Biological components please!

    Lecic

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    my example was if we choose to go that route. I honestly think that shields on a ship with regenerating armor should at least have its regen nerfed a bit since the hull is also regenerating. Capacity should stay the same though.
    Why? Assuming the regenerating hull is also a system that requires a "stomach" or whatever, WHY would it need to have nerfed shields? A ship with lots of armor doesn't have its thrust or shields inherently nerfed.

    Oh, they're gonna compete alright. Just not in the same way.
    One type is good at tanking damage while the other is good at evading it. You can't really compare that.
    Everything competes in the same way- in combat. These types of ships already exist. It's the same as the difference between an armor + shield tank and a regen + speed "tank," and I've never seen someone who refers to comparing these as "apples to oranges." Any two combat ships can and will be compared. The fact that I need to even say this is idiotic.

    That's one way to balance it. As well as an incentive make it a full-fledged ship type and not just a simple boring and possibly OP mishmash of bio- and mechanical parts.
    Hybrids are NOT boring and make the game more interesting. The entire engineering portion of this game is finding all the cool ways to mash up different systems for a unique build. Why would you ruin that? I still have yet to see an example of how a biomechanical hybrid would be overpowered.

    And that is exactly the reason they have to be separated. This is too good, even with the short range of ion cloud.
    Or, to put it differently, it allows both of them to not be nigh-useless as a result of a balancing attempt.
    Er, sorry, what? How is having them combined overpowered? I meant have a single "flamethrower" weapon that one would modify to fit either of the original roles described using ion. What's wrong with that? Do you also argue for cannons to be split into ion cannons and hull cannons?

    It may sound picky as hell, and probably is, but existing cannons are energy weapons. You can't really mix acid or toxins in the energy.
    Literally grasping at straws here.
    This and those cannons have and add a depth detonation-kind of effect, inflicting minimal damage on the outside, but utterly destroying the insides.
    Yeah, I don't really see a reason for these still. Depth detonation could be accomplished by changing how explosive effect works with cannons. Acid or toxins could be accomplished by a new "anti-bio" effect which has boosted damage against organic systems but has reduced shield and mechanical system damage. Then make pierce and punch not quite as effective against bio systems, so anti-bio has a bigger role.

    Lol no, it only has the spread mechanic of explosions. It's like the acid spit - an "explosive" projectile, only splashing with toxins over much wider area, leaving the hull and shields untouched.
    It has the potential to kill half of your crew if ship's interiors are not properly separated by bulkheads or anything that can prevent the toxin cloud from spreading. An anti-personnel weapon of sorts, if you will.
    And if the shot lands, the shield won't protect your crew, or you, for that matter, should you leave the core. This is a result of the way shields currently function. Add depth detonation with ballistic cannon and you have a very nasty piece of armament.
    Personally, I feel that your crew should be relatively safe until your AHP is down, and that if you want to kill of someone's crew early, you should be using boarders.

    I would also like to point out that I did not mention organic stations. There is a reason behind it - they simply will not work.
    Stations need shields. A lot of shields. Bioships rely on maneuverability and stealth, neither of those are the case for the stations.
    This is only a problem if you foolishly force a No Hybrids rule. Additionally, organic stations could have boosted armor regeneration, for example.
     

    Darkkon

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    I think we are arguing different variations of bioship. If a Bioship has a 'stomach' in place of normal reactors, then shields wouldn't necessarily need to be nerfed. If, however, it is able to be a hybrid and have both reactors and the 'stomach' then it automatically has increased power capabilities which would provide a boost to just about everything on board. This may not necessitate nerfing either, it would rely on how playtesting works out.

    About stations, I can't say I really support the idea of organic stations. Purely on a concept level, organic vessels need to be mobile if they have any form of digestive system. A stationary creature would require food be brought to it, making such a station multitudes more expensive to keep running, unless said station is based on a planet or moon. (Not asteroid, too little in the way of food to provide a stable source for a prolonged period) That being said, a hybrid station is completely feasible with the assumption the organics can be modified to feed directly off energy. (Again, concept wise)
     

    Lecic

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    I think we are arguing different variations of bioship. If a Bioship has a 'stomach' in place of normal reactors, then shields wouldn't necessarily need to be nerfed. If, however, it is able to be a hybrid and have both reactors and the 'stomach' then it automatically has increased power capabilities which would provide a boost to just about everything on board. This may not necessitate nerfing either, it would rely on how playtesting works out.
    I'm pretty sure the idea of the stomach is that it's a different reactor that only powers biological processes and is not just a second power reactor.

    About stations, I can't say I really support the idea of organic stations. Purely on a concept level, organic vessels need to be mobile if they have any form of digestive system. A stationary creature would require food be brought to it, making such a station multitudes more expensive to keep running, unless said station is based on a planet or moon. (Not asteroid, too little in the way of food to provide a stable source for a prolonged period) That being said, a hybrid station is completely feasible with the assumption the organics can be modified to feed directly off energy. (Again, concept wise)
    The station is being run... by the people who built it.... ?????????????
     

