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Author Topic: Mutagenesis Team Thread | Omega Hive  (Read 11590 times)

TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #135 on: February 05, 2021, 08:52:29 pm »

Vote: Lock in for Mutagenic Boost.


Stymphalian Crab- Feeder Tentacles

This has proven to be a failure. But one we can learn from. First is giving it a proper tentacles for it to feed with instead of the normal polyps. 4 should do, in an X type formation. These are very similar to the Medusa's hair, though longer and flexible enough to wrap around objects and more importantly feed. These can also still filter the toxins from it's diet. As well as reforming the stomach that was misplaced, just shift the gene to on. Second is improving the actual missiles to work as intended, removing their ability to eat as the tentacles being produced around the shell will do it for the Crab. Instead they will have the proper properties of the stated design, they don't need to eat or move, they are produced to be fired. So long as proper dispersion occurs on impact and they don't explode prematurely, that will do.


Stymphalian Crab- Telepathic Boost

Third in improvements, focusing the telepathic power to fix the aiming and targeting issues. This is a simple one, but will help in both close range and far.




Reintegration, or Mutagenic Boosting?


MedusaS

A revision removing most of the 'improvements' that failed, returning it to a Medusa. The main difference is the production of the non-reactive gas, the telekinetics and the upgrades described below.
Quote
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.
The MedusaH has all the abilities of the Medusa, barring these exceptions. The new gas is stored in an internal sack to be used in a final bomb when killed, flooding the area with the choking gas. It can also be used in small quantities if the MedusaS is on fire to put it out, or on other creatures such as that. Or more effectively in some cases, to choke grubs and those near to the ground with the heavier than air stuff, though this is quite indiscriminate.





I'm serious about MedusaS though. Let us just forget about it and take the boost in points. We probably won't have any issue if we want to revisit this at some point for psionics. Or drop the incidence rate to 0 and plan to reintegrate it later.

Stupid Hard is the MedusaS. So...




Aerplanar Revision: Grasper Coils
Within the body of the Aeroplanar, not all is as it seems. Tentacles rest beneath the surface of the chitin's bottom layer, the chitin itself having seams connected to these. They are extremely tough and durable, and can be retracted midflight. What makes them deadly in aerial combat is that very contraction that allows them to be stored within the shell, grasping prey and crushing them within the coiling, before letting go and leaving the crushed to fall to earth without them. On land these tentacles greatly improve the Aeroplane's movements and can be used to some degree in combat if one lands a top, or grasp a foe and bring it to the sky with a psionic jump before letting gravity do the rest. (Note that improves movement is more a slithering motion. Better stability helps a lot. As is not needing to rely on wings that were not designed as feet.)


Aerplanar Revision: Multithread Core

A revision granting the Aerplanar's Psionic Core the ability to preform an additional operation. In that it can use multiple psionic activities in parallel without performance drops, if it has multiple abilities. A precursor to using two at once. This is possible thanks to the Node Brains and ganglia making parallel thought possible, though without this upgrade that wouldn't do anything.


Aerplanar Revision: Psionic Edge
The Aerplanar is a blade. That is, through psionics it can form sharp solid Psionic Edges using some of the threads, weaving them into a weapon honed by momentum. These can be formed to create either a spear pattern, with wings folding back against the body and the Aerplanar piercing a foe in midair, or along and near the wings to slice through as a sword would through bamboo. The ability to form Psionic Edges means the Aerplanar no longer needs to slow to damage and kill airborne foes, cementing it's place as ruler of the sky. For if others lose their wings they will fall below where they belong. It can form these edges anywhere near it's body,(so long as the edges are pointing forward in profile, for forming them backward would cause them to just shatter on impact if one could even if it didn't ruin flight to hit) and if it were to gain additional limbs, it could use them as well to form Psionic Edges.


