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My quick brainstorming (and seed for each):
Sea bottom (Nutrients from stuff raining down from above) * Trilobyte - derivatives adapted for deep sea, big armored tanks * Sea trees: Probably derived from coral, but able to root in the deep sea (for nutrients) and expand up near surface (for energy). Possibly exploit temperature differentials for transport & energy, and maybe have expendable tops (grow back fast) to weather storms. * Varient amoebas that wander the sea bottom * There are a couple of aquatic carnivorous plant types -- one of which entangles worms, and another that creates a vaccum in a pouch so that when the hatch opens it can suck in passing creatures * STarfish are carnivorous. And can regenerate. Make them move fast enough, make them bigger, and that's pretty scarey Surface (Nutrients from other animals or anchored at upwellings, energy from sun) * Colony: Rift off Man-o-war, but a colony of animals and plants that is able to defend itself (stingers), float on the water, take advantage of best of air and water living. Storms would shred them, but each part would then regrow into a new colony * Polyps of other species: It could be fun to have a poisonous/dangerous difference between the larval and adult states of animals. * Philip Jose Farmer invented Wind Whale that stayed up through bouyant lighter-than-air sacs. You could do something like that to populate the sky without requiring land * Free-floating sponges that clog intakes, or are big enough to be interesting * Branched coral that has enough symbiotic species that it is protected against predators * Giant rotifors that are big enough to create whirlpools when they are feeding, and can suck man-sized (or bigger) into their maws (Charybdis) I'm sure you've run through variations of the interesting fish as well (sea horses, pufferfish, cows, skates, rays. Sea turtles? Steve
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Converting characters |
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Thank you very much for the many interesting ideas, I think I will put most
of them on my "To Introduce" list ! ![]() I especially like the amoebas (something new to "discover" for the scientist characters) and the idea with the poisonous larvae (someone forgot to ask the right questions when introducing the adult forms). Some of the other species could "immigrate" to Pharos IV through an as yet undiscovered "Gate" at another abandoned station of the "Builders", which could make for a nice advenuture: Find out where those strange critters co- me from, discover and explore an abandoned (?) alien deep sea base ... I considered sea turtles, but unfortunately they need at least some land to lay their eggs. However, this might well be different with non-Terran spe- cies ... Edit.: I have just introduced your Sea Trees, as a native species of the pla- net Donen 19, to Pharos IV. They will become a part of the artificial Barrier Reef near the capital Avalon City in the year 90 n.L. (after landing). The ARC (Avalon Research Center) has decided to introduce them in order to expand and stabilize the reef, which serves both as a protection of the capital from tsunamis and as a leisure area for the Avalonian divers (and, hopefully, a fu- ture tourist attraction). Again, thank you very much !
Last edited by rust; May 23rd, 2008 at 20:33. |
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Quote:
lony for 9 real months / about 80 game-years now. The adventures are based upon the "axis events" of the colony's history. The first adventure was the discovery of the planet, then came its exploration, the search for finances and colonists to establish the colony, the construc- tion of the first floating settlement, and so on. At the moment we still have a mostly unexplored planet, the relics of the Buil- ders and conflicts between the various groups of colonists as potential ad- venture themes. Apart from these colony-based adventures there are many (nowadays most) adventures dealing with the offworld relations of the colony. Pharos IV is on the very edge of the known space, so there is an entire sec- tor to explore, there are new trade routes and pirates, there is diplomacy to deal with the established regional powers and their rivalries and occasional wars, and so on. With the colony as the background, and the development of the colony as the "reason" of the game, we can play almost all kinds of science fiction ad- ventures you can imagine - even "urban" adventures, although until now only on other, more developed planets. |
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Yep, weather is a real issue.
Cyclones and extremely heavy rainstorms are quite common on Pharos IV, so all floaters and water vehicles have to be designed and built according- ly. For example, most of the major ships are SWATH catamarans: Small Waterplane Area Twin Hull - Wikipedia, the free encyclopedia In the long term, all the major settlements except the surface spaceport (there is also an orbital spaceport) will probably be seafloor settlements. The colony's capital, Avalon City, already has a sizeable deep sea quarter, Avalon Deep or "Downtown", where now all the vital installations of the colony are located. |
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Does Pharos IV have polar regions? If so, pycrete might be useful:
Pykrete - Wikipedia, the free encyclopedia There was mention of using lasers for recreating the ozone layer, but you said that there wasn't enough energy. Maybe SPS could be a solution: The Space Settlement FAQ by Mike Combs or Ocean thermal energy conversion - Wikipedia, the free encyclopedia Salt water as fuel? Erie man hopes so--this latter one could even be used as a weopan! Maybe even orbital colonies for growing things like fruits and vegetables for the colonists along with space elevators: Space elevator - Wikipedia, the free encyclopedia Hope these help. Last edited by Dredj; May 26th, 2008 at 17:51. |
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