasping hand-claws for grabbing and fighting, sturdy legs with feet-claws to ensure agility and speed, and sinuous tail for stability in movement. But most important of all as a gift of intelligence; an ability to judge and react based on their surroundings beyond the simplistic thinking of the grubs they were born from. Moreover, the Locust's nodes for intelligence and psionic core are recentralized into it's brain, in order to avoid vestigial damage affecting thought and to making protecting it a simpler affair, while the ganglia spread out through the rest of the body as a nervous system.

Of note is the ability to wield their psionic potential more smoothly and effectively with the increased intelligence. They can use a combination of hovering and grip to skate across the earth, or to walk upon more liquid grounds by spreading the weight across it in a plane. As well, the psionic channels in the body allow them to boost their physical abilities, and the claws can channel psionics to be far sharper. Likewise, from hovering comes the ability to form telekinetic planes, shields against spray and attacks, as well as focus it into a pushing force or pulling grasp against those in range. Last is a deeper link to the hivemind, allowing them to coordinate other members of the hivemind on a more tactical scale.

Our former foes have not been forgotten, and the lessons learned from fighting them will not either. But our abilities shall be used to improve upon these ideas, for evolution is always advancing.
« Last Edit: February 03, 2021, 12:23:37 pm by TricMagic »
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10ebbor10

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #127 on: February 03, 2021, 12:33:22 pm »

Quote from: VoteboxWyrm
Design Proposals
Unforgotten (Use Lesser Advantage): (2) Taricus, Talion
[Lower End of Very Hard]Granroze Wyrm (Use lesser advantage): (2) TricMagic, 10ebbor10
[Solidly Hard]Stymphalian Crab (With advantage): (0)
[Solidly Hard]Stymphalian Crab (no advantage): (0)
[Higher than Granroze]Bazooka Crab (With Advantage): (1) Flabort
[Higher than Granroze]Bazooka Crab (No advantage): (0)

I really do not like the Unforgotten.

They come across as boring, generic humans, and they do not fill any useful niche in our current capacities, nor do they allow for further evolution.
We're bugs, not humans.
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dgr11897

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #128 on: February 03, 2021, 04:09:30 pm »

Stymphalian Crab(Updated version):
Upgraded from the Medusa, the Stymphalian possesses a similar body plan, but has a shell with minor improvements to water retention and heat management. It also possesses the ability to produce small growths along its back similar to the medusa, though these are spike shaped, possess a hardened carapace, and have the ability to produce and store a gas which is non-reactive, heavier than air, and impedes oxygenation, pressurized within the spikes for optimal flight and maximum effect. These growth are separated Via controlled necrosis and launched with the Stymphalian's improved telekinesis. The other primary focus of the design, achieved by creating enlarged and more effective Telekinetic organs, and specializing its telekinesis into two modes. One which acts like an additional limb, picking up and aiming the spikes and manipulating the creature's environment. And another which is an incredibly strong blast of psychokinetic energy, launching the spikes with great force, or slamming a target with that same force.

Quote from: VoteboxWyrm
Design Proposals
Unforgotten (Use Lesser Advantage): (2) Taricus, Talion
[Lower End of Very Hard]Granroze Wyrm (Use lesser advantage): (2) TricMagic, 10ebbor10
[Solidly Hard]Stymphalian Crab (With advantage): (0)
[Solidly Hard]Stymphalian Crab (no advantage): (0)
[Unknown, possibly high medium]Stymphalian crab(Updated version, Lesser Advantage): (1) DGR
[Higher than Granroze]Bazooka Crab (With Advantage): (1) Flabort
[Higher than Granroze]Bazooka Crab (No advantage): (0)
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flabort

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #129 on: February 03, 2021, 04:14:15 pm »

