Daftpanzer
canonically ambiguous
Thank you guys for the new additions!
@Thlayli, I have two points to make: firstly, the 'water vapor' that is being absorbed is, I assume, going to be fresh water for the most part (unless you're already really close to the sea), which means the creature will likely have its salt balance messed up and it will go into shock and die. Now someone like Iggy could probably elaborate on this much more than I can. I've no hate on the idea of absorbant skin, this is a thicker atmosphere and so absorbing moisture directly from the air would be more viable than it is in our world. You could even make that a specialism, but I'm going to need it to be based off of adaptation for fresh water as input. You can take it as having absorbant skin and not drinking directly, but the gene will read as 'freshwater tolerance' because...
Secondly, I want to reduce the amount of admin regarding the stats. I want an easy way to compare species, as I can't keep a constant mental picture of the stats for all of them at this point. And I suspect so do a lot of the players. The google doc with the species stats is 37 pages long already. I am seeking a balance of 'unique' genes and ones that form a kind of shared language between species. This means sometimes you won't get your own particular wording or flavour.
I would actually want that to have 'pressure resistance' as well. I don't think exoskeletons work like that is you have any orifices at all - unlike a sealed submarine - so all the internals need to be adapted for higher pressure. Having an exoskeleton may or may not 'help' with survivng in higher pressure, I'd need to do a bit of reading on that, but I'm not going to give a free pass to exploiting another biome. Pressure resistance gene is something we can all easily read and interpret in the stats.
If you find this distasteful, nobody is stopping you building and running your own LifeNES - I'm sure there's room for another evolution game! (and just to be clear, I would join)
@Angst, I can think of quite a few ways they could adapt to survive!
It is not my preferred route for a sea animal adapting to a brackish environment and a small land animal attempting to osmoregulate and hydroregulate through skin pores to use the same gene. I think that should be up to me as a player. In practice, I'm not disputing your logic on the habitat (that the animal must still get salt from brackish water or salt flats or whatever). But requiring one gene pathway to get to the same result is unnecessarily limiting, if an alternate pathway is biologically plausible.
Sort of how a creