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==== Given what they’re up against (relativistic, nuke-level artillery), expect mutations toward: ==== ===== - Denser, more exotic tissue or armor ===== * Shock-absorbing structures to reduce internal damage * Regeneration speeds increased (especially after devouring) Goal: survive more hits per mass, and leave less vaporized corpse (so more to devour). ===== - Faster bursts of dodging thrust ===== * Unpredictable movement patterns baked into their biology * More compact shapes that present a smaller cross-section Goal: reduce hit chance at range, make your targeting AI work overtime. ===== - Tissue that partially dissipates or redirects kinetic shock ===== * Biofields or EM-like layers that bend some of the energy away * Structures that break apart in controlled ways, so a “kill” leaves lots of viable, devourable chunks Goal: turn your insane kinetic energy into “big hits, but not final.” ===== Some might mutate: ===== * Long-range bio-beams or projectile spitters * EM bursts that interfere with sensors * Stealthy forms that minimize detection Goal: not just survive, but actually damage or disrupt your guns, platforms, or targeting. ===== Mutation + hive mind ⇒ classes: ===== * Shield-types: ultra-tanky, huge HP, designed to soak hits * Runner-types: fast, low profile, meant to slip through gaps * Feeder-types: optimized to quickly devour corpses and retreat to grow or spawn more * Siege-types: combining + mutation into enormous monster-cannons or battering rams The swarm becomes an evolving army with roles, not just a blob of HP.
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