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Biogamer

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Everything posted by Biogamer

  1. Now the therizinosaurus is a herbivorous relative of the T-rex which has a long neck, small head and over a meter long claws. Now back to the point, there's only one gene ideas. The cassowary hind talons would be obtained by spending 100 days in a jungle biome , the effects would be +2 speed, +1 swimming and +2 strength. Now though this gene could be considered broken so the only way to somewhat nerve it is by how to obtaining the cassowary hind talons. The effects shown are like that because a Cassowary is fast and strong. As for the swimming effect it has to be there. Like PhiloJD suggested a cassowary crest gene would be added. The way it would be unlocked would be by calling to attract wild animals 30 times and spending 50 days in a jungle. The effects would be +1 attractiveness (males only), +1 strength (due to powerful head butts and pecks), +2 smelling and +2 collecting. Hope this was interesting, Sincerely Biogamer.
  2. So I was recently watching Adams Quest and there was there the nichelings Cobra, Viper and Serpent. And I was wondering what if there was more genes (because Poison Fangs technically count) relating to snakes. So the cobra will be first will be the snouts. The spitting fang, based on the spitting cobra would be obtained by having 70 days with a poison effect and poison 50 entities. Though having different nichelings with poison effect that have the exact same lifespan won't count. The effects would be +1 poison resistance, +2 smelling and +1 venomous spitting. The effect venomous spitting would be the first ranged effect which will allow a nicheling to inflict the poison status to a target. Next will be the hooded snout which is the most iconic feature of a cobra. The hooded snout would be unlocked by using strong voice and receiving attacks 30 times. The effects would be +2 smelling and +1 distasteful appearance. Hope this was interesting, Sincerely Biogamer.
  3. I've decided that every 10 gene idea will be something different than the good old fashion animals. So thanks to a friend of mine, he gave me this idea. The idea of scavenge fangs, this would be obtained by killing 50 prey items (e.g. Rabbils) and cracking 50 times (doesn't have to be bones). The effects would be +3 smelling (makes sense), +2 scavenge, which will be mentioned later and +1 cracking (if a scavenger couldn't crack bones it really doesn't do it's job that well). This could mean things like cracker jaw and nimble finger now could help with something new. Though first I should explain how cracking will help, when any animal dies (lifespan or hunted) they would leave skeletons, which is good because tons of people want this idea of scavenging and bones. So scavenging would increase the amount of food collected from skeletons, whilst cracking of course breaks through the bone. Next would be the scavenge paw, which would be scavenging 50 times, the effects would be +2 scavenge, +2 collecting and +1 cracking. Now the next gene would be the bone body, which would be obtained by receiving 30 attacks and scavenging 30 times. The effects will be +1 defence, +1 scavenge and +1 bone collecting. The effect bone collecting will alloy a nicheling to collect extra bones to add defence. Though the way to nerve this is that the bones will only last 3 days or if a predator attacks the said nicheling. Hope this was interesting, Sincerely Biogamer.
  4. Now for swimming genes we have a pretty basic, only the water body and webbed hind legs providing good effects (tail fin only provides -1 cold resistance). So why not make the new set of genes relate to an apex. The new snout gene, barracuda jaw would be pretty easy to obtain, by attacking and swimming 50 times the effects would be worth it. With +1 strength, +1 fishing and +1 underwater breathing (smelling isn't with gills and would make it too much). And that is it, I can't think of anything else because water body already fills out that role. Hope this was interesting, Sincerely Biogamer.
  5. Smart, can be pretty useful in swamps and for nichelings with low heat resistance.
  6. yeah I tried nerving it with what someone had to do to unlock it. Maybe instead the praying claw may only have +2 for strength of the stats but only +1 for cracking. I'm not really sure mantis are just naturally OP πŸ˜….