    Darkkon

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    [QUOTE="The station is being run... by the people who built it.... ?????????????[/QUOTE]
    So you're suggesting we feed people to the stomach reactor to keep it powering the organic components of this living space station?

    side note, i think broke the quote o_O
     
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    Hybrids are NOT boring and yadda-yadda...
    wew I was simply saying that I want more than just a fancy armor and 2 new kinds of dakka.
    This is only a problem if you foolishly force a No Hybrids rule.
    Who said anything about hybrids? I merely pointed out that biostations with their lack of passive defense are sitting ducks, waiting for the hunter to show up. Nobody said you can't put organic weapons onto the inorganic station.
    Anyway, you need millions of shields with similarly huge regen to have a station that doesn't fall apart if someone sneezes in it's direction on the other side of the galaxy because, last time I checked, this game still suffered from gigantism.
    if you want to kill of someone's crew early, you should be using boarders
    Or, you know, kill most of the crew beforehand to make the life of the boarding party so much easier.
    "anti-bio" effect
    Something like, say, viral. Acid for inorganic ships that infects a small area, with affected blocks withering and dying. Quite a type-specific effect, don't ya think?
    Shame you'd probably tear the ship apart long before you notice any effect...
    It's the same as the difference between an armor + shield tank and a regen + speed "tank,"
    Except it's not tank vs tank here, but rather tank vs infantry with ATGM.
    Organic armor isn't as durable as it's inorganic counterpart. It is, however, much lighter. With weak armor your tactic is certainly not tanking the damage. Even for large bioships it's straight up suicidal.
    Bioships' defense lies in stealth, mobility and striking first, since even large ships can cloak at minimal cost.
    Tanky apple, sneaky orange.
    Yeah, I don't really see a reason for these still. Depth detonation could be accomplished by changing how explosive effect works with cannons
    Marvelous. Let's screw over every ship, that used explosive effect, ever built.
    It's not "just another cannon", it deals minimal damage to blocks as the shell burrows into the target. Then, after shell reached set depth or time after first collision, it explodes dealing 99.9% of the cannon's damage directly to target's insides. Again, shield have to be lowered below % for that weapon to be of any use, hence the seemingly overpowered ion cloud and disruptor.
    pierce and punch not quite as effective against bio systems
    Not quite as effective against softer and more vulnerable target. Brilliant.
    How is having them combined overpowered?
    Well, I had this strange feeling that a weapon that easily strips shields AND blocks may be slightly overpowered and therefore nerfed into the ground soon after release. Weird, huh?
    Plus, you need that ion cloud separate and able to drain shields so you could shoot polyp seeds and enjoy the yelling in chat about how the ship of your enemy is devoured while he's piloting it.
    a single "flamethrower" weapon that one would modify to fit either of the original roles described using ion
    You would have to grow both acid spitter and ion cloud dispenser, which balances it out somewhat.
    And Ion cloud + Acid doesn't damage shields - it still only work on unshielded hull, but now over a huge area, slowly eating away large chunks.
     

    Lecic

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    Or, you know, kill most of the crew beforehand to make the life of the boarding party so much easier.
    Yeah, no.

    Except it's not tank vs tank here, but rather tank vs infantry with ATGM.
    Organic armor isn't as durable as it's inorganic counterpart. It is, however, much lighter. With weak armor your tactic is certainly not tanking the damage. Even for large bioships it's straight up suicidal.
    Bioships' defense lies in stealth, mobility and striking first, since even large ships can cloak at minimal cost.
    Tanky apple, sneaky orange.
    ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

    Am I just too tired for this argument to make any sense? You're not making any sense. You're saying things that don't make any sense because you haven't elaborated on any stats yet. How does organic armor provide ANY protection if it's even lighter than basic to allow you to cloak with it? Why is organic hull so much weaker? I was under the impression that each tier would be in between the strength of each regular, non-regenerative tier. Why are you forcing ALL ORGANIC SHIPS into this one niche of stealth? It's stupid.

    Marvelous. Let's screw over every ship, that used explosive effect, ever built.
    It's not "just another cannon", it deals minimal damage to blocks as the shell burrows into the target. Then, after shell reached set depth or time after first collision, it explodes dealing 99.9% of the cannon's damage directly to target's insides. Again, shield have to be lowered below % for that weapon to be of any use, hence the seemingly overpowered ion cloud and disruptor.
    Balance and content changes happen, buddy. Get used to it. What you are describing is literally just another cannon. It fires a simple projectile. Anything else should be done with secondaries and effects.

    Also, 99.9% of damage? That sounds a bit much to me considering how it's already penetrating a decent depth into the ship through multiple layers of heavy armor.

    And are you suggesting that this weapon can do damage at a % higher than zero, or is that just a typo?

    Not quite as effective against softer and more vulnerable target. Brilliant.
    Maybe pierce and punch don't do as much damage to organic hulls because they absorb and distribute damage differently than normal hulls?

