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Author Topic: Build a Colony: An educated adventure.  (Read 74457 times)

Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #450 on: January 13, 2012, 11:20:52 pm »

To put it all straight, we get a modifier or module that could aid in our genetic editing (other than trial and error, as clones cost a lot of time). In the mean time, no new tests!

We need more manpower if we want to live here. It seems that 'just animals' can kill, and we only know about ~4 types of them on this world.

Quote from: List of possible actions
> Get that Concrete Blueprint
> Finish fortifying our perimeter
> Send the Two Newbie hunters to search that smoke after finishing with the pink creatures, and their samples.
> Contact Impex Corp. about those blueprints(?)
> Counter their offer for 20 per clone and 370 as a starting fee. thats more then a 50% compromise so they should be willing to accept.
>
Quote
No offence Armok but your clone ideas all sound like the hellish abominations that stalk the nightmares of the insane. Plus I don't think I could possibley draw them with any clarity so that is why I haven't done them. Sorry to disapoint.
I thought e were SUPPOSED to do that, being an eccentric scientist!

But ok, less horrefying things then. If they are still to horrifying assume some additional changes specifically to make them less so:

>*LOBSTER LASSIE: Modify the tame lobster wolf to have a normal clone brain, be better to balance on it's hind legs, be capable of speech (if not as good as a normal clone), and have forepaws dexterous enough to use basic tools. (Drawn like: a normal lobster wolf, maybe with a slightly larger head for the brain, and standing on it's hind legs when using tools.)
>*MONKEY BOY: development stopped early giving it a smaller and lighter child body, increased dexterity/strength, feet replaced by an extra pair of hands, prehensile tail, accelerated metabolism. Good at climbing. (Drawn like: small clone with a tail that tends to climb on things)

> Accept the offer. We could probably haggle it up to more, but right now we're trying to establish a precedent and build a reputation, not just make money as quick as possible from this specific genome, so we shouldn't risk pissing them of.

> buy 2 units of Blue Colline, 8 Borine, and 15 Arodine the next time you're getting a delivery from that direction anyway.

> buy some clone unifroms already next time you get a delivery from the right direction. Same colour as the ground for camouflage.

> make some planks already!

> Does Gregs T&C have a catalogue?

EDIT:

> See if you can get your hands on some kind of library of earth animal genomes

MORE DESIGN:

>* MINNIONS: this one is probably best described as a list of features and their consequences:
* Dwarfism: smaller size, meaning needing less nutrients and such, and quicker growing to it's full size
* Force grown: grown as fast as possible, at the cost of durability, intelligence, and increasing the risk of defects.
* Cut corners: reducing the cost of growing and the amount of food needed by reducing organs and muscle mass, and any parts of the brain not stimulated by an education.
* Slow metabolism/cold blooded: reduce food needed, at the cost of reaction speed and the ability to withstand cold.
* Natural blood opioids: increased ability to withstand pain, fear, discomfort, and general mistreatment. Stuff like sleeping in the rain, eating the same crappy food all the time, or being treated as expendable cannon fodder. Reduces intelligence and ability to detect and avoid harm.
* Twinned: grow like Siamese twins joined slightly at the head, two in a single tank counting as one clone. The input stream from education is duplicated so bot the clones receive the same one. immediately before decanting they'll split and from then on act just like separate clones.
Summary: Extremely cheap, small, crappy clones that can be produced two at a time.
> Aim for survivability other than looking for advanced tech and upgrades in the meantime
> Find something to do with those cabbages (conversion to better material)
> Produce regular clones {With specialties maybe?}
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #451 on: January 13, 2012, 11:38:18 pm »

Forget buying uniforms, we need to figure out if we can breed clones with pigmentation that acts as a natural camoflague. Shouldn't be too hard, all we'll need is a shade of grey. Also, we could consider making a specialized combat clone with one lower arm replaced by a reinforced bone spike, possible later including the ability to graft metal blades onto it, with increased speed and stamina. This'd be useful for taking down animals, and might even come in handy if we end up in a battle with other humans, as I doubt laser-proof vests would provide much protection against a two foot long bone arm-spear to the throat.
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evilcherry

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Re: Build a Colony: An educated adventure.
« Reply #452 on: January 13, 2012, 11:48:11 pm »

Fact is, we have no uses that a regular clone can't do. And regular clones are more efficient to produce. We are a scientist, not an artist.