Quote from: Flightbox Reporting
Mutlithread Core: (1) TricMagic
Psionic Edge: (1) TricMagic

« Last Edit: February 06, 2021, 03:55:46 pm by TricMagic »
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flabort

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #136 on: February 05, 2021, 10:17:06 pm »

(Perhaps we should have used advantage hahah, that was a poor roll)

Aeroplanar Revision: Planar Lance
The psychic prowess of the Aeroplanar improves, able to "harden" the "tip" of some of its telekinetic threads, coiling them up and then propelling them outwards as super fast narrow projectiles, lancing through objects and tissues, making small but significant cuts through vital organs or systems of enemies, without wasting biological material or producing new fluids. It can also be used to shatter mirrors or break armor by making the tip slightly wider for more of a punch effect than a pierce effect. This finds small utility usage punching breathing holes into tunnels below, but is typically a combat tool.
This is typically used by disengaging half the psionic threads used for flight, coiling them up, then lancing them out like small deadly bullets in a sequence; as each one reaches the limit of the aeroplanar's psychic reach, it is unhardened and withdrawn back to the body, where it is either reintegrated into flying, or it is coiled back up to fire again. By firing several lances in a row, the Areoplanar can strike at a wide area, guaranteeing that it's targets are hit, if not accurately, while moving at high speeds.

Stymphalian Crab Revision: Polyp Unification
A major flaw in the Stymphalian crab is the variability of the polyps, given how a tenth of them explode too early and most of the rest fall off course. The pattern for growing each polyp is standardized, reducing anomalies in carapace growth and reducing the stress of launch by reducing the vibrational variations. To further unify polyp weight and launch consistency, the stymphalian crab develops a sort of reverse-umbilical system, pumping food out of attached polyps into a centralized storage, and divided back out evenly to the individual polyps to balance nutrient weights. The reduced biological uniqueness of each polyp and the balanced diets should in turn cause the polyps to produce a more balanced ratio of gasses, thus making each shot fired by the stymphalian crab be much more accurate.

Quote from: Revisioncube
Mutlithread Core: (2) TricMagic, Flabort
Psionic Edge: (1) TricMagic
Planar Lance: (1) Flabort
« Last Edit: February 05, 2021, 10:35:36 pm by flabort »
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10ebbor10

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #137 on: February 06, 2021, 03:33:04 pm »

Quote
Mutlithread Core: (3) TricMagic, Flabort, 10e10
Psionic Edge: (1) TricMagic
Planar Lance: (2) Flabort,10e10
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Rockeater

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #138 on: February 07, 2021, 06:09:22 am »


Quote
Mutlithread Core: (4) TricMagic, Flabort, 10e10, Rockeater
Psionic Edge: (1) TricMagic
Planar Lance: (3) Flabort,10e10, Rockeater
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Re: Mutagenesis Team Thread | Omega Hive
« Reply #139 on: February 07, 2021, 07:18:57 am »

Quote
Mutlithread Core: (5) TricMagic, Flabort, 10e10, Rockeater, Talion
Psionic Edge: (1) TricMagic
Planar Lance: (4) Flabort,10e10, Rockeater, Talion
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Draignean

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #140 on: February 07, 2021, 04:04:21 pm »

Revision Phase 5 - Omega

Multi-Thread Psionic Core
[Efficacy: 7 (7)]
The already sub-divided neural ganglia make further parallelism tricky - but a few inspired re-weavings of the psionic core tissues enable each individual ganglia to operate on multiple distinct processes, more or less effortlessly. While this doesn’t increase the total strength the Aerplanar has available, it does mean that its psionic abilities gain greatly increased coordination and the ability to be used in multiple forms simultaneously without loss of precision or inefficiency due to attenuation of focus. At the moment, this translates to increased maneuverability as the Aerplanar can make off-vector microadjustments when pushing the air for thrust and can more easily shape and reshape the pressure beneath its wings.

Planar Lance
[Efficacy: 5 (4)]
The rework of the Aerplanar’s lance into a telekinetic weapon meets primarily with success, though with a bit of disappointment in the efficacy of secondary functions. In its primary attack mode, where the psychokinetic threads are honed to points before being impelled forwards, the threads can be effectively ‘fired’ to a distance of approximately 75 meters. Their points are needle fine and readily penetrate soft materials or thin layers of hard material,  such as the Aerplanar’s own layer of aerodynamic chitin, but struggle with harder and thicker armor systems. The panels grown and used by Rozer Elite, and the thicker armor of Medusa will often stop the threads, and the fine points means that very little attritional damage is inflicted to armor. Injuries inflicted by the lances have a very fine cross section, typically inflicting fatal damage by repeated penetration and laceration of vital internals. The lances will frequently cut their way completely to the other side of the target once they penetrate armor, which gives them an excellent chance of cutting something important on the way through. Accuracy with the lances is quite good, particularly when fired in tight strafing lines, but the rapid movement of the Aerplanar means that, unless grounded, it can really only fire ahead of itself.

