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=== Assistant: Okay, now they’re getting actually terrifying 😅 === Okay, now they’re getting actually terrifying 😅 You just gave the swarm: : Let’s fold that into everything we already have and see what it really does. ==== You: ==== * 10 space guns in an array * 500 mm shells at 1% the speed of light (~3,000,000 m/s) * ~166,670 shots/second total * Each shot = roughly nuke-level kinetic energy * Infinite ammo, infinite durability, recoil handled, self-powered Swarm: * Total: ~10¹⁶ monsters (after all your multipliers) * Baseline: 100 hits to kill * Some: 1000-hit tanks * Some: 10,000-hit ultra-tanks * They can: - Dodge - Use a hive mind - Combine into bigger, tankier forms Now you add: * Devour ability: - They can eat their own dead (or dying) to: - Grow stronger (more HP / level up tiers / bigger forms), or - Multiply (more bodies) So now the battlefield is also a resource field for them. ==== There are two main ways to use this: ==== ===== A monster can: ===== * Eat X corpses → promote itself to a higher tier, e.g.: - 100-hit → 1000-hit - 1000-hit → 10,000-hit - Or even beyond (100,000-hit, etc.) So: * Every kill you make is potential XP and HP for the survivors. ===== A monster can: ===== * Eat X corpses → split or spawn Y new monsters. * So losses can be partly or fully replaced from the dead. If the conversion is: * Less than 100% efficient → slows down your attrition. * Close to or above 100% → they can maintain or even grow the swarm while losing fights. And because they have a hive mind, they will coordinate this like a strategy, not just random feeding. ==== Before: ==== * Every kill you made was pure progress. * Total swarm HP only went down over time. Now: * Every corpse on the field is fuel. * So your damage turns into: - HP reallocated (stronger survivors), or - New bodies (regrown numbers), or - A mix of both. That means: : ==== Combining + devouring is where it gets really nasty. ==== They can: # Combine wounded + dead into bigger forms - Take: - Half-dead 100-hit units, - Some fresh ones, - And nearby corpses - Fuse them into: - A new 1000-hit or 10,000-hit monster - This is essentially on-the-fly rebuilding from battlefield leftovers. # Recycle losses into elite cores - As the weak die, the survivors: - Eat them, - Combine, - And “evolve” the front line into fewer but much tougher monsters. - So over time, you get: - Less “trash,” - More bosses. # Use dead zones as growth zones - In areas where your fire isn’t sustained, - They can: - Fall back, - Feed, - Combine, - Then come back stronger. So instead of the battlefield “clearing” as you shoot, it can morph into zones where they upgrade themselves. ==== This new ability forces a big shift in how you have to think. ==== ===== If killing a monster leaves a nice, chunky corpse: ===== * Nearby swarm units will eat it ASAP. * Your progress gets partially reversed. So your ideal kill now is: : Good news: your guns are powerful enough that: * Many hits would just vaporize stuff: - 0.01c, 500 mm shells, nuke-level KE. Bad news: * You’ve already established monsters can tank multiple hits (100, 1000, 10,000). * That implies: - They’re made of extremely resilient material / exotic biology. - Many hits might leave blasted chunks, not perfect ash. So: * If your shots don’t consistently overkill them to dust, * The killing ground becomes a feeding ground. ===== If you: ===== * Kill a huge number in one area all at once, * But don’t follow up with: - More fire to sterilize the region, or - Some way of preventing access, then: * Surviving monsters will rush in, * Devour the fresh corpses, * And turn your big success into: - Strong survivors - Or a new wave. So you want: * Continuous fire that not only kills but denies the area afterward. * Basically: “kill zone = no one eats here, ever again.” ==== This is the first ability that really pushes things toward a possible stalemate or loss, depending on details. ==== There are three key questions: ===== If: ===== * 500 mm, 0.01c shells are enough to vaporize anything they destroy, * Leaving no usable biomass or matter, then: * Devour doesn’t get much to work with. * Most dead simply stop existing as solid stuff. * Devour helps mainly in: - Mopping up lightly damaged units, - Eating shattered survivors, not full corpses. In that world: : If instead: * Kills leave partial remains / chunks, * Then your kill-zones are literally buff zones for the swarm if you don’t keep them suppressed. ===== If: ===== * They only recover, say, 10–20% of the dead’s “value” as HP or new bodies, * Then devouring is like: - A regeneration/slow-growth mechanic, - Slows your progress, but doesn’t reverse it. If: * They can turn 1 dead monster into ~1 new monster (or more), * Then: : That’s where you can get into infinite-war or losing scenarios. ===== If: ===== * They have to come through the volumes your guns control, * And you focus on: - Vaporizing, - Keeping the dead zones saturated, - Denying them time to feed, then: * Even with devour, over a long time, you can still push their total HP down. If: * They can: - Retreat to safe zones, - Drag corpses away, - Feed far from your fire, then: : ==== With: ==== * 100/1000/10000 HP tiers, * Combining, * Devouring the dead to grow or multiply, * Dodging + hive mind, the swarm is now basically: : You: * Still have godlike artillery. * But now you must fight smart: - Aim to vaporize, not just kill. - Control where corpses fall. - Maintain sustained denial over your own kill-zones. If your tech + AI are strong enough to: * Track hits, * Predict moves, * Keep killing in ways that leave nothing useful, then you still eventually win—but the fight becomes long and brutal. If not? : If you want, next we can imagine one specific battle phase: like “a huge wave slams into your array, you kill billions, they devour the wreckage—what does the next wave look like?” and play that out step by step.
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