  7. yeah but if I did that then if the nicheling only had web hind legs they couldn't move one land
  8. It is actually surprising something as iconic as a turtle isn't part of the gene pool, so might as well do it now. The snout would be the turtle beak, it would be unlocked by swimming 50 and collecting algae 50 times. The effects would be +1 smelling , +1 fishing and +2 collecting. Because species of carnivorous freshwater turtles have great fishing skills whilst herbivorous sea turtles can easily collect things like seaweed. The body would be pretty obvious with the turtle shell being one of the turtles iconic features. The shell body can be obtained by receiving 30 attacks whilst swimming 30 times. Though risky I think it would be well worth it, with the effects being +2 defence, -1 flight. The front paws would look exactly like a green sea turtles. They can be called turtle pads (isn't really what there called but sounds nice) and could be unlocked by swimming 60 times. But this would be worth it with only few water related genes have +2 swimming. So seeing a turtle beak with water body, two turtle pads webbed hind legs and tail fin would make a pretty fast swimmer. Hope this was interesting, Sincerely Biogamer
  9. Most people know the praying mantis from Kung Fu Panda with his abnormal strength but the genes must be realistic. Firstly would be a new set of eyes (like the colugo idea I made earlier). The compound eyes would have +4 eyesight instead, but it wouldn't be easier to get. The best way to obtain it would be to travel in grass (without removing it) around 50 times. The snout for this gene set would be mandibles, as we now that most insects have mandibles so why not turn it into a weapon? The mandible should be obtained by collecting 100 meat, so that way players won't easily collect it right away. The mandibles effect would be +1 smelling (smell isn't really isn't used by insects), +2 attack and +1 cannibalism (so it's kind of controversial). Don't worry a nicheling with mandibles won't be able to eat your nichelings but other wanderers, rouge males, ect. The next gene will be the more famous part of the praying mantis, the folding forelimbs. The way to obtain the 'praying claw' would be attack and crack 50 times. This references how a praying mantis can claw at all types of prey. The effects would be +2 attack and +2 cracking meaning there would be pretty good collectors/attackers. I don't think there shouldn't be any new pattern types but maybe a new fur colour, green which would provide +2 in grass and jungle. Hope this was interesting, Sincerely Biogamer
  10. Really like the idea about the dome head. The best way to obtain it could be attacking 50 times as well as traveling in grass 50 times.
  11. The baby boar pattern would give +3 camouflage in a biome depending on fur colour until the nichelings reach adulthood. Once a nicheling grows up they only get +1 camouflage, though if I remove it then there would be no need for this gene.
  12. Thanks, but sorry for subconsciously stealing your idea. Great minds think alike (well everybody here does)
  13. We do have frog like genes but I would like a tail to match up with the toxic body, but I thought of three. I wasn't really sure which one out of the three tails to chose from so I'm asking which one is the best and which two shouldn't be recommended (sorry but if I put it on seperate it looks like I want them all πŸ˜…). Firstly would be the one that is basically the toxic body, the toxic tail (thought real hard for that one). The toxic tail would be a gene that you would get before toxic body, making it pretty useful early on. With you only having to collect from a toxic berry bush 30 times, the effects would be +1 poisonous and +1 poisonous resistance (distasteful appearance would be too much). The toxic tail looks somewhat of a short lizard tail with the same colours as toxic body (won't effect whole body but would slowly fade in with the body meaning albinism and melanism aren't an option). The next option would be the newt tail. This tail is the same as the swimming tail, the only difference would be how it looks (like ram and antlers) and how to obtain it. The newt tail would be obtained by spending 30 days in a swamp biome. The effect would be +1 swimming, the tail would look a lot similar to a tadpole tail. Now yes the swimming tail does this but the only problem is the swimming tail can only be obtained by traveling to an oasis, which is a bit of a problem. So this way a new way to get a tail that can help swimming can be obtained but also still provides a challenge (swamps are risky with the mosquitos). Finally the autotomy tail, this feature is based of what it is named detachable body parts. Yep a detachable tail doesn't seem that bad, the way to obtain the autotomy tail is by being receiving 30 attacks like the spiky body. The effect of the autotomy tail would be +1 poisonous (for some species of animals their tails are deadly), +3 attractiveness to predators. Now here me out for the second effect, yes it's bad to have all the predators going for your nichelings but that's were the good things start. The tail will fall off, the predators would be distracted until a new tail grows back. Though going back down in order for your nicheling to regrow its tail that nicheling would eat double the amount of food for 3 days (can't make it broken). The autotomy tail looks the same as the toxic tail. Hope this was different, please select the one which seem best and I'll remove the other two. Sincerely Biogamer.
  14. I feel like it would be a new snout gene available, tusks. Now yes what about a pig snout or something along those lines. Though it would be priceless to see on a baby nicheling, big nose already fills in the role for smelling. It would be obtained by attacking 50 times and digging 30-50 times. The effects would be +1 strength, +2 smelling and +1 digging making this gene pretty worth it. And maybe a pretty good pattern too that could be shown during the juvenile stages two provide additional camouflage (not really sure for which environment). This could increase the chances of avoiding bluebirds for new borns and the other predators, this is linking to how baby wild boars (who are extremely adorable by the way) have a different pattern than adults to hide in the leaf litter. Hope this was interesting, Sincerely Biogamer
  15. In the end the only genes that relate to cold resistance (3 of which are negative πŸ˜’). The wolverine has the best stats to make life in the cold much easier. First would be a pretty common request, small ears. It would be unlocked in the exact way as big ears by spending 30 days in a cold climate, the effects would be +2 hearing, -1 heat resistance and +2 cold resistance. Hearing wouldn't really be needed in a cold climate so I don't think hearings necessary. Then there would be the snarling snout. The way to obtain this gene would be to growl at predators, prey, ect 50 times. The effects would be similar to saber fangs and bearyena snout being: +1 Distasteful Appearance+1 Strong Voice, +2 Smelling, though I see this gene more likely used incase people don't want to try getting a friendly bearyena or risk going to a cold biome. The next gene would be small legs which would basically be the same as runners leg except spending 30 days in a cold climate and the effects being +1 cold resistance, +1 speed and +1 strength. This would be the same for the hind legs except replacing speed with strength. The final gene would be a pattern like strips except facing horizontally on the body. The pattern would give a bonus +1 camouflage depending on the fur colour (e.g. White coat for snow biomes). Hope this was interesting, Sincerely Biogamer.