    Well, I had this strange feeling that a weapon that easily strips shields AND blocks may be slightly overpowered and therefore nerfed into the ground soon after release. Weird, huh?
    Plus, you need that ion cloud separate and able to drain shields so you could shoot polyp seeds and enjoy the yelling in chat about how the ship of your enemy is devoured while he's piloting it.
    I'm sorry, but what the actual fuck are you talking about? Do you not understand what effects are or something? The idea is for the flamethrower to be a weapon that has its damage levels changed by effects. Giving it ion effect makes it more like the original ion flamethrower idea, giving it pierce/punch/anti-bio makes it work more like the acid spitter, etc, etc. This is not a complex thing to understand. I shouldn't need to repeat this.

    There is no reason why you can't have an ion flamethrower and an explosive cannon to get exactly the same thing you're describing with a minimum amount of useless bloat added.
     
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    Another point that could balance the strengths of biological units could be giving digestive generators a lower power soft-cap. This would push organics playstyle towards smaller, swarmier approaches (schools of fish) and we wouldn't see very many bio-titans/leviathans because they'd be uneconomical except maybe as tanks (reserve the powerful mega-ships for traditional synthetics).

    I could definitely see organics having advantages in the realms of stealth & maneuver. Totally apathetic as to whether they would be able to have shields or not, as I think it could be balanced either way. For the sake of making available a truly distinct playstyle, I think I lean a little towards no shields for organics in exchange for better direct performance of weapons and armor and regeneration efficiency, but honest I could see shielded organic units working and being very unique. I would like to see a DOT weapon, and that would come off well as a bioweapon, because we have many insects even here on Earth that use acid sprays as very impressive weapons, and acid is prime for DOT.

    Also... perhaps they're unable to dock... which carries a whole battery of implications for playstyle and capabilities.

    Where are they built? Standard shipyards? This is a key issue.

    Where/how are the blocks created? In factories? Another key issue.

    I'd love to see thoughts on these points. I'm loving the brainstorm; many cool ideas!
     
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    Lecic

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    Another point that could balance the strengths of biological units could be giving digestive generators a lower power soft-cap.
    Isn't the bioreactor just fueling regenerative systems rather than providing normal power? I could understand it being less effective at larger sizes, though, so that regenerative systems regen slower on the bigger ships.

    I could definitely see organics having advantages in the realms of stealth & maneuver. Totally apathetic as to whether they would be able to have shields or not, as I think it could be balanced either way. For the sake of making available a truly distinct playstyle, I think I lean a little towards no shields for organics in exchange for better direct performance of weapons and armor and regeneration efficiency, but honest I could see shielded organic units working and being very unique. I would like to see a DOT weapon, and that would come off well as a bioweapon, because we have many insects even here on Earth that use acid sprays as very impressive weapons, and acid is prime for DOT.
    I see zero reason to purposefully nerf hybrid ships. If you balance the space costs of the stomach power generation properly, hybrids will have downsides just because of that. It's the same reason there's no need to nerf thrust by 10% when a ship has lots of armor, because heavy armor naturally nerfs a ship's thrust.

    I'm thinking two bioweapons.
    1) Flamethrower/Acid Spray type weapon that strips hull and systems off one layer at a time, sort of like a pancake missile. Radius increases with distance but damage decreases.
    2) Leech weapons that latch onto ships when they hit them, damaging based on effect. Ion ones drain shields, EMP ones drain power, damage effects burn away blocks in a radius around them, momentum effects continuously apply them, etc.

    Also... perhaps they're unable to dock... which carries a whole battery of implications for playstyle and capabilities.

    Where are they built? Standard shipyards? This is a key issue.

    Where/how are the blocks created? In factories? Another key issue.

    I'd love to see thoughts on these points. I'm loving the brainstorm; many cool ideas!
    They should be able to use standard docking. Maybe have an identical version of the docks that looks different for aesthetic purposes.

    I would say have a different kind of shipyard to produce organic ships. This would make building hybrid ships more difficult, since you'd need to build one portion of the ship first and transfer it over.

    I would like organic components to be obtained by refining plant material from farms and by refining organic matter from creatures. Each planet would probably provide a separate resource type from its plants and creatures.
    Terran- Green Biomatter: Used for creating bioreactors, organic thrusters. More effective as the fuel for bioreactors.
    Desert- Yellow Biomatter: Used in biohulls.
    Martian- Red Biomatter: Used in flamethrowers.
    Ice- Blue Biomatter: Used for creating industrial organics (factories and shipyards, basic biofactory can be created in basic factories out of standard supplies).
    Alien- Purple Biomatter: Used in leech launchers.
     
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    Isn't the bioreactor just fueling regenerative systems rather than providing n
    ormal power? I could understand it being less effective at larger sizes, though, so that regenerative systems regen slower on the bigger ships.

    I see zero reason to purposefully nerf hybrid ships. If you balance the space costs of the stomach power generation properly, hybrids will have downsides just because of that. It's the same reason there's no need to nerf thrust by 10% when a ship has lots of armor, because heavy armor naturally nerfs a ship's thrust.
    I'm not really sure, but I can see that restricting bioreactors to fueling organic specific functions would certainly facilitate hybrid/borg entities because it would prevent players simply spamming a second bioreactor to extend their softcap. Restricting bioreactors to powering regen & bioweapons is probably a good move.

