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Author Topic: Build a Colony: An educated adventure.  (Read 74298 times)

Flying Dice

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #810 on: April 13, 2012, 03:34:31 pm »

scrap that radio clone, that's silly.
agreed.
Radio clone is not silly! With proper adgustments to the brain so it can inturpert said signels we can have clones that act as walking comunication nodes. In fact, we probably wouldent have to do that much modification. Al they realy need its the ability to send and receve signels, The can be taught a coad worked out from pulses of on/off signaling. With clones that have unique individual frequencys there will be no danger of cross talk. Madecentric scientists don't rely on puny communicators!
We can buy or build communicators. Hell, we could probably develop an implantable design. Wasting research time and resources on something that can be done easier and cheaper with technology is pointless if there isn't any sort of useful crime-against-humanity aspect to it.
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forsaken1111

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #811 on: April 13, 2012, 03:40:35 pm »

radio clone is stupid and we can just use a radio which won't stop working because he's hungry or wants more pay.
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10ebbor10

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #812 on: April 13, 2012, 03:55:00 pm »

I had a thought, can we make it so that the soldier clones have intergrated radio headsets, so there is no worry of them losing it/whatever other problem there could be?

EDIT: and we could track down exactly where they died/last were/are via a radio triangulator
Implants seem better. We can power the, with bioelectricity if we want to.
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forsaken1111

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #813 on: April 13, 2012, 03:55:50 pm »

Or just give them cheap handset radios...
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10ebbor10

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #814 on: April 13, 2012, 04:00:11 pm »

Or just give them cheap handset radios...
They can lose those, and they are a bit less inconspicous than implanted radio stuff. But yeah, that's an efficient short term solution.

Proposed, clone. That isn't one.
Spoiler (click to show/hide)
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forsaken1111

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #815 on: April 13, 2012, 04:04:02 pm »

I realize that handheld radios can be lost but what kind of soldier loses his radio? And they're expendable soldiers anyway because they're clones. We can shovel some plants in and get a new one in less than a day. Why spend the time and effort of implanting radios or making them have psychic radio brains when we can stamp out a thousand handheld radios and tell them not to lose them?
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Cellmonk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #816 on: April 13, 2012, 05:49:43 pm »

I realize that handheld radios can be lost but what kind of soldier loses his radio? And they're expendable soldiers anyway because they're clones. We can shovel some plants in and get a new one in less than a day. Why spend the time and effort of implanting radios or making them have psychic radio brains when we can stamp out a thousand handheld radios and tell them not to lose them?

Agreed. although having a long enough antenna might be a problem. we should probably install a radio transmitter into any vehicles. Unless there is some other communication technology besides radio out there....

But if we can implement some sort of radio communication into the clones themselves, that might be more useful than you think. Because if their brains also supported a microsecond language, they might be able to communicate far faster than through spoken word. I'm thinking squads all on the same wavelength, trained to communicate almost instantly with one another, without making a sound. Very useful against the wildlife, who might be attracted/scared away by vocal communication. Especially useful in the case of combat, where each clone could more effectively neutralize enemies if they knew instantly what all the other clones knew.
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Flying Dice

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #817 on: April 13, 2012, 06:50:45 pm »

And while we're experimenting with bioradio telepathy, what are we doing to secure the colony, increase resource production, or get more weapons to arm potential soliders? Every bit of protein and cloning module space being used in developing something with this sort of use won't be available for expanding our workforce (and thus resource-gathering capacity. Not to say that we should ignore it entirely, but specialized systems like that are things we can afford to invest in when we have spare time and resources. This is something to work on when the cloning module is running idle and we have surplus protein.
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Cellmonk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #818 on: April 13, 2012, 07:40:03 pm »

And while we're experimenting with bioradio telepathy, what are we doing to secure the colony, increase resource production, or get more weapons to arm potential soliders? Every bit of protein and cloning module space being used in developing something with this sort of use won't be available for expanding our workforce (and thus resource-gathering capacity. Not to say that we should ignore it entirely, but specialized systems like that are things we can afford to invest in when we have spare time and resources. This is something to work on when the cloning module is running idle and we have surplus protein.

I agree entirely. I'm thinking more for the long term. Just don''t want us to discount telepathy entirely.
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Armok

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #819 on: April 14, 2012, 05:25:09 pm »

If we're going to do communication implants, why not do it properly and run their corpus colosusses(sp?) entirely through it, making them literally a single mind as integrated with each other as their left hand is with their right. Might make them a bit duller, but hive minding should more than compensate for that.

Hell, make a clone that is just a lump of several brains, thoroughly integrated, and a bunch of remote controlled brainless clones. Wouldn't make good soldiers due to the reduced reaction time, but a single education could go to all it's bodies.
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Lord Allagon

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #820 on: April 14, 2012, 05:38:57 pm »

This discussion about new clone types and lumps of brains is quite similar with the Demonhood thread...
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Kashyyk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #821 on: April 14, 2012, 05:45:58 pm »

It's Armok, what did you expect?

But I quite like that idea. I'd prefer to use mindless clones for worker tasks, and let soldier clones have brains and telepathy though.
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Flying Dice

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #822 on: April 14, 2012, 07:15:54 pm »

Yeah, I've been thinking a bit about hiveminding as well, with the same basic applications: use it for work teams, but keep the soldiers (and possibly future skilled labor clones) as independent minds.
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Armok

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #823 on: April 14, 2012, 07:35:05 pm »

Keeping the soldiers autonomus also avoids a glaring coms jam vounrability.
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Cellmonk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #824 on: April 14, 2012, 09:24:48 pm »

I think the soldiers should be autonomous, But have some basic hive-minding. For instance they would use a client-based (server-less) version of the hive mind thing for communication on the position of enemies and basic tactical communication, but target tracking, reason, motor skills, visual cognition etc would remain autonomous. They would act as independent units, but receive their orders/suggestions through a squad-mind.

It seems like for most tasks, hive-minding the workers might be overdoing it. what tasks would it be applicable to?
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