Post by Deleted on Feb 13, 2016 0:25:24 GMT
Bold is the parts you may want to look at if you don't like reading as much
So recently on the genesis forum I made a game called, "Behaviors". This game is about the same thing as the turn, dice kind of games. I am temporarily migrating here since this game often requires a lot of people.
First off anyone can join no matter what. Second once you join you cannot join again if you go extinct (that is why I will take anyone if they join).
You need to consider when you would like to join because if you join at the start you will have a free glucose until the 5th turn, but have to deal with more events. If you join too late you may get outcompeted. You can even join during an event(not that I recommend it).
Ok time to talk about the actual gameplay of the game. Well in the title it says behaviors right? You make a behavior vote instead of mutation votes.
Example:
Next is the complicated part so I will explain it as clearly as I can. There is a Higher mutation section which is optional. You vote a mutation you highly require if you want. There will be two numbers. The first number will tell you how much of a chance you will be able to get for you chosen mutation. The second number is the number what you got for your chance mutations and the modifier so +2, -1, +1 etc...
Lastly your mutation is picked by me randomly, but there is still a mutation you choose which is your higher mutation roll
Formats of the Votes:
Behavior Vote:
Higher Mutation Vote:
Last round:
Sorry I didn't get to post it at Sunday I'll try to post it every Monday then I guess.
Round 1:
Skyguy98 - Halika (EN +)
Vote: Go in to the LIGHT 6
Higher Mutation Roll: Chloroplasts 5,1(FAILED)
Mutations: Eyespots 3, Air sack 2, Pigment 6
Description: This cell sadly did not get it's chloroplasts from it trying to get to the surface. This cell found a way of movement by having a air sack, but this air sack is made up of hydrogen and can explode from heat(the cell is underwater though). The air sack extracts the hydrogen from the water around it to make it's hydrogen sack and the cell cannot control it very well since it has nothing that tells it what to do or where to go because of no eye spots, but a hydrogen sack has plentiful fuel because the cell living in water. On the bright side(literally) this cell can go almost near the surface because of it's amazing pigment that absorbs solar radiation very well(pick colour and it is not a vote).
Past Mutations:
evolution4weαk - Omega (VU)
Vote: Stay Near Hydro vents 1(complete opposite)
Higher Mutation Roll: Thermoplast 3,4 (FAILED DUE TO BEHAVIOR)
Mutations: Chloroplasts 5, Temporary Deformity Ended
Description: This organism is the first to specialize a skill. It has now a way to absorb or convert sunlight into energy. All it needs to use these chloroplasts effectively is radiation resistance and eye spots or light receptors. After many years of deforming itself for extra speed it now does not need to because every young-ling has the flagella like proboscis and the deformed adults has died off.
Past Mutation:
NOTE: I re-rolled both of your mutations(air sack, eyes spots and Stay Near Hydro Vents) 3 times xD best I got. Also I was planning to make an NPC because you guys split from each other(hydro vents and surface kinda is the opposite) but now it seems that I don't need one :/ I will add quests soon if you want
This is an exact copy of last round check the genesis forum if you don't know what to vote and see examples of evolution and skyguy in action
So recently on the genesis forum I made a game called, "Behaviors". This game is about the same thing as the turn, dice kind of games. I am temporarily migrating here since this game often requires a lot of people.
First off anyone can join no matter what. Second once you join you cannot join again if you go extinct (that is why I will take anyone if they join).
You need to consider when you would like to join because if you join at the start you will have a free glucose until the 5th turn, but have to deal with more events. If you join too late you may get outcompeted. You can even join during an event(not that I recommend it).
Ok time to talk about the actual gameplay of the game. Well in the title it says behaviors right? You make a behavior vote instead of mutation votes.
Example:
I want to start moving to the surface
Next is the complicated part so I will explain it as clearly as I can. There is a Higher mutation section which is optional. You vote a mutation you highly require if you want. There will be two numbers. The first number will tell you how much of a chance you will be able to get for you chosen mutation. The second number is the number what you got for your chance mutations and the modifier so +2, -1, +1 etc...