Their secondary ‘punching’ function is, unfortunately, more lackluster in performance. While good for breaking delicate objections, such as glass or crystal, the inherent flexibility inherent to chitinous armor and metal means that the armor breaking potential is limited, and they lack the ability to penetrate earth to any depth significant for the creation of air holes. It does have some usage in providing a brute force method of pushing around an enemy whose armor can’t be lanced, but provides little direct damage.



It is now the Birthing and Deployment Phase
You have the following organisms available to be deployed,

|              | |              | |              | |              | |              |1600 Grub
480 Grub+
|              | |              | |              | |              | |              |
|              |468 Rozer
252 Rozer+
|              | |              | |              |468 Medusa Crab
177 Medusa Crab+
|              | |              | |              |312 Aerplanar
168 Aerplanar+ 
|              |
|              | |              | |              | |              |57 Stymphalian Crab
18 Stymphalian Crab+
|              | |              | |              | |              | |              | |              |

You can currently deploy to,
 The Misted Ravines: 3/4
 The Desert of Mirrors: 1/4
 The Glowing Crater: 0/4

TURNTURNTURN
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #141 on: February 07, 2021, 04:19:42 pm »

Quote from: Grubbin Punishment
Misted Ravines: 300 Medusa Crab,, 50 Aerplanar, 100 Rozer, 50 Rozer+,  150 Grub+.

Desert of Mirrors: 57 Stymphalian Crab, 18 Stymphalian Crab+, 120 Medusa Crab, 127 Medusa Crab+, 100 Aerplanar, 68 Aeroplanar+ 200 Rozer, 100 Rozer+, 1000 Grubs, 150 Grub+.

The Glowing Crater: 0/4: 48 Medusa Crab, 50 Medusa Crab+ 162 Aerplanar, 100 Aerplanar+, 168 Rozer, 102 Rozer+, 600 Grubs, 180 Grub+.

When in grub, grubbin.

Quote from: Grubbin Puns Box
Grubbin Punishment: (1) TricMagic
« Last Edit: February 07, 2021, 04:33:58 pm by TricMagic »
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flabort

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #142 on: February 07, 2021, 04:48:09 pm »

Quote from: What's In the Crater?
Misted Ravines (3/4): 250 Medusa, 108 Medusa+, 50 Aeroplanar, 160 Rozer, 100 Rozer+, 100 Grubs, 120 Grub+

Desert of Mirrors (1/4): 37 Stymphalian Crabs, 12 Stypmhalian Crab+, 120 Medusa, 69 Medusa+, 100 Aeroplanar, 68 Aeroplanar+, 260 Rozer, 142 Rozer+, 850 Grubs, 180 Grub+

Glowing Crater (0/4): 20 Symphalian Crabs, 6 Stymphalian Crab+, 50 Medusa, 162 Aeroplanar, 100 Aeroplanar+, 48 Rozer, 650 Grubs, 180 Grub+

While some of these numbers I agree on, I feel we are able to split up the crabs a bit. Not entirely, but enough to see if the small improvements will help us in the crater. I've also moved a few Medusa in there because they're tankier units, and I feel that the Zone of Razors needs a little more tanky units.

Quote from: Antifool Box
Grubbin Punishment: (1) TricMagic
What's In the Crater?: (1) Flabort
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #143 on: February 07, 2021, 05:08:06 pm »

???

This is the Glowing Crater. Nothing will protect from being picked up and dropped from great heights. Also, we are way way behind in the middle lane to be experimenting. As is we might end up fighting at the very edge of the lava rivers since they have a base that doesn't care about the heat, and in fact adores it. If the crabs can't help in that zone, they aren't worth keeping as is.

Also, we can't really fail in the Misted Ravines. The only thing you seem to agree on are rozer, aerplanar, and grubs. Actually not even the Grubs.