Quote from: VoteboxCrab
Design Proposals
Unforgotten (Use Lesser Advantage): (2) Taricus, Talion
[Lower End of Very Hard]Granroze Wyrm (Use lesser advantage): (2) TricMagic, 10ebbor10
[Solidly Hard]Stymphalian Crab (With advantage): (0)
[Solidly Hard]Stymphalian Crab (no advantage): (0)
[medium] Stymphalian Crab (updated with advantage): (0)
[medium]Stymphalian crab(Updated version, no Advantage): (2) DGR, Flabort
[Higher than Granroze]Bazooka Crab (With Advantage): (0}
[Higher than Granroze]Bazooka Crab (No advantage): (0)

(edited, so inconsistent with current votes)
« Last Edit: February 03, 2021, 04:34:54 pm by flabort »
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10ebbor10

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #130 on: February 03, 2021, 04:33:06 pm »


Quote from: VoteboxCrab
Design Proposals
Unforgotten (Use Lesser Advantage): (2) Taricus, Talion
[Lower End of Very Hard]Granroze Wyrm (Use lesser advantage): (2) TricMagic, 10ebbor10
[Solidly Hard]Stymphalian Crab (With advantage): (0)
[Solidly Hard]Stymphalian Crab (no advantage): (0)
[medium]Stymphalian crab(Updated version, Lesser Advantage): (2) DGR, Flabort
[medium]Stymphalian crab(Updated version, NoAdvantage): (1) 10e10
[Higher than Granroze]Bazooka Crab (With Advantage): (0}
[Higher than Granroze]Bazooka Crab (No advantage): (0)
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dgr11897

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #131 on: February 03, 2021, 04:34:31 pm »


Quote from: VoteboxCrab
Design Proposals
Unforgotten (Use Lesser Advantage): (2) Taricus, Talion
[Lower End of Very Hard]Granroze Wyrm (Use lesser advantage): (2) TricMagic, 10ebbor10
[Solidly Hard]Stymphalian Crab (With advantage): (0)
[Solidly Hard]Stymphalian Crab (no advantage): (0)
[medium]Stymphalian crab(Updated version, Lesser Advantage): (0)
[medium]Stymphalian crab(Updated version, NoAdvantage): (3) 10e10, DGR, Flabort
[Higher than Granroze]Bazooka Crab (With Advantage): (0}
[Higher than Granroze]Bazooka Crab (No advantage): (0)
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Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
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flabort

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #132 on: February 03, 2021, 04:35:22 pm »



Quote from: VoteboxCrab
Design Proposals
Unforgotten (Use Lesser Advantage): (2) Taricus, Talion
[Lower End of Very Hard]Granroze Wyrm (Use lesser advantage): (2) TricMagic, 10ebbor10
[Solidly Hard]Stymphalian Crab (With advantage): (0)
[Solidly Hard]Stymphalian Crab (no advantage): (0)
[medium]Stymphalian crab(Updated version, Lesser Advantage): (0)
[medium]Stymphalian crab(Updated version, NoAdvantage): (3) 10e10, DGR, flabort
[Higher than Granroze]Bazooka Crab (With Advantage): (0}
[Higher than Granroze]Bazooka Crab (No advantage): (0)
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #133 on: February 03, 2021, 04:43:22 pm »


Stymphalian Crab(TMv)
The body of the Medusa undergoes growth, it's body forming chitin barrels for missiles, and it's hair changes, becoming more solid, producing chitin-covered creatures with a pocket for pressurized gas within them. Larger than before, in addition to the traits of the medusa the regrowth of the creatures has improved.The Stymphalian has also gained the ability to produce non-reactive, heavier than air gas that impedes oxygenation, pressurized within the spikes for optimal flight and maximum effect. The Stymphalian intakes gas into itself through aerokinesis to prep it's firing mechanism, then lets go in a single burst, launching it's payload of missiles over land. This areokinesis, while not precise as precise as the mist control of the Medusa it is evolved from, does allow it to turn the hovering of the grubs toward psionic tentacles to lift objects and push foes around in close combat. It is especially effect at turning loading new missiles or using them in close combat to pierce foes within sniping distance rather than bombing distance.
« Last Edit: February 03, 2021, 04:55:19 pm by TricMagic »
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Draignean

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #134 on: February 05, 2021, 08:20:44 pm »

