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Author Topic: Hive Mind  (Read 22926 times)

NUKE9.13

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Re: Hive Mind
« Reply #165 on: May 03, 2010, 03:22:57 pm »

I don't like it. It's too big. People will notice.
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Diablous

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Re: Hive Mind
« Reply #166 on: May 03, 2010, 03:24:14 pm »

I don't like it. It's too big. People will notice.

I think we should get it. We just got owned.
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Ochita

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Re: Hive Mind
« Reply #167 on: May 03, 2010, 03:25:44 pm »

I support protodefender idea and we should try to get better brains as the workers when they can give anymore they dump excess leading animals to own us
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Kashyyk

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Re: Hive Mind
« Reply #168 on: May 03, 2010, 03:28:13 pm »

And really, why will it matter if some iron age sentients notice, by the time they do we'll be able to zerg rush their asses.
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omagaalpha

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Re: Hive Mind
« Reply #169 on: May 03, 2010, 03:28:54 pm »

1)Do the repairs. (17.5kg)
2)Furthermore, yes, looks like We could do with at least a little defence: Chitinous Protection Carapace I (10kg)
3)Rebuild your Scarabs! (buy 48 ProtoWorkers and 30 ProtoWariors) (5.4kg)
4)Develop some new bodyplans:
Combine BugLizard poison and storage roots: Poison sacks.
Create ProtoHarvester: workers with BugLizard [can feast on corpses]. They will take 'wasted' biomass and turn it into poison, which can be used to defend Us.
5)If We can pay for upgrades in 'installments', start work on the root network (because it is a prerequisite for so many useful upgrades)

this plus
I have another suggestion:

Create ProtoDefender
-Use Snork Body size, plus BugLizard bodyshape to create structure.
-Add BugLizard Scales and Toxin ability. Convert the toxin to be sprayed alá ProtoSoldier style.
-If possible, bulk up all the muscles of the ProtoDefender

This should create a creature 1m long and 50cm high, has six legs, eight eyes, and has scales and a toxin spitting capability.

This is bigger than the BugLizards, and has an added ranged attack. It can also potentially be stronger. Perfect Army material.
this
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Kashyyk

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Re: Hive Mind
« Reply #170 on: May 03, 2010, 03:37:20 pm »

Also, in case you are worried about sentient intervention, 1m long and 50cm high is the size of an average dog. If a dog charges at you and leaps on your chest you will get knocked to the ground. So unless our Iron Age Humanoid's are 3/4m high we should be fine in that respect.
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NUKE9.13

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Re: Hive Mind
« Reply #171 on: May 03, 2010, 03:38:14 pm »

And really, why will it matter if some iron age sentients notice, by the time they do we'll be able to zerg rush their asses.
Well, it can't hurt to design it, I suppose. But We shouldn't deploy any until We have at least one backup, for if shit goes wrong (because one iron age man with heavy boots and a shovel can eradicate Us entirely right now)
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Kashyyk

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Re: Hive Mind
« Reply #172 on: May 03, 2010, 03:46:44 pm »

Although, once we repair ourselves, we will be a 3m tall plant with defensive vines and a digestive cavity. Even if we can't digest the sentient, we can definately hold him back, while any minions we have left disect him and give the food to us.
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Lordinquisitor

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Re: Hive Mind
« Reply #173 on: May 03, 2010, 04:05:20 pm »

Create no "big" monster. Create several small insectoids that eat people from the inside out. More stealthy, more creepy.
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GlyphGryph

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Re: Hive Mind
« Reply #174 on: May 03, 2010, 04:09:39 pm »

The protodefender is only to stay around us and out of sight, and just help if we get attacked again.

So I support the idea, but ALSO mix in plant genes to give it a big leafy covering on its back. It should thus easily be able to hide in the nearby underbrush (go Gilly suit!)
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Ghazkull

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Re: Hive Mind
« Reply #175 on: May 03, 2010, 04:36:27 pm »

all good ideas BUT consider to finally design some brain or transmitter organisms:

brain organisms are basically something like you "leaders/generals": If we would produce them we wouldn't have that mental exertion and put our mental power in other things,(not to mention the full  biomass prodcution)

transmitter organisms however are als practically: while currently we can just tell our minions what to do in our sensoric(60m was it?) range, with mind networks we can only see through the eyes of our minions BUT NOT control them out of our sensoric range. Transmitter organisms are basically stationary organisms that transmit our orders over that range...

long story short:
brain organisms do the job for you, transmitter organsims are your cellphone...
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Jopax

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Re: Hive Mind
« Reply #176 on: May 03, 2010, 04:46:09 pm »

Try expanding the roots in search of underground organisms, then we could combine them with the protodefender idea to have a burrowing defense creature, stays out of sight and if we opt to we could make them half plants so they give us biomass.
Also we should try to figure out how to develop those vines, they could easily become our strongest defence
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GlyphGryph

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Re: Hive Mind
« Reply #177 on: May 03, 2010, 04:48:34 pm »

Lets make this protodefender a beast then, and make him an overlord too. Then we can give him smaller weaker minions as well. Smaller weaker pikmin minions, heheheh.

Seriously, lets build a goddamn beast. If we lose him it will be costly, but we shouldn't lose him. His primary person should be to defend us and the minions by hiding nearby and commanding unless it looks like he can help safely, or like we'll be badly damaged without his assistance.
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NUKE9.13

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Re: Hive Mind
« Reply #178 on: May 03, 2010, 05:00:55 pm »

Alright, design us a ProtoGeneral:

Take the BugLizard bodyplan.
Replace the 8 eyes with Scarab eyes.
Replace the scales with chitin-scale alloy
Brain organism stuff
and poisonous acid spray
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Nirur Torir

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Re: Hive Mind
« Reply #179 on: May 03, 2010, 05:15:38 pm »

Lacking wisdom: We cannot risk Our minions becoming too powerful. Thoughts of sedentary secondary controllers. Planned, known positions: uppity generals reprocessesed quickly/without delay.
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