Styxreaper Crab

The Styxreaper Crab is formed when a Medusa consumes it's own poisonous scales while undergoing evolution. Generally, it grows three sizes larger, and it's polyps even longer, with that feature in particular being more likened to snakes body in movements, able to grasp and coil around objects and prey. The large claws are well suited to reaping life on their own with a single crushing grasp. Of course, the polyps themselves centered around it's back features a strong necrotic poison that quickly shuts down a foe's body on injection, tissues dying. Of greater note is that upon it's back between the polyps lies a smooth-scaled barrel aimed to the sky spiking from it's back. And along this scale-covered flesh are production slots which grow stiff-scaly missiles filled with necrotic gas, formed with their own bound poison. The polyps loads a missiles that was grown into the barrel, the core psionic launches them far into the enemies ranks(helped along by intelligence from the Queen who knows what the scouts see) where the break any foes hit by them(If anything is unlucky enough to get hit directly) before their shattering, and the release of the gas within quickly goes to work on nearby foes, eating away at their bodies. The Styxreaper Crab quickly goes back to regrowing their ammo and reloading as needed for more shots, having eight ammo ready at any particular time. Naturally as they consumed and produce this toxin, they themselves are immune and can use these ammo as makeshift spears with their hair, at least until they break and spill their contents onto the foe. Overall the Styxreaper Crab is a fairly deadly combatant, even ignoring the native abilities of the Medusa it still has.

[Additional Notes: Hovering has emerged, allowing the Styxreaper enhanced movement by skating along the ground on it's six feet and pushing from it's central body pressing downward psionically. Stable, and sight allows them to move quite quickly so long as ground is solid, allowing them to close in quickly when the enemy is no longer within firing ranges. (This isn't an improvement, more a movement plan using the grub's native ability)]



« Last Edit: February 07, 2021, 06:09:47 pm by TricMagic »
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flabort

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #144 on: February 07, 2021, 06:36:16 pm »

First draft.
Contest.
I can't improve upon the last two categories. I'm just gonna repost them, you outdid yourself there ebbor. But I've combined our ideas in the looks category, so here's the more descriptive shattered Omega:

What you look like The war the first queen fought, assuming she was the first, was brutal. Her plan to remake herself and seed clones to take up her cause almost failed: Many were destroyed by the enemy, and the memories of the Omega queen tell her that she herself was almost destroyed. The enemy, great and terrible as the first queens army was, was able to hunt down most hidden queens; they thought they destroyed the one who called herself Omega when their orbital lasers caused her cavern to collapse on top of her.

But she lived, her mind fragmented into parts throughout her body, redundant features built into her by her progenitor so that as long as one small segment remained, she could rebuild. Fortunately, many fragments survived. As she drank from the slime of memories, her grand head sprouted small legs and tentacles out of it's neck stump, and out of the cracks and in her carapace, and the large chunk missing from her face. Her mind found other fragments nearby, a pair of her original legs still connected with a fragment of thorax, two more legs nearby, and a much larger section of thorax with a shoulder and most of an arm - at the elbow, it had split into two arms, but one of them had broken off. Each mind was given telekinetic life and vigor, nutrients teleported into the redundant respiratory and pulmonary systems from her head, as the much smaller limbs carried it deeper into the slime pool to consume. Soon these segments too started to spout new smaller limbs from their wounds, and carry them into place, and grasp each other to form a semblance of her form as it would have been if she had been left undamaged. She soon discovered her remaining pieces, the last piece of her face, which was little more than a eye and a section of her brain, which she sent to the surface to scout; and her abdomen, which was far to heavy and great to move under it's own power. Even though it had been almost flattened, enough of it remained to repair.

Her eye went to act as lookout, and her head climbed out of the hole to look for more food as she telepathically supervised the reparation's of her body. Her many legs cleared the area and carried different goos produced in vats forming on the sides of her abdomen. Her remaining arm crawled through her wounds, cleaning out infections and reshaping her flesh to begin preparing herself to bear young. Eventually she finished, and her abdomen became the factory to create her weapons of revenge and conquest - large sacs of fluids would swell up on the sides filled with young, and hormones and goo would be pumped in through external veins that writhed about. Between these, open cauldrons of flesh filled with different fluids, ranging from caustics acids to destroy mistakes to regenerative fluids to accelerate healing and growth. As the young mature, the sacs are cut open and the grubs spill out onto the ground, nutritive fluid draining around them for them to eat as they mature. The work done, her legs and arm separated to roam and tunnel out her nest, hunting pests and farming fungal growths to feed her ravenous mouth.