Design Phase 4 - Omega

Stymphalian Crab
[Efficacy: 2]
-Base Incidence Rate: 30%
-Evolution Chance: 25%
 -Available Evolutions:
 -- Stymphalian Crab+ 100%
 -Mutagenic Potential 4
-Description: The Stymphalian Crab is an unfortunate proof of the Omega Entity’s relative inexperience and immaturity with shaping. This particular Molt from the Medusa is one of constant disappointment - not outright failure, but it consistently performs below its expectations. The armor modifications of the Stymphalian crab are perhaps the only exception, with the small tailorings done to increase the surface area on lower sections to improve radiative cooling and the upper restructuring to allow its polyps to retreat to shade when not in use, both achieving their modest goals.

Its living ammunition is now very easily separated via controlled necrosis of the base tissue, rather than manual snipping, and the polyps are now aerodynamically shaped and hardened against frontal impact. However, some considerable difficulty was had both in shaping the spikes for flight, hardening them against the rigors of impact and launch, allowing them to eat as independent entities (as the Stymphalian does not have any other means of eating), and adding in the ability to both store and pressurize a choking gas cloud in useful quantities. The result is that they do all of these things poorly. In about a tenth of launches, the stress of launch kills the polyp early, triggering a premature detonation. In other cases, differences in stomach contents, anomalies in carapace formation, and general biology uniqueness result in projectiles that all of their own unique weight and deviance. The Stymphalian crab lacks both the senses and intelligence to dynamically adjust to the diverse projectile flaws, dramatically reducing accuracy at longer ranges. On impact, the gas payload is… lackluster. A direct impact that penetrates chitin still provides excellent damage, as a dead polyp will explode internally and a live one will chew internally until it dies, but external gas detonations provide very little toxic damage except in enclosed environments with still air. Even then, multiple impacts are required to create a toxic layer of sufficient thickness to suffocate even a baseline grub or put out a small fire.

The launch system has its own issues. The spring-tight coils of telekinetic energy used to impel the dart take longer to wind than hoped and the Stymphalian cannot alter the impact point greatly after the beginning winding. While this produces no additional difficulties for aiming, as small adjustments can be made, it means that directly punching entities using psionic strikes is both slow and highly inaccurate against moving targets. Its telekinetic manipulation is passable, but most anything larger and stronger than its own polyps will likely be able to fight free of its grip.

In short, the Stymphalian has excellent damage when it hits and penetrates armor, but it fires slowly and inaccurately, occasionally detonates polyps prematurely when firing, has limited gas dispersion ability, and its ability to directly strike telekinetically is best suited to very slow or stationary targets - or targets it can pick up or hold in place with its claws and pop like grapes.



Stymphalian Crab+
-Evolution Chance: NaN
 -Mutagenic Potential 4
-Description: Covered in wicked-looking thorned growths, the Elite Stymphalian crab gains a tri-lobed mouth system of mandibles and maxillae and its own independent gastric system. While this does mean that it is more vulnerable to toxic dietary infiltration than the Medusa, it does mean that it can support itself and simplify the biology of its polyps. Its polyps, for their part, are enhanced with a calcic-keratin internal ring structure, making them segmented and less flexible, but much more durable. Their own mouths and stomachs remain, but are vastly simplified and no longer filter toxic products, and instead merely give the Elite a way to support its progeny without leeching its own reserves to keep them alive.

These modified polyps are much more able to withstand their own internal pressures, modestly increasing gas load, are heavier and more likely to punch into enemy targets, and never break apart on firing. However, there’s only so much improvement that can be made. The elite is telekinetically stronger, able to fire the heavier polyp-darts with more force and a greater rate of fire, but no more intelligent. The darts are more accurate as a result of their restructuring, but the Elite crab is still a relatively inaccurate assailant, and its direct telekinetic strikes are still best reserved for very slow targets or ones that it can catch within its claws.




It is now the Revision Phase. You have 2 revisions to spend.

TURNTURNTURN
« Last Edit: February 05, 2021, 08:37:57 pm by Draignean »
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