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Author Topic: Build a Colony: An educated adventure.  (Read 74470 times)

Evil Marahadja

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Re: Build a Colony: An educated adventure.
« Reply #645 on: January 29, 2012, 12:51:58 pm »

Here a my suggestions:

> Order a workerdrone to start building two quality ladders and attatch them to the houses (removeble ofcurse), also start to build a small fence on the houses, and prepare for an simple second roof made out of trees there aswell. (To create a good, simple watchtower)

>We need spotlights as well, torches are ok, but the cant be directed. This will improve our defence greatly. How to get them, is a whole other matter.

>Prepare to mass produce minions to mine in the mountain by starting to grow a clone with management skill who can overlook the construction of the mine.

> Ask Kilo-nile if they have a good map over our local aria.

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Angle

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Re: Build a Colony: An educated adventure.
« Reply #646 on: January 29, 2012, 01:09:13 pm »

Armok: We can't clone xenos yet, we don't have the software for that.

Evil Lincoln: We don't seem to have the mineral scanner in our inventory, did you forget about that?

Dream interpretations:
Some kind of local beast, then cloning module tanks, then white stuff falling from the sky, then green liquid draining, then clone firing laser, then dark doorway with white lines erupting from it and closing it off.

Actions
>Improve mine with covering and maybe support.
>Dig deeper and hope thats not where the trouble is.
>begin researching new clone. Maybe an unarmed combat clone? or DORF. whatever.
>Start cloning minnions.
>Harvest plumpets.
>Plant more plumpets. Way, way more plumpets. Either on the hills to the north or inside our fence to the north.
>Send out hunting party for sample of bantha cow DNA.
>Fabricate heets and planks.
> Try to find some fibrous material so we can start making cloth. This will be used for hammocks placed down in  the mine.
and/or
> Inquire with Red Tape abaut the cost of very low cost mass housing for clones. Maybe a pair of outhouses and a warehouse full of several layers of hammocks or very basic bed.
> Order a workerdrone to start building two quality ladders and attatch them to the houses (removeble ofcurse), also start to build a small fence on the houses, and prepare for an simple second roof made out of trees there aswell. (To create a good, simple watchtower)
>We need spotlights as well, torches are ok, but the cant be directed. This will improve our defence greatly. How to get them, is a whole other matter.
> Ask Kilo-nile if they have a good map over our local area.
> Research the production of Biofuel from all our Cabbages.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #647 on: January 29, 2012, 01:24:51 pm »

quote author=Angle link=topic=97703.msg2941832#msg2941832 date=1327860553]
Armok: We can't clone xenos yet, we don't have the software for that.
I'm pretty sure we specifically did.

Actions
>Improve mine with covering and maybe support.
>Dig deeper and hope thats not where the trouble is.
>begin researching new clone. Maybe an unarmed combat clone? or DORF. whatever.
>Start cloning minnions.
(we should start with one set to see that they work properly and fix any bogs before we start mas production, otherwise yes.)
>Harvest plumpets.
>Plant more plumpets. Way, way more plumpets. Either on the hills to the north or inside our fence to the north.
>Send out hunting party for sample of bantha cow DNA.
>Fabricate heets and planks.
> Try to find some fibrous material so we can start making cloth. This will be used for hammocks placed down in  the mine.
and/or
> Inquire with Red Tape abaut the cost of very low cost mass housing for clones. Maybe a pair of outhouses and a warehouse full of several layers of hammocks or very basic bed.
> Order a workerdrone to start building two quality ladders and attatch them to the houses (removeble ofcurse), also start to build a small fence on the houses, and prepare for an simple second roof made out of trees there aswell. (To create a good, simple watchtower)
>We need spotlights as well, torches are ok, but the cant be directed. This will improve our defence greatly. How to get them, is a whole other matter.
> Ask Kilo-nile if they have a good map over our local area.
> Research the production of Biofuel from usage in powerplants of all our Cabbages.

« Last Edit: January 29, 2012, 01:27:04 pm by Armok »
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #648 on: January 29, 2012, 01:32:31 pm »

I was thinking a clone with big claws or spike launchers or something. So that we wouldn't need to buy laser for it. Like a Go-ro, Except bigger and meaner and faster and tougher and with big claws. Or maybe smaller and a lot faster. something like that.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #649 on: January 29, 2012, 02:41:46 pm »

I was thinking a clone with big claws or spike launchers or something. So that we wouldn't need to buy laser for it. Like a Go-ro, Except bigger and meaner and faster and tougher and with big claws. Or maybe smaller and a lot faster. something like that.
something like that?
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #650 on: January 29, 2012, 02:43:23 pm »

And make sure the only thing they can say is 'kekeke'.
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Evil Marahadja

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Re: Build a Colony: An educated adventure.
« Reply #651 on: January 29, 2012, 02:50:33 pm »

Maybe a scout clone? With improved speed, senses and a little bit smarter. Maybe some sneak abilitys as well? So we can get a proper view of the local wildlife, maybee find where all those vile animals come from aswell.
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #652 on: January 29, 2012, 03:19:39 pm »

Spoiler (click to show/hide)
Yeah, except more human. And less likely to bite our faces off.