Her main head resembles that of an ants, with her right eye being large and multifaceted, although the left eye is missing, and down the front of her face are a series of smaller different eyes resembling those from different species, each able to see in a different range of colors; some "see" things which are not even electromagnetic waves at all. Cracks exist on her face, which have been "healed" by having grasping tentacles and pointed limbs grow out of the wound, and the head crawls along the ground on a random assortment of several small similar limbs. Her mouth is lined with rings of teeth, and is surrounded by three pairs of mandibles, one for grabbing prey, one for pulling it into the mouth, and one for lacerating it.

Her shell, on her head and the remains of her torso, and what parts of her abdomen haven't been opened up, is an armored carapace so black it dims the light around her; Over time she has decorated it with refractive dyes and crystals, to create a prismatic display to better confuse and daze her enemies with. Her shell is also stained with the blood and juices of her food around her mouth, as she does not bother to clean them off. She would have once had wings, grand and multicolored and as large as her abdomen, capable of space flight, but they were unrevivable and recycled for nutrients. And from her abdomen, if one looked through the sacs of young and the vats of myriad fluids, a glow of light is emitted, an eternal flame of internal hatred emanating out into her cave.

She is capable of teleporting small objects, particularly ones inside her body, short distances, allowing her to keep her ruined body alive while each limb performs a different function. Her smaller tentacles, grown after her supposed death, allow her to manipulate things much finer than she would have been capable of otherwise, improving on her ability to reshape life as she saw fit. In times of danger, her separated pieces can cling together to form a facsimile of her once mighty form, allowing her to fight as she once would have, with tooth and claw and massive crushing legs, bringing the weight of her abdomen down upon even the most monstrous of foes. But when she is idle, she resembles little more than a dead, splattered insect, her limbs lying about, her head far from her body, with the only sign of life being the ever churning factory. Albeit the largest insect you've ever seen.

What your Ethos is: (Verbatim Ethos's version, with typos fixed) Omega is, like all of the creatures, driven by a constant desire to improve herself. She would like to believe she has surpassed her mother's design. But how can she know that she has improved, if she does not know what her original intent was? In time, what was once a minor niggling of doubt has turned into an obsessive desperation to unearth the past and lay these fears to rest, or see them confirmed and remake herself once more.

What your Mutageneic quirk is: (Verbatim Ethos's version) Omega's spawn, like herself, does not die easily. Even torn apart, they will cling to live, dismembered though they are. Claws will still bite, wings will still beat, all that can be done will be done to ensure that every last piece of the hive fights till it has completely consumed it's last nutrient.
« Last Edit: February 07, 2021, 06:46:40 pm by flabort »
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #145 on: February 07, 2021, 07:22:21 pm »

Quote
What your Mutageneic quirk is: (Verbatim Ethos's version) Omega's spawn, like herself, does not die easily. Even torn apart, they will cling to live, dismembered though they are. Claws will still bite, wings will still beat, all that can be done will be done to ensure that every last piece of the hive fights till it has completely consumed it's last nutrient.

Suggestion,

What your Mutageneic quirk is: [Single Mind Unfaltering]
Omega's Spawn is her Self. Every piece of the swarm is a part of her body, their minds merely an offshoot of her own. They fight and cling to life, fiercen as she does, even when their bodies are torn apart do they still bite and strike. As a result, they are tied more closely to her, moving as her own limbs would. But distance renders this link latent, so their own physical brains must fulfill her orders, clear as they are as part of her being. The Hivemind is as one beating heart, constantly seeking survival and improvement, and no matter how fragmented it may become it fights to one circadian beat, growing as one immeasurable will.



A trunk with many branches, and themselves many leaves. Though each part is different and distinct, it is still a single being. Every last resource will be used and taken, and the dying continue to fight even though they die, for they still live as part of the Queen herself. So long as the Queen Lives, the swarm lives, and it will fight without faltering or confusion.
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10ebbor10

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #146 on: February 08, 2021, 09:15:59 am »

Quote from: Antifool Box
Grubbin Punishment: (1) TricMagic
What's In the Crater?: (2) Flabort,10e10
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #147 on: February 08, 2021, 09:29:32 am »

26 crabs for how many units?

