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Biogamer

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Everything posted by Biogamer

  1. Besides the Armoured and Big Body as well as the Mummut Foot there are no other genes relating to defence, so the armadillo could bring in more. The plated head which is just a short snout but a little more spade shape as well as having plating across the face. The way the plated head would be unlocked would be by insect collecting 20 times/receiving 30 attacks and spending 30 days in the savannah biome. The effects would be +1 defence, +2/3 smelling (sense of smell is strong). Next the armadillo body would be unlocked by receiving 50 attacks and spending 50 days in a savannah biome. Hear me out, the effects would be +2 defence, +2 heat resistance and +1/2 speed (they're pretty fast). Next the plated claw would be unlocked by receiving 20 attacks and attacking 50 times. The effects would be +1 defence, +1 strength and +1 insect collecting and +1 digging. And finally the plated tail would be unlocked by receiving 20 attacks and have the effects of +1 defence. Hope this was interesting, Sincerely Biogamer.
  2. The anemone is known as the animal that clown fish live with, but what if we could add this to the game. The sea anemone body would be unlocked by receiving 30 attacks or collecting from poison berry bushes 50 times and swimming 50 times. The effects would be +2 poisonous, +1 scentless and +1 distasteful appearance. The tips of the anemone body would look a lot like toxic body colouration. Another thing which I don't think should be an effect would be a symbiosis with clownkoi, and it would be worth the time for those who have an aquatic play style. How it would work would be a new update would have Razoranha actually hunt down things like clownkoi. So with an anemone body the clownkoi would be safe and provides protection against leeches. Hope this was interesting, Sincerely Biogamer.
  3. I decided that this idea was too big to be its own seperate thing so this will be an all in one. We have wandering nichelings, we have rouges, some of us want multiplayer but can't have that. But I've got an idea that might just work, feral nichelings. Now it isn't gonna be just one or two oh no, it would be a small pack. This is for sometimes in rough situations feral animals band together, so let's make it an idea. And this because of our options with things to fight, there's around 14 animals (excluding nichelings) that we can attack. Why not add some more reasoning behind the strength stat other than to catch some rabbils eating our berries. The feral nichelings would be on killer islands or on continent mode (see a feature request relating to it). There would be 3-10 nichelings, and their genes would differ depending on the biome, so if a player finds the feral nichelings in a swamp they would see poison fangs, toxic body ect. The way nichelings would act would be like most animals, once one nicheling does an action a feral one does another (e.g. you collect berries, a feral may move away). And to make things interesting there would be three ways to deal with this option: Peaceful: Trying to merge packs by offering food and assistance, it would be difficult but rewarding. Meaning new genes into the tribe and a larger clan with no food required to make them join (their rankings will be unchanged once joined). Neutral: Ignoring them and continue playing, don't worry they won't strike unless you strike first Aggressive: Declare war with the feral pack and fight for dominance. It's a quick way to get new genes but to a cost, the cost of war (wow that sounded somewhat dark and dramatic). The only way to declare victory is by killing them all or just the alpha/s, read below for more. The Feral Alpha would most likely have some of the most op genes (e.g. double claw and ram horns). After you attack one nicheling from the feral tribe the Alpha will let out a call and alert all feral nichelings to attack your own. The way to win the war is mentioned above. Once the Alpha is defeated the feral nichelings will either join the pack immediately (only 3 food required) or turn into wandering nichelings where the player must make them join with the original amount. Now to the genes. The genes are, exactly the same with no bonus effects 😆. I'm joking, the genes would look more wilder with scruffs of fur sticking out (I think it would look cool) but with some thing else to make it more unique. The effects would be altered around, what I mean is that the effects may be switched around. An example would be claw, for a normal nicheling it would be +2 strength and fishing, but for a feral it may be +1 strength and +3 fishing. And to make certain genes not op negatives would be altered and the minimal amount is +1, meaning a big lean body can get really fast. The reasons for this is to somewhat represent the whole wild idea, with feral animals not acting the exact way. Plus I think it adds more realism to the game, for sometimes players have nichelings with double claw, but they use it for fishing, not strength. Well this was a big one, hope it was interesting, Sincerely Biogamer (couldn't find a image for this).
  4. Except for the negative speed stat, because what happens when we have a nicheling with this horn and webbed hind paw. It wont be able to move at all 😆.
  5. It might actually work, because let's be honest the Savannah biome isn't exactly the most peaceful or easiest place. So having this would make it more worth our time playing in that biome.
  6. Like the idea, means that we can have nichelings more suited for jungles. Plus SPACE BIOME, or even better SPACE SHIP
  7. That may be true, but when you think about it it's exactly the same case for the derp snout.
  8. The Bombardier beetles is a ground beetle that sprays a hot noxious chemical as a form of defence. So the Chemical Bomb Abdomen, or C.B.A for short would be unlocked by receiving 30 attacks and spending 50 days in a jungle biome. Either that or inviting a nicheling that has this gene. The effects would be +1 defence, +2 distasteful scent and +1 distasteful apperance. And maybe +2 flight because aren't exactly the best fliers, plus gotta keep an even number. And that's it because other gene idea are already said in other requests. Hope this was interesting, Sincerely Biogamer.