Lastly your mutation is picked by me randomly, but there is still a mutation you choose which is your higher mutation roll
Formats of the Votes:
Behavior Vote:
The VGT (Verticle Gene Transfer) Format
1 Opposite of what was intended
2 Slightly worse than what was intended
3 No effect
4 No effect
5 As intended
6 Better than intended
1 Opposite of what was intended
2 Slightly worse than what was intended
3 No effect
4 No effect
5 As intended
6 Better than intended
Higher Mutation Vote:
Modify Roll(2nd Number):
Chance of Higher Mutation Roll(1st Number):
Roll of the Chance(2nd number): This one is self explanatory. This just tells what number you got for the Chance Higher Mutation Roll
1 - -1
2 - 0
3 - 0
4 - +1
5 - +1
6 - +2
2 - 0
3 - 0
4 - +1
5 - +1
6 - +2
Chance of Higher Mutation Roll(1st Number):
Example:
(If I rolled a 5 for your number) 5:
1 No effect
2 Success
3 Success
4 Success
5 Success
6 Success
(If I rolled a 4 for you number) 4:
1 No effect
2 No Effect
3 Success
4 Success
5 Success
6 Success
Get it? This is just an example so if you get it if I rolled a 6 for you higher mutation 1st number then you get a 6 out of 6 chances to get the mutation and get a plus 2 for it.
(If I rolled a 5 for your number) 5:
1 No effect
2 Success
3 Success
4 Success
5 Success
6 Success
(If I rolled a 4 for you number) 4:
1 No effect
2 No Effect
3 Success
4 Success
5 Success
6 Success
Get it? This is just an example so if you get it if I rolled a 6 for you higher mutation 1st number then you get a 6 out of 6 chances to get the mutation and get a plus 2 for it.
Roll of the Chance(2nd number): This one is self explanatory. This just tells what number you got for the Chance Higher Mutation Roll
Last round:
Sorry I didn't get to post it at Sunday I'll try to post it every Monday then I guess.
Round 1:
Skyguy98 - Halika (EN +)
Vote: Go in to the LIGHT 6
Higher Mutation Roll: Chloroplasts 5,1(FAILED)
Mutations: Eyespots 3, Air sack 2, Pigment 6
Description: This cell sadly did not get it's chloroplasts from it trying to get to the surface. This cell found a way of movement by having a air sack, but this air sack is made up of hydrogen and can explode from heat(the cell is underwater though). The air sack extracts the hydrogen from the water around it to make it's hydrogen sack and the cell cannot control it very well since it has nothing that tells it what to do or where to go because of no eye spots, but a hydrogen sack has plentiful fuel because the cell living in water. On the bright side(literally) this cell can go almost near the surface because of it's amazing pigment that absorbs solar radiation very well(pick colour and it is not a vote).
Past Mutations:
- Air sack(Hydrogen and EXPLOSIVE): 2
- Amazing radiation stopping Pigment: 6
- Amazing radiation stopping Pigment: 6
evolution4weαk - Omega (VU)
Vote: Stay Near Hydro vents 1(complete opposite)
Higher Mutation Roll: Thermoplast 3,4 (FAILED DUE TO BEHAVIOR)
Mutations: Chloroplasts 5, Temporary Deformity Ended
Description: This organism is the first to specialize a skill. It has now a way to absorb or convert sunlight into energy. All it needs to use these chloroplasts effectively is radiation resistance and eye spots or light receptors. After many years of deforming itself for extra speed it now does not need to because every young-ling has the flagella like proboscis and the deformed adults has died off.
Past Mutation:
- Bad deformity(ended)
- A proboscis that gives fast movement or a fast flagella that can eat: 6
- Parasite like Mitochondria gives 0%: 1
- Chloroplasts 100%: 5
- A proboscis that gives fast movement or a fast flagella that can eat: 6
- Parasite like Mitochondria gives 0%: 1
- Chloroplasts 100%: 5
NOTE: I re-rolled both of your mutations(air sack, eyes spots and Stay Near Hydro Vents) 3 times xD best I got. Also I was planning to make an NPC because you guys split from each other(hydro vents and surface kinda is the opposite) but now it seems that I don't need one :/ I will add quests soon if you want
This is an exact copy of last round check the genesis forum if you don't know what to vote and see examples of evolution and skyguy in action