50 crabs for over a 1000 units.

Do you see the issue here? They can't be effective if they are split in half. The Modifications to the Rozer count is also Ruinous! How can 46 tier-1 rozers form caverns to check effectiveness? We have over a thousand grubs, and most of them would be stuck in the open. You say you send the crabs to check the crater and see if they help. Well, so few Rozers will see us stuck aboveground when the gravity sweeps us all up and drops us to splat against the ground. The Crabs are likely to fall victim to this, and then where are we?

Honestly, I calculated the split properly to take full advantage of everything. A bit of armor will not protect from splattering. Or lightning. They were supposed to be used for firefighting, they are getting tested for that trait to see it's effectiveness. Not wasted in a zone where there is no enemy to fight and we can make progress to meet them at the border.

... This really irks me flabort. Your curiosity will get them all killed for no gains. And that will cause us to lose our lead in that lane once they get through their side. The middle lane is already bad enough. (At least the left can only really lose if there are no medusa or rozers there.)

... Actually, you've pulled the rozers to the left, why? Even at those numbers a single point was gained just from the Rozers first turn. Taking them from the right lane makes no sense when we can't overshoot the area and enter the next. What calculations did you do to arrive at these numbers?



Sorry for being a salty grub flabort. But given we need to advance, underground tunnels seem like a good idea. If gravity flips and turns, we're just on the wall and not flying away. And the +Medusa is sturdy enough to serve as the testbed for what happens when you go splat. It's pretty much the same for anything that doesn't fly.

Seriously, how can 46 Rozers without + support build a base for a 1000 in any applicable timeframe. They're the backbone of our logistics. Without them we'd be subject to the non-existent mercy of the environment. Water, Shelter, Food. These are the three things to survival for any length of time.
« Last Edit: February 08, 2021, 09:46:46 am by TricMagic »
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The_Two_Eternities

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #148 on: February 08, 2021, 12:21:25 pm »

TricMagic makes a compelling argument.
Quote from: Antifool Box
Grubbin Punishment: (2) TricMagic, T2E
What's In the Crater?: (2) Flabort,10e10
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #149 on: February 08, 2021, 12:43:22 pm »

Flabort could be thinking there are enemies to fight in the Crater. But the Medusa has claws as well, and Medusa+ isn't helpless with the necrosis bite on the polyps. And well, nothing says we can't avoid them or make them fight in tunnels, we do have far-ranging scouts.(In that they have no trouble scouting quite ahead. And there are a lot of them dedicated there.) Next turn we'd have more anyway.


Also, have an idea I had from Discord.

Quote
Take a Boost, use revision on the Medusa to massively amp it's psionic potential based around a regenerative ability, then next turn use that boost on the Stymph to fix the missile system. Proper growth using dna-checking and finetuning the psionics from the Medusa's revision. We could also spend a revision to make a RNA-based healing mist that binds the psionic effect inside itself.

This would also help with the hydra design, since psionic regeneration being added to natural regeneration will lighten the load, so to speak.

Taking a boost and then using it on the medusa allows us to apply it to the Stymph the turn after.


Medusa Revision: Psionic Regeneration

By amping up the processing power of the Psionic Core and improving it's control, we can use an inlaid copy of the DNA through the RNA the Medusa produces, as well as focusing on increasing it's production. It effectively allows error-checking of the DNA and applying psionics and this new compound towards the regeneration of wounds. Funnily enough the polyps count, allowing faster regrowth.

More fully, we are giving the Medusa an ability to produce a nutritious RNA-laden compound(with some base DNA added for reference) for the regrowth of it's body to it's normal state. The improvements to the core allow it to use this regenerative ability with the compound as a base material. It is not a healing ability for the mass, but it should pave the way to one eventually. For now each medusa(and + version) should be able to fight for longer than you would expect.



DNA and RNA is something basic, a building block all living life has. Using it as a base for a regen ability would allow a revision to the Stymph that should fix it's firing problems by error-checking the growth. As well as one for finer control of psionics. Which should fix it for combat.

Any decision should probably wait for next turn's revision though.
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