  16. Sorry I'm new to the whole roleplay thing πŸ˜…. So how do you exactly roleplay with other players?
  17. I think it's great because we don't have any critters that cause any damage via poisoning
  18. They did birds, they did fish, heck they even did insects, why not reptiles? The monitor lizards are an amazing start for the introduction to reptile genes. This gene would not only help with fighting of predators but also provide use in hot biomes. To start out would be a two new snout, forked tongue and poison saliva. Now I'm not saying add a monitor head on a nicheling, that would be a nightmare. But instead something along the lines similar to a short snout with sometimes the fork tongue sticking out. It would be obtained by hunting 50 Rabbils. The effect would be +2/3 smelling and +1 heat resistance. The next snout, the poison saliva follows a more dangerous field. Not only are the famous Komodo Dragons poisonous but also for the 1.1.4 update there was meant to be healing saliva, so this is somewhat like a way to continue it on. The way to get the poison saliva would likely be not only be collecting from poisonous bushes 30 times (50 for toxic body is too much) but also spend 30 days in a hot climate. The gene cause +1 Venomous, +1 Strength and +2 smelling, this could do great with all the bearyenas in these biomes as well as a new gene to counter poisonous bushes. There wouldn't be a body for this because it won't really suit the nichelings (just imagine a scaled body with the rest). There would be paws though, the scaled leg would be obtained by staying in a hot climate for 50 days and moving 30 times. This one is my favourite idea with the effects being +1 Speed and +2 strength, not only that but the legs would be similar to digging paw but scaled. This would likely also be the case for hind legs (unlocking it) which have +1 Speed, +1 Swimming and +1 stealth. Finally there would be the Whip tail (a long slender tail) that would be unlocked by spending 30 days in grass and attack 30 times (not really sure for this one πŸ˜†). The effects for this tail with +1 swimming and +2 Strength. Hope this was interesting Sincerely Biogamer
  19. Oh yeah I forgot about swimming XD, it would of course be +1 swimming. And as for forest that is what a jungle is (sorry about the misunderstanding.)
  20. Well maybe new genes should be added to things like the head to increase gathering like a deer head (like +2 gathering)
  21. Those that don't know a colugo image is at the bottom. With the addition of even more new flying genes I think that there should be something different, gliding. The features I'm doing for the Colugo makes travelling/living in jungle biomes a ton easier. The addition of new eyes, aka Big eyes (you know to complete the set) may make niche players more excited, giving +3 sight it could make sure that players now can see more because my friends wish that genes to help with eye sight is needed. The body would be called small body and its effects would be +2 gliding, +2 flight, +1 scentless, +1 stealth, +1 camouflage. small body would be obtained by surviving in a forest for 30 days. The effects with plane joints (paw) would be +2 gliding, + 2 climbing they would connect to hind legs. Just like wings though both paws would be needed to glide so the only real good effect would be climbing. The plane joints would be obtained by attempting to climb trees 40 times. There would also be a new type of hind leg, tree hind legs, the effects would be +2 climbing, +1 speed, it would be attempting to climb 40 times (either trees or cliffs). The genes are based on how the Colugo acts, silent and solitary. The new genes like called plane joints (basically what it is) would create two new ability gliding but also climbing. The gliding ability would work with a nicheling reaching a certain height height (either cliff or trees) and they could then glide down to a certain area. This could either get nichelings to avoid predators, move to area faster and so forth, even maybe to other trees. Of course certain trees would need to climb a certain height, that's when the ability climbing come in. Climbing determines how far up a nicheling can climb up. Climbing as well as gliding would be determined similar to speed and swimming meaning the higher it is the farther it would be. So for gliding the max would be 8 and climbing would be 6. Trees would also have certain stats required to climb (like oak needing 2). Hope this new type of gene is interesting Sincerely Biogamer
  22. Yes this is the best, what could the exact effects be and how do we get them? Would it be like finding prehistoric genes?
  23. So it could work as both as a fly swat and a small display show. That's a yes for me.
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