    I'm thinking two bioweapons.
    1) Flamethrower/Acid Spray type weapon that strips hull and systems off one layer at a time, sort of like a pancake missile. Radius increases with distance but damage decreases.
    2) Leech weapons that latch onto ships when they hit them, damaging based on effect. Ion ones drain shields, EMP ones drain power, damage effects burn away blocks in a radius around them, momentum effects continuously apply them, etc.
    I like it. Conic flame/acid spray would be nice. I'd love to see general leeching/vamping as a strong bio-effect set, and making the latch weapons actually basically arms or tentacles (I'm guessing these would probably have to be graphic in nature, not built of dynamic block chains as the latter would be prohibitive) that can latch on to deliver a leech, pull and/or stop effect based on effect percentages would be fantastic.

    I would say have a different kind of shipyard to produce organic ships. This would make building hybrid ships more difficult, since you'd need to build one portion of the ship first and transfer it over.
    Could fill a long-time want list item from players - mobile shipyards/factories, bringing a natural restriction/cost to that mobility of only facilitating organic unit production. It also feeds into the idea of making bio-engineering a more advanced player skillset by allowing it to be inherently more complex to do well, which keeps the balance of ships firmly in the synthetic realm with organics basically representing experimentors or veteran players who have mastered a higher level of Starmade engineering.

    I would like organic components to be obtained by refining plant material from farms and by refining organic matter from creatures. Each planet would probably provide a separate resource type from its plants and creatures.
    Sounds like fun to me :)

    EDIT: plus making organics produce components from planetary materials rather than ore brings a lot to table. They're a nuisance if they eat minerals for bio-fuel only because minerals are worth credits, but needing planetary material to reproduce makes them a downright menace if we ever see planets improved to the point where people are really using them. They would be a scourge to planet-owners. Instant plot.
     
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    sayerulz

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    Just adding a few of my own ideas to advantages and disadvantages of biological ships, on top of the various good ones (and a few very bad ones) already here. Mostly based on the real-life advantages and disadvantages of machines vs. animals.

    Mobility: Looking at real life, machines far outpace living things for straight line speed. However, living things can often change direction and accelerate more quickly. In-game, this would mean that whatever serves as an organic thruster would have more acceleration and could turn more quickly, but has a lower top speed. This is assuming that the thrust allocation on both are the same. This means that bio-ships could move very erratically, but would be outpaced by mechanical ones in a straight line.

    Durability: Obviously, no living thing can match the durability of steel (or whatever we are building our ships out of). However, what living things CAN do is repair themselves. This has obviously been discussed, but I would elaborate on what exactly it could mean. In a straight-up facetank battle, a mechanical ship will win. However, any time a mechanical ship takes battle damage, it needs to go back to a shipyard to repair. A bio-ship, on the other hand, can heal itself with materials on hand. The lithovore-ship idea works very well here I would say. Nom up some asteroids, and then you can slowly repair yourself. This makes the manufacturing and shipyard support structures that conventional ships require unneeded. Because of that, bio-ships are perfect for operating for long periods of time without support. They would be a natural choice for any campaign involving a long series of skirmishes.

    Firepower: DOT weapons seem like a logical thing for bio-ships to specialize in. Melee would be another cool idea, but until collisions get optimized (and in all likelyhood they can never be made not to stress PC's) anything that encourages collisions is not a good idea. The acid-spray is an good idea, as are the leech ideas. Overall, DOT and status effect weapons. This further adds to them being good skirmishers. Bio-weapons should all be fairly short ranged.
     