Though clones with two sets off opposable appendages would be useful, we ARE working with a human brain. This also means signifigantly more changes to a clone's nervous system.
I think this is a philosophical struggle between generalist or specialist clones.

Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #453 on: January 14, 2012, 12:00:13 am »

What about find a way to make the clones laser-proof
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #454 on: January 14, 2012, 12:02:43 am »

Lasers damage anything, realistically. No.

What are our goals this turn then?
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #455 on: January 14, 2012, 12:17:43 am »

Explore the north
Gather biomass
Improve defenses (buy concrete blueprint, build walls)
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Doomshifter

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Re: Build a Colony: An educated adventure.
« Reply #456 on: January 14, 2012, 12:52:39 am »

What about find a way to make the clones laser-proof
Skin made of mirrors.
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #457 on: January 14, 2012, 12:56:39 am »

Mirrors only reflect 99% of incident light, so that would make clones laser-resistant, not laser-proof. I'm going to throw my support behind putting our efforts into strengthening our position here, not investing in research that might not give us useful results soon.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #458 on: January 14, 2012, 01:32:38 am »

We should try to get skin that works similar to photsythensise and solar panel. Something that absorbs light and turns it into energy which can be routed into healing. Even though the clones would still take damage they would heal from it quickly. PLUS we would have to feed them less, As they could feed themselves using photosythensis.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #459 on: January 14, 2012, 01:43:53 am »

We should try to get skin that works similar to photsythensise and solar panel. Something that absorbs light and turns it into energy which can be routed into healing. Even though the clones would still take damage they would heal from it quickly. PLUS we would have to feed them less, As they could feed themselves using photosythensis.

This. I completely forgot about photosynthetic clones.


Also, I have a strange desire for this colony world to have triffids.
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Doomshifter

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Re: Build a Colony: An educated adventure.
« Reply #460 on: January 14, 2012, 03:43:36 am »

Mirrors only reflect 99% of incident light, so that would make clones laser-resistant, not laser-proof. I'm going to throw my support behind putting our efforts into strengthening our position here, not investing in research that might not give us useful results soon.
I was (mostly) joking.

But photosynthesis clones sound like fun. They could just photosynthesise all day every day. Even better if we could find one that doesn't need to sleep. [NO_EAT][NO_SLEEP], achieved. Then we just need some way to gain that delicious [NO_DRINK] tag...
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #461 on: January 14, 2012, 03:47:59 am »

I'm in favor of researching photosynthetic skin, after we've managed to fortify ourselves.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #462 on: January 14, 2012, 04:39:27 am »

There is a very big problem if we develop clones who have photosynthetic skin.

Trust me.

Debate later, focus on fortification first.  :)
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #463 on: January 14, 2012, 05:11:44 am »

There is a very big problem if we develop clones who have photosynthetic skin.

Trust me.

Debate later, focus on fortification first.  :)

Wait what problem? I can see no flaw with my perfect plan.
But yeah  Keep the clone modifing to a minimium until we can safely defend ourselves.
Build wall and dig ditches, use piled dirt to reinforce wall/ Mak parapet.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #464 on: January 14, 2012, 07:13:18 am »

The clones I suggested for this turn are specifically not abominations. At least, any extra abomination-ness pales in comparison to them being slave clones grown in less than a day yet with somewhat adult minds.

And not being practical to "produce, use, or sell" is pure nonsense. We already know the 4 armed one is just as easy to produce as any normal clone, and succeed on the first try. The entire point of one of my suggested models is being much MORE practical to produce. We have already sold the 4 armed one and that worked perfectly fine to. And being more useful, either through specialization or effort spent making general improvements, is the central point of the entire genetic modification mechanic.

Even models that ARE abominations, they are no reason to think they'll fail or wont be very efficient or practical, the GM just feels uncomfortable drawing them if I understood correctly.

Our specialization is specifically genetic modification. It's the advantage we have over other colonies. It's what the game is ABOUT.

It is heavily implied the software module that we already got gives have all the software tools talked about, given that we managed to make the 4 armed clone pretty quickly and got it right on the first try.

Pigmentation and photosynthesis and things like that is why I asked if we could get a library of genomes from earth.

As for laser-proofness, living cells don't make good enough mirrors for that to be a good way, but ablative armour might work. Some kind of volatile mucus secreted that boil of before it can get warm enough to do harm. Easy to track as a game mechanic to.
« Last Edit: January 14, 2012, 10:11:26 am by Armok »
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