Adaptive Mutation A / B

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Puss_in_Boots
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Adaptive Mutation A / B

Post by Puss_in_Boots » Mon Sep 24, 2018 1:27 am

This is ment to be 2 researches that diverge the path of myconids' biological development.

Myconids are said to be an undeveloped race of humanoids because they lack both technological development/ tactical thinking. Scientists long dead have discovered the evocation of Darwin's Law of Evolution, a viscous one, he had taken fungicide to disrupt any further development of it's kind. He labeled this occasion, mutation B. Shortly after another case of myconids brought to life had begun construction on technology they were never taught of. Every instance of Mutation A, since B was already taken by a lab partner, has been confined into solitude.

Scarily enough every myconid adapting under mutation B had reappeared. They've grown immune. They've broke out of their cage by directly punishing the glass simultaneously. Although outnumbered, they had quite a vicious battle with their capturers. The aftermath of their attack had been more lethal. After observing sustained injury after injury, doctors didn't know what to do. The fungicide they always used would never work, especially on a living body.

This case was considered so threatening the Planet government warrented an official nuclear strike on the Labsite C51 to eliminate all lifeforms that may remain at all costs.They will learn...

After enough backstory, I will explain:

These are both techs researched in 8 turns to transmorph the entire race into 2 separate classes of thinking. Their mutations will adapt them to their life/playstyle.

Mutation B: Using resilient spore, myconids will now plow them into an opponents' blood stream and waste no time expanding and growing. With better resistance to fungicide, myconids will raise defense against chemical attacks making them harder to stop. This resistance in turn makes their parasitic spore incurable by antibiotics. Most remedies end up killing the victims. After a living host is killed by the spore, it will make it's home inside it's corpse and grow out a myconid warrior to spread it's specie.

Squadrons doomed to die from these spores can easily move back into it's formation, and get their corpses crushed. If they don't, that mean more units for Myconids.



Mutation A: These curious fungi are more talented on taking up building roles. They are able to design proper transportation and infrastructure. Bridges can float on water, and be moved to whichever location they choose. However they won't shy away from chemical or biological warfare. Having learnt how to compress their own toxins into one small canister, they will be able to unleash corrosive effects in a wide area from a distance on live troopers for cheap. They will also be armed with high power firearms loaded with armor piercing bullets containing a dose of poison small enough to last only one turn, which will serve them well with fire and retreat tactics.
Last edited by Puss_in_Boots on Mon Sep 24, 2018 8:13 pm, edited 2 times in total.
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Midonik
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Re: Adaptive Mutation A / B

Post by Midonik » Mon Sep 24, 2018 3:47 pm

Write that story is simple engoun English so I can understand.
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Re: Adaptive Mutation A / B

Post by Puss_in_Boots » Mon Sep 24, 2018 7:17 pm

Instead of doing that, let me summarize.

"Fungi B" mutants had dangerous potential, so scientists wiped them out, or thought they did. "Fungi A" mutants were randomly born afterwards, they made their own plans of building, but were confined to small spaces to stop any danger. Then B mutants were working together tactically to do as much damage as possible before they went down. The alien's ultimate govenor of the planet had requested a nuke launch on site. The entire race will learn later what they've done.
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Midonik
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Re: Adaptive Mutation A / B

Post by Midonik » Mon Sep 24, 2018 7:52 pm

Ok now I get that.
What about the gameplay difference?
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Re: Adaptive Mutation A / B

Post by Puss_in_Boots » Mon Sep 24, 2018 8:12 pm

The basic idea is:

If players root for adaptating to tactical warfare, they get to inject incurable spores into victims. Meaning the effect won't go away by conventional means. They also gain more chemical armor for their immunities.

Players who root for mutation A will have more technological advantages like range and ammunition that poisons their opponents. They also gain movable bridges, and tougher buildings with 20% more health.

These upgrade the basic Myconids, and will take 8 turns each.
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samuelch
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Re: Adaptive Mutation A / B

Post by samuelch » Tue Sep 25, 2018 10:00 am

Nice
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