  9. The aye aye is known to looks like a cross of every small mammal and is my 3rd favourite mammal. So with all of those features it does have great options to make new genes. The first Aye Aye snout would be unlocked by insect collecting 20 times and spending 20 days in a jungle biome. The effects would be +1 cracking, +1 insect collecting and +1 smelling (don't really rely on smell). And maybe distasteful appearance because though they're my one of my favourite animals they ain't exactly beautiful or cute (ignoring the image below). Next the jungle paws would be unlocked by climbing 20 times (look at new genes 002: colugo) and insect collecting 40 times. The effects would be +2 climbing and +2 insect collecting. The reasons are in relation to their amazing hands, with long fingers that they drum to find insects and hold on to branches. Now for the first time I did this animal not only because they're cool but also to promote them due to their population. Scientist believe that within 10-20 years that 50% of the Aye Ayes population will die out due to habitat lost and the natives attacking these amazing animals because they are considered a bad omen. So this gene idea really has a deeper meaning than to be on a game. Hope this was interesting, Sincerely Biogamer.
  10. I like this idea, makes great combinations for hunters and scouters.
  11. It's like the kingdom challenge, and I agree it should be a new game mode.
  12. The beak was a reference to the over all family of kingfishers. This includes the kookaburra which use their beaks beak stuff. But if you think it doesn't make sense I'll probably make a kookaburra one (unless there is already one).
  13. That is true, however that is why I decided to make it only +1 stealth instead of two for the wings. But yes you are right, it's just I wanted to make the areal side of the gene pool more interesting.
  14. The previous gene idea introduce a new effect, mid-air diving and I mentioned a more offensive approach to it. And I think the peregrine falcon would suit this role the best. First the tomial beak (looks like they have a tooth but it does help with attacking prey) would be unlocked be attacking 30 times and flying 50 times. The effects would be +1 strength, +1 mid-air diving and +1 smelling. It could be likely +1 heat resistance for their ability to pant like dogs to deal with heat. Next the falcon body would be obtained by mid-air diving 70 times and flying 70 times. The effects would be +1 strength, +2 speed, +2 stealth, +2 mid-air diving, +2 flight, +1 stun (see electric eel idea to get the basic) and +1 cold resistance. The reason for these effects are they must use brute strength to stun prey by going at high speed with their prey not realising due to their blue tail feathers and wings mixed with their brown bodies and head (see how I fit all the reasons for the effects into one sentence). The falcon wings (actually sounds cool) would be unlocked by mid-air diving 50 times and flying 50 times. With the effects being +1 speed, +1 stealth, +1 mid-air diving and +2 flight. Now yes the last two genes may seem op. But it is pretty hard to get both, because first you need a nicheling that can fly then repeat these actions constantly. So I decided having it be demanding to obtain rather than like the o.g bird genes were you could invite them in. Hope this was interesting, Sincerely Biogamer.
  15. The kingfisher is one of my favourite birds, and can you blame me. They're fast, colourful and have an amazing yet simple way to get fish, just dive in. So what if there was a new effect and the kingfisher could start it off, mid-air diving (couldn't really think of another name 😅). The diving effect would work with a nicheling reach higher ground (e.g. trees) and they dive down, this can work as a way to attack prey (new gene idea will explain this) or for this case fishing. The higher the mid-air diving effect the more effective it would be, meaning for this case the fishing could be boosted (basically increasing fishing and strength stat). The fishing beak (looks like the image below) would be unlocked by diving 30 times and fishing 50 times. The effects would be +1 smelling, +2 fishing and +1 mid-air diving(need a strong beak to catch prey). Next the Alcedinidae body (just means kingfisher body but fancier) would be unlocked by diving 50 times and fishing 50 times. This body would look like a small bird body (new niche sizes maybe) and would have the effects of +1 speed, +1 stealth (prey doesn't recognise them), +2 flight, +2 mid-air diving and maybe +1 swimming (Don't know, I just think if it does it would make the gene op). Hope this was interesting, Sincerely Biogamer
  16. Oh my bad 😅. How the paws would look like would look like webbed paw but with small claws at the end of the joints and may look a little larger at the arms.
  17. No what I'm trying to say is how they interact while our nichelings do. So when you move a nicheling while the sleeping sickness is in effect the other animal can't do anything. So it can work like a getaway strategy. Sorry for not being that specific.
  18. Oh that's my bad, I didn't really explain what I meant by turn. When I said turn I'm referring to an action point.
  19. Well this is because in their environments they are pretty hard to seek in their biome. But you are right. Instead of stealth/camouflage for the shell because I did some research and the shell seems to be adapted to deter predators. And the flippers would work similar like a cross between platypus beak and webbed paws. Originally I was going to make this idea of the genes allowing a nicheling to burrow underwater and use their snout gene to attract prey in, but then I thought it might just be a little too much.