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    I would like organic components to be obtained by refining plant material from farms and by refining organic matter from creatures. Each planet would probably provide a separate resource type from its plants and creatures.
    I don't like the sound of "organic matter" that needs to be gathered. I'd rather ships consume asteroids.
    Plant matter, on the other hand, gave me an idea of a greenhouse/tree-kind of ship that generates biomass through photosynthesis and rock consumption. Said biomass could be used as a much more efficient building material and fuel for the ships. Kind of passive refining.
    organic thrusters
    Speaking of which, what would bioships use for propulsion? Farting out products of rock processing?
    I remember an article on what would bioships look like in real life and whether or not they are feasible. It said something about gravity manipulation as a mean of propulsion. Which brings me to warpdrives. Since organic ships somehow manipulate gravity, they could use it to facilitate the FTL travel.
    mobile shipyards/factories
    I would say have a different kind of shipyard to produce organic ships. This would make building hybrid ships more difficult, since you'd need to build one portion of the ship first and transfer it over.
    This makes the manufacturing and shipyard support structures that conventional ships require unneeded.
    It seems to me that the idea of a biocore, with genetic template (organic blueprint) imprinted in it, would solve the shipyard problem, as ships could reproduce by laying "eggs" with core and all the materials needed to grow the ship.
    Then the eggs hatch and grow into said ships. No shipyard required at any point.
    For hybrids you'd just use a block that manages the growth of organic parts and allows designating what will (re)grow where, which eliminate the need for any "organic shipyard" and simplifies the building as you can use the organic build block in the shipyard designer.
    The very same block could be a bioreactor and supplied with fuel to "feed" the organic parts.
    Now, why would organic ships need factories? Seriously? Like any other organisms they build themselves from raw materials (refined capsules).
    If we get polyp mining, it could process ores straight into the usable capsules during the extraction. All you have to do is suck it up with a big straw and grow more ships.
    each tier would be in between the strength of each regular, non-regenerative tier
    Still, this means that advanced bioarmor is weaker than inorganic counterpart.
    Why are you forcing ALL ORGANIC SHIPS into this one niche of stealth?
    This gave me an idea...
    Perhaps you could add an opposite of organic manipulator for inorganic ships that allows to synthesize simple inorganic blocks like armor, but only a layer or two, not farther, hardening the shell a bit and retaining regeneration, in a way. Would consume only raw (capsules that is) materials, but won't be regenerated without them unlike organic blocks. Also this would prevent cloaking unless the hard inorganic shell has a layer of bioarmor over it.
    Additionally, since you and probably more people are/will be pissed about no-shield thing for organics, we could have some kind of damage mitigation mechanic in place. Maybe make armor reactive, hardening after the first impact for n seconds, leading to reduced damage to reacted blocks? Maybe it affects neighboring blocks too. Just throwing in ideas for now.
    Maybe pierce and punch don't do as much damage to organic hulls because they absorb and distribute damage differently than normal hulls?
    It just seem to me that lesser density of the bioarmor make piercing projectile more effective, on the contrary, beam energy is dissipated better by the organic matter, which reduces damage and, slightly, penetration.
    Hm... Perhaps bioarmor is indeed better against punch-through, as it compresses, absorbing and distributing the impact energy. Coincidentally, this would mean it's also resistant against missiles and explosive effect.
    Probably should elaborate on all that later.
    Balance and content changes happen, buddy. Get used to it.
    But not that massive.
    What you are describing is literally just another cannon. It fires a simple projectile. Anything else should be done with secondaries and effects.
    Also, 99.9% of damage? That sounds a bit much to me considering how it's already penetrating a decent depth into the ship through multiple layers of heavy armor.
    And this is why you're wrong.
    The projectile is not quite as simple. It is a bullet with very high penetration properties, which minimizes the damage done to blocks in it's path, and depth+time detonator to deliver the damage to soft internals.
    Consider this: at some point in time, we had to "reinvent" hollow/soft-point ammo because the regular full metal jacket bullets would overpenetrate and deal minimal damage to the intended target.
    Such tertiary effect would be useless on any weapon but the cannon, which looks rather silly if you ask me.
    Plus it gives us a chance to see ammo system implemented, as ballistic weapons cannot simply make bullets out of thin air.
    As a final touch, I would increase the range and muzzle velocity, and lower rate of fire due to balance and cooling, compared to inorganic cannon.
    I'm sorry, but what the actual fuck are you talking about? Do you not understand what effects are or something?

    2) Leech weapons that latch onto ships when they hit them, damaging based on effect. Ion ones drain shields, EMP ones drain power, damage effects burn away blocks in a radius around them, momentum effects continuously apply them, etc.
    Sounds great. I think this would be a modular tool whose functions are defined by slaved systems.
    First of all, it would act as tether, preventing enemy from escaping/hitching a ride on a passing ship. You don't have to hold the fire button as it stays latched with additional click making it release the target.
    It could be used to transfer cargo between entities, when used on a bioport connected to storage, like supplying materials to growing biocore or emptying polyp's resource sacks.
    Now, the military applications:
    • Cannons... could reduce tertiary effect strength but increases it's "the rate of fire".
    • Beam improves range. Most useless combo as usual.
    • Pulse would turn it into a kind of stinger I guess.
    • Missiles would create multiple tentacles, not doing anything by themselves, that would apply tertiary effects multiple times per tick.
    • Acid injects acid (duh) into surrounding blocks. Difference between acid spray and this is that it affects blocks below the surface in a small radius.
    • Biocannon makes it burrow into target and release napalm. Good anti-organic combo as organic tissues are resistant to acid but don't respond well to high temperatures.
    • Disruptor reduces the range but makes the tentacle send pulses that disrupt shield regeneration.
    As for the effects:
    • Ion on enemy sends pulses that damage shields, on ally spreads damage to your shields/ship's bioarmor.
    • Piercing leeches enemy armor and supplies it to an ally, albeit very ineffective for inorganic ships.
    • Punch-through makes it slowly burrow into target, destroying blocks in it's path.*
    • Push, Pull and Stop do what they're supposed to do.
    • Overdrive debuffs all systems' stats on enemy and buffs on ally at no cost for them.
    • EMP leeches energy from enemy, supplies on on ally at the cost of seriously increased fuel consumption.
    • Explosive slowly damages enemy ship's armor*, on ally hardens the armor, as long as you're connected to him.
    1) Flamethrower/Acid Spray type weapon that strips hull and systems off one layer at a time, sort of like a pancake missile. Radius increases with distance but damage decreases.
    Make annoyingly too much sense. Here are the simplified organic weapons then:
    • Acid spray - anti-hull weapon that doesn't damage shield on it's own. Fires in a cone with damage falloff based on distance.
    • Biocannon - armor-penetrating* sniper artillery weapon. If shield is too strong, the shell detonates, damaging the shield instead. Middle ground between hull and shield-only weapons for organics.
    • Disruptor - anti-shield beam-like energy weapon that shoots lightning. Automatically charges like scanners. Nigh harmless to hull. Devastating to shields and also disrupts (slows or halts) shield regen for 1/n of a second. Disrupts one random system, including weapons (one at a time) when shields are down.
    And the two "support" systems - the polyp seeder and the leech, both of which can become a weapon in a pinch.