Also, how does the education module work? would it be able to teach something like that combat skills? Can we make custom education courses, like for scouts, miners, foragers, Melee/Ranged Specialists, etc?
« Last Edit: January 29, 2012, 03:21:59 pm by Angle »
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #653 on: January 29, 2012, 04:44:19 pm »

Zerg clone is a horrible idea that sacrifices actually being effective at anything in order to make a pop culture reference.

A scout might be a good idea, but a better design is needed.

SCOUT:
* lean: Muscular yet lightweight.
* Very long legs: Talking something like 3 meters here. Both for speed and a higher vantage point. Might need an extra joint just to be able to fold into the cloning vat.
* Endurance: Sustaining performance for very long stretches of time, at the cost of peak performance.
* Wide set eyes: increased field of vision at the cost of depth perception.
* Independently moving eyes: In order to not miss details and able to focus at multiple things at once, probably worsens hand-eye coordination and attention.
* Dark adapted eyes: So it can scout at night and still see stuff.

I'm making an effort to explicitly include the downsides as well as the uses of each trait, to make balancing easier and possible to do in a more realistic way than just forbidding things or raising costs, is this good?
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Evil Marahadja

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Re: Build a Colony: An educated adventure.
« Reply #654 on: January 29, 2012, 04:51:00 pm »

Armok:

Good design, although I suggest making the legs shorter (humanlike). While long legs is good on flat open ground it may be a problem if the scout tries to move into thick forsest or steep hills. Instead, maybee we could try to find a way making him a better climber.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #655 on: January 29, 2012, 05:06:48 pm »

maybe a third leg? or a quadruped?
I also agree on shorter legs than 3 damn meters. although double size and extra joint might be viable.
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #656 on: January 29, 2012, 05:28:42 pm »

I don't mean an actual zerg, I just mean something that could serve in combat without extra equipment.
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Ochita

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Re: Build a Colony: An educated adventure.
« Reply #657 on: January 29, 2012, 05:34:48 pm »

eeeugh.
Melee clones seem silly.

Because lasers are just that much better.

With the scout design, I suggest that the legs are shortened, perhaps, so they only are about.. 25% longer than a normal human's legs? Because when I think long legs, I think that its going to put strain on them. I think normal eyes are okay, because its worked for us for thousands of years.

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Angle

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Re: Build a Colony: An educated adventure.
« Reply #658 on: January 29, 2012, 05:50:23 pm »

Well, no. Lasers are actually kind of wimpy. Behold:

Colonytech Arms Brochure:
Name:   Cost:   Damage:   Description:
Basic Laser   250   2
Basic Machete   250   2

Basic machetes do as much damage as basic lasers. The normal Laser we have deals 4, but it's more expensive than the clone to wield it. We should, with a it of effort, be able to put together a melee clone that could hit for 4 - 8 damage and be easily replaceable. As an additional bonus, we could sell the genome and probably get at least a few hundred yollars.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #659 on: January 29, 2012, 05:56:15 pm »

Ok, 3m might have been a bit exaggerated. But they should still be a fair bit longer than the longest natural human.

Have you actually TRIED to move through undergrowth or step hills? long legs should be ESPECIALLY good for that kind of thing. The only situations where short legs make moving easier is in bushy forest with a dense web of low branches which doesn't seem to be anywhere around here, or in tunnels or buildings with a low roof. The reason big animals are worse at moving in forest is because they are broad and heavy, not because they are tall.

Speaking of heavy animals not being able to move, another feature:
* very large flat feet like snow shoes to prevent sinking into the ground.

If we CAN make it quadruped, that'd be even better, but all my ideas about things like that have been shot down so I didn't even bother to mention it.

A clone-only combatant MIGHT be a good idea at SOME point, since we'll probably have a clone production capacity far outstriping our ability to arm the, but not at the moment. Making them worthwhile even then  will probably require both much more varied DNA to base things on and more advanced techniques than we're currently using. Since decent armour is probably pretty hopeless, making them squishy but small, cheap, numerous, and good at dodging is probably the way to go. Offence is even more problematic, since anything with even a bit of armour is going to be untouchable. For infantry, finding a gap in armour and injecting venom might work. For vehicles... clocking the air intake with dead anon fodder is probably the best bet.

What absolutely does NOT work is sharp edges and big muscles and thick skin. Mitochondria just don't make the kind of materials needed to not be pathetic compared to even modern modern weapons and armor, and I assume future ones would be any worse. Sure, in theory you can do some pretty sweet things, but that's the realm of nanotechnology not biology, it not something we can design nor would it evolve naturally any aliens.

If we're not going to change the eyes and the legs of the scout clone more than ochita suggest then we might as well not bother making it at all and just send a normal clone.

And wow, these lasers SUCK. If that's actualy indicative of what we'll face when the exrement starts hiting the air conditioning then those rediculus cartoon monsters with scyte arms might work after all.
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