  20. I know, it was originally gonna be there but I thought that would make the cuttlefish even more op so I decided to leave it out.
  21. In swamps on of the most prevalent and annoying thing is the mosquito swarms and their sleeping sickness effect. But what if there was a way to use this against predators, or not be effected at all. The mozzie proboscis (I know I'm a such a bogan 😂) would be unlocked by licking 30 times and attack 50 times. The effects would be +1 strength, +2 smelling and a new effect, +1 sleeping poison/sickness. This new effect sleeping poison/sickness would be caused by attacking a target (predator for this sake) and cause the sleeping sickness to them. The higher the strength stat is the more potent it would be. The graph would be as shown: +1: Last one turn +2: Last two turns +3: Last one day +4: Last one day and a turn +5 and higher: Last for 3 days The mozzie body would most likely be obtained by either spending 50 days in a swamp or inviting this nicheling into the tribe. The effects would be +1 speed, +1 stealth, +2 flight, -1 heat resistance, -1 cold resistance and sickness immunity (fairly obvious what it does). It looked op at first but the reduction of resistances makes this gene more balanced. Also because of how mosquitos are set out it's likely that their mozzie like wings would already be on their backs (maybe implement a more complex flight lay out). The paws would be called grapple claws and would be obtained by attacking 30 times and spending 50 days in a swamp. The effects would be +1 strength and +1 new effect, grapple. The grapple effect would allow nichelings to latch onto predators, and the more grapple a nicheling has the more likely they would stay on with the predator unable to attack, giving somewhat of an immunity. The said nicheling can still attack whilst on the back, actually that's all they can do. A player can move a nicheling off a predator and run away. However there are cons to this gene. If the predator moves the nicheling is still latched on, meaning the predator could take the nicheling into a dangerous area. Secondly if another predator is around they can attack your nicheling even removing it. Finally the grapple hind legs would likely be obtained in a similar manner to the grapple claws. The effects would be +1 speed, +1 swimming and +1/2 grapple. Reasons are obvious. Hope this was interesting, Sincerely Biogamer.
  22. A post from BirdsareCool said a cuttlefish head was wanted, but why stop there. The cuttlefish in my opinion is cute, smart and one pretty hard animal to find. Now a Cuttle fish head does seem like a great idea, I just don't see it. But the eyes, the eyes defiantly can be used. The W eyes (can't think of a name) would be unlocked by inviting a nicheling with this gene into your tribe. The effects would be +1 eyesight on land but +2 underwater. Next would be in my opinion one of the most op genes as well as the hardest to get. The cuttle body is obtained by surviving 100 days, swimming 70 times/inviting a nicheling this gene into your tribe. The effects would be +2 stealth, +1 swimming, +1 distasteful appearance, +1 Odor Disguise (Scentless). The body is designed solely to make it almost impossible for predators/prey to find your nichelings. However I think the effects should be used while in water, write what you think below. And finally is a new hind leg set, the tentacles. Now I could do this with the octopus but cuttle fish has two tentacles like squids that grasp and secure prey. Because of this it would likely be obtained by inviting a nicheling with this gene into your tribe. The effects would be worth it being +1speed, +1 swimming plus an option you guys chose. It would either be +1 fishing or a new effect, inking. The effect would only work in water and would act somewhat similar to strong voice but for 2 turns, making a quick getaway. Hope this was interesting, Sincerely Biogamer.
  23. The alligator snapping turtle is known as one of the most dangerous (for their standard) turtles. With jaws that can crush watermelons, a spiky shell and a bait strategy there was no way I wasn't going to do this one. First the Snapping Jaw would be obtained by attacking 30 times and being in a swamp for 50 days. The effects would be +2 strength, +1 stealth/camouflage (amazing camouflage in their environments) and +1/2 lure (adapted their tongue to look like worms). It was originally going to be 4 because of their bite. I mean 9,452 newton of sheer power when they bite, that's a lot. Next the spiked shell would be obtained by receiving 50 attacks and spending 50 days in a swamp. Now it maybe a lot of hard work to get but here is why. The effects would be +1 spikiness (their shells do have spikes), +2 defence (a ton of bulk), +1 stealth/camouflage and +1 scentless (they really don't smell). The reason for this somewhat op bulk is because turtle shells have evolved solely for the defensive side of the spectrum. Next would be the Snapping turtle paws which would be obtained by swimming 30 and spending 30 days in a swamp. The effects would be +1 swimming and +1 underwater digging. Then the Snapping turtle hind legs would be unlocked similar to the snapping turtle paws and the effects would be +1 swimming, +1 speed and +1 underwater digging. Hope this was interesting, Sincerely Biogamer.
  24. Yeah it was originally cricket forgot to edit that out for the hind legs. But as for the male/female thing as mentioned above there are species of Locust were both males and females chirp to communicate, this includes attracting a mate.
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