    * Works only when shields are below n%.
     
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    Lecic

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    I don't like the sound of "organic matter" that needs to be gathered. I'd rather ships consume asteroids.
    Plant matter, on the other hand, gave me an idea of a greenhouse/tree-kind of ship that generates biomass through photosynthesis and rock consumption. Said biomass could be used as a much more efficient building material and fuel for the ships. Kind of passive refining.
    Hmm. Refining the stuff into biomass could work, yeah. I wanted to make planets (via crops/livestock) become more important with the biomass stuff.
     

    Lukwan

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    I'm not trying to be snarky but sometimes the best thing we can do for a conversation is keep our mouth closed for awhile to let others have their say. I like the idea of Bio-ships and systems and I want to see them find their way into the game. I also want to hear everyone's ideas and not just respond to someone who hijacks the OP to turn it into a forum for their own brilliant ideas (no names ;)).

    MacThule has done us a service by starting this thread and then letting the dialog unfold. I personally don't always agree with Lecic but I respect his MP experience and restraint. For me, his perspectives on game-balance are more valuable than all the noob-dreamers combined. Game-balance must have precedence over a 'cool, I-want-that' paradigm.

    If these ideas are going to work we need to reign in our enthusiasm and avoid adding too many elements at once. The more variables you add at one time the less predictable the outcome.

    Here is a thread that has discussed some Bio/DOT weapons as well.
    Recognized - Flak weapons
     
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    I don't like the sound of "organic matter" that needs to be gathered. I'd rather ships consume asteroids.
    Plant matter, on the other hand, gave me an idea of a greenhouse/tree-kind of ship that generates biomass through photosynthesis and rock consumption. Said biomass could be used as a much more efficient building material and fuel for the ships. Kind of passive refining.
    Actually I think the idea of organics relying on planetary materials to produce blocks is good, because currently they aren't useful for anything else. Minerals from asteroids would be food, synthesizing new components to expand a fleet would require visiting several planets to collect vital trace nutrients. That said, someone else mentioned solar power as well, and it might be fit to allow biogenerators to produce a minimum power (10-25% of normal or something) based on proximity to a star; so if food is unavailable a damaged organic fleet could always limp over to a star and bask for a while... it would just take a looong time (like go make dinner and do dishes then come back) and be a last resort for players using a lot of organics because it would leave you pretty vulnerable and unable to easily retreat if someone came up "below" you while basking. There is also the possibility of amping up the complexity further by requiring variety of planetary materials AND a variety of different stellar spectrums to produce components (e.g. maybe chitin can only be produced in proximity to a blue star, and regeneration boosters only near a red star, etc). This would make bio players really work for it, and expose them to hunters who would know they are often found near stars (and encouraging players to fly too close to stars then get into fights there is just... priceless).

    It seems to me that the idea of a biocore, with genetic template (organic blueprint) imprinted in it, would solve the shipyard problem, as ships could reproduce by laying "eggs" with core and all the materials needed to grow the ship.
    Then the eggs hatch and grow into said ships. No shipyard required at any point.
    For hybrids you'd just use a block that manages the growth of organic parts and allows designating what will (re)grow where, which eliminate the need for any "organic shipyard" and simplifies the building as you can use the organic build block in the shipyard designer.
    The very same block could be a bioreactor and supplied with fuel to "feed" the organic parts.
    Creative approach! Something similar to this would be very fun if feasible. Perhaps players could be forced to place egg blocks (BPs) on planets. Insects often lay their eggs directly on a food source (edible leaf, dead or paralyzed carcass of another creature), so maybe in order to spawn new bioships from BPs you have to place egg blocks on a planet... or an overheating ship... or derelict... or something fun like that (or all). Give the egg a timer to hatch (a few minutes minutes to several hours) based on mass or something, then remove BPegg and spawn the result directly into orbit above the planet and send the owner an alert. So if a ship encounters & defeats a hostile organic in a system, the next step would be to investigate all the nearby planets and derelicts on the assumption that that entity may have been guarding an egg cache nearby which will soon be spawning and wreaking havoc. It would certainly remove the need to haul around organic shipyard and add in extra blocks for those.

    Now, why would organic ships need factories? Seriously? Like any other organisms they build themselves from raw materials (refined capsules).
    If we get polyp mining, it could process ores straight into the usable capsules during the extraction. All you have to do is suck it up with a big straw and grow more ships.
    The problem I see with this is a practical one. Say you're an astronaut sitting in space with nothing in SP or MP. You want to engineer/build an organic ship and have no BPs or components for any organic ships made by anyone else. Where do you get the blocks to build with? How do they get into your inventory so you can use them? Hence factories or bio-labs... some way to synthesize these component blocks and get them into player inventories and cargo holds.

    Still, this means that advanced bioarmor is weaker than inorganic counterpart.
    This is almost a necessity. If organic armor has equal toughness to synthetic AND can regenerate, they are simply superior to synthetic armor all-round, regardless of requisites like food/fuel. It would be OP, synthetic ships would become obselete - no one would want them because they'd have no advantages. That is not the goal here, to replace the current paradigm with a totally new one.

    I'm staying mostly out of the discussion of organic weapons, but I have to say that if organic materials were to be more resistant to any attack form, I think it would be pulses and explosive effects due to the slightly flexible/pliable nature of organic components being able to absorb the shock better than more brittle synthetic components. This works well with them being stronger short-range combatants as well, since their exposure to devastating pulse attacks would be high. I do think it would be fit to make them particularly susceptible to either beams or projectiles, and since the ongoing meta seems to strongly favor cannon, I lean would towards making beams their vulnerability - fry 'em up.
     
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    organics relying on planetary materials to produce blocks is good, because currently they aren't useful for anything else
    I fear that, with planetary biomass being an exhaustible resource, the galaxy would eventually be devoid of any terrestrial life, like it happened with mining before asteroid belts regeneration were introduced.
    Especially since organics have absolutely no need in any stationary infrastructure and everything can tag along in the migrating armada, consuming all life on the way. Tyranid fleets anyone?
    There is also the possibility of amping up the complexity further by requiring variety of planetary materials AND a variety of different stellar spectrums to produce component
    Interesting idea. But if we want a true bioship, it has to grow by itself, needing only raw resources.
    Perhaps the type of rock processed into biomass in the greenhouse ships would depend on the spectrum of the star?
    Additionally, in case we don't get mining with polyps that process mined resources to capsules, stars of appropriate spectrum would be needed to process rocks and then, optionally, into biomass.
    Give the egg a timer to hatch based on mass or something, then remove BPegg and spawn the result directly into orbit above the planet and send the owner an alert.
    I say let's treat the attached growing egg as a sort of entity on a rail. The ship will actually grow, with size and complexity determining the time needed, and the egg will get bigger and bigger until the ship is n% grown which will alert the faction and/or owner.
    When the owner (faction) arrives, he interacts with the egg, opening it's control interface, and orders the egg to hatch, which makes it detach from whatever it was attached to, and get rid of the eggshell.
    This method would also allow forcibly detaching the egg, in case you have to relocate your nest, or prematurely hatching it if you need the ship right now regardless of what state it is in.
    egg blocks
    Biocores could fill that role, after a fashion. You'd have two ways to release an egg(core+temporary storage) - pump it full of materials to grow the ship then dump it into space or shoot it at the planet/derelict/large asteroid/allied ship so it attaches to it and doesn't show up in nav panel for anyone but owner/faction.
    Alternatively, if you lack the resources, you just shoot the empty egg at the planet. It will attach to it and uses planet's biomass to grow and hatch. A last resort that doesn't really exhaust planetary resources. It's a very slow way though.
    You want to engineer/build an organic ship and have no BPs or components for any organic ships made by anyone else. Where do you get the blocks to build with? How do they get into your inventory so you can use them?
    Good question. Ye olde chicken and egg dilemma. This time it's certainly the egg that come first.
    • First of all we need organic manipulator aka hybrid enabler, that is made in the regular factory to save on new blocks.
    • With it we grow an incubator and leech on our ship. In the incubator we, lacking genetic templates to imprint, simply order to grow a blank biocore.
    • Then we dump the egg into space and latch onto it with the leech. Leech is connected to resource storage and set to push it into target.
    • Once egg has everything it needs it'll start growing. With just a blank core it won't take long.
    • Later we hop into the freshly hatched core and start designing our first bioship.
    • Finally we once again latch onto the core and supply needed materials. Soon enough your bioship will appear before you, ready to start creating the next scourge of the galaxy.
    I do think it would be fit to make them particularly susceptible to either beams or projectiles
    I believe projectiles should be bioarmor's weakness. Beam would fry a spot but the surrounding tissue would dissipate the energy reducing damage and penetration. At the same the less dense organic armor will have a hard time stopping projectiles.
     

    Lukwan

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    I fear that, with planetary biomass being an exhaustible resource, the galaxy would eventually be devoid of any terrestrial life, like it happened with mining before asteroid belts regeneration were introduced.
    Good point, so if you just connect two more ideas already mentioned you have your solution. Lay eggs on asteroids and overheating ships not planets. Renewable resources.

    The servers I used to play on had dead systems around the spawn where planet-eating miners had eaten every planet (while lagging everyone else). It is a bit a problem for a persistent universe. New player shows up, looks around 'the place appears picked over' leaves and looks for another server.
     
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    Well, this suggestion lengthened fast. Here's a ridiculous number of ideas:

    New forms of asteroids: Comets and carbon-based asteroids.
    Our organic vessels (Man do I like the idea) can harvest comets (Using water and other comet materials) and carbon rocks. If we consider them to be silica-based, then they can harvest any old asteroid using some sort of organic version of a salvage mechanism (Damage pulse variant perhaps?) and convert it into a generic "biomatter".
    Every biological creation requires this biomatter, and a bio-construction facility of some kind. Bio-shipyards, bio-factories, etc.
    Biomatter is combined with various other resources (Standard capsules/raw resources do NOT get converted into biomatter, instead they can be biologically refined by the bio-matter-creating digestive system that fuels your ship as well.

    The digestive system blocks suggested need a constant feed of biomatter when the ship is self-repairing, and a slow but constant feed of fuel. This fuel can be either biomatter, or perhaps some slow-to-be-refined material that is produced along with biomatter. In other words, the digestive system cycles like a factory, consuming material constantly, while perhaps also acting as the biological storage block. Every cycle, the digestive system makes capsules and biomatter. Every several cycles, a unit of fuel is produced. The larger the digestive system, the more biomatter/fuel is produced. Biological propulsion will require fuel.

    Bio-material is self-repairing, and can even be incredibly strong (Chitin-like armor)...but the soft insides cavitate when hit. In other words, cannon rounds will gain an explosive effect when hitting bio-systems.
    Also, unless we're going full-out Yuuzhan Vong coralskipper voids, living creatures can't really generate shields.

    Unless, of course, you want biologicals to be the end-all be-all fighting system, in which, case, give them a basin doval void-generating shield system, and say "Screw you!" to all the mechanical vessels out there.

    I'll probably have more ideas later, but for now, I hope you enjoyed the wall of text.
     
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    Comets and carbon-based asteroids.
    Right off the bat, good idea. However, wouldn't it be better to add organic compound to regular asteroids, like any other ore?
    On a second thought, why not just use the ores in the first place? There are already a number of them, embedded in asteroids. For all we know some of them could be a carbon-based stuff.
    And speaking of carbon, there actually are organic molecules in molecular clouds in our very own galaxy. If we ever get nebulae, it would be interesting to be able to harvest those molecules from the clouds.

    Now, comets... It's interesting to see water added as one of the resources.
    Perhaps comets could be an active source of water that you have to intercept and mine.
    On the contrary, a passive source of water would be moisture farms on planets. Some planets would yield more water than others.
    However, you have to store and transport water efficiently so maybe whatever the source is, it gives ice instead.
    Every biological creation requires bio-construction facility of some kind. Bio-shipyards, bio-factories
    But why? Organic ships could reproduce by themselves just fine. Why practically mirror inorganic ships, while adding new blocks with exact same functionality for a marginal gain?
    Besides, organics don't need much refining. They build themselves our of essentially raw materials.
    Bio-material can even be incredibly strong
    Only real strength it has against inorganic armor is regeneration.
    Unfortunately a slab of solid metal will always outperform analogous bioarmor in short-term.
    cannon rounds will gain an explosive effect when hitting bio-systems
    Feels like an overkill really. Not to mention the way it throws off the balance due to the way explosive effect works.
    Also, unless we're going full-out Yuuzhan Vong coralskipper voids, living creatures can't really generate shields.
    There was proposed an alternative to shields, in a way.
    Shameless self-promotion:
    Additionally, since you and probably more people are/will be pissed about no-shield thing for organics, we could have some kind of damage mitigation mechanic in place. Maybe make armor reactive, hardening after the first impact for n seconds, leading to reduced damage to reacted blocks? Maybe it affects neighboring blocks too.
    And finally, I insist on using rocks to produce biomass from, possibly with water and appropriate spectrum star light.
    Rocks could be used as fuel, or to make biomass from which new ships will be grown, with a dash of ores and crystals of course.
     

    Lecic

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    Right off the bat, good idea. However, wouldn't it be better to add organic compound to regular asteroids, like any other ore?
    On a second thought, why not just use the ores in the first place? There are already a number of them, embedded in asteroids. For all we know some of them could be a carbon-based stuff.
    You already gave a pretty good reason as to why organic compounds should be collected differently.

    Why practically mirror inorganic ships
    By making organic ships require collecting biomatter from other organic life or slowly photosynthesizing biomatter from raw rocks (you know, faster photosynthesizing on stations would be a good use for organic stations), you make the building of organic ships different, adding more interesting things to the game. If you just mine asteroids and get resources exactly the same, that's kind of boring.

    Now, comets... It's interesting to see water added as one of the resources.
    Perhaps comets could be an active source of water that you have to intercept and mine.
    On the contrary, a passive source of water would be moisture farms on planets. Some planets would yield more water than others.
    However, you have to store and transport water efficiently so maybe whatever the source is, it gives ice instead.
    I think there are a few asteroid kinds that already have ice on them, actually. And factories allow you to turn ice into water.

    But why? Organic ships could reproduce by themselves just fine. Why practically mirror inorganic ships, while adding new blocks with exact same functionality for a marginal gain?
    Besides, organics don't need much refining. They build themselves our of essentially raw materials.
    We need an organic factory to produce organic blocks to build an organic ship in the first place.
     

    Lukwan

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    Perhaps it's time to ask a tricky question. How do we conceptualize Bobby AI/Fleet controls and turrets for biologicals?

    Brain-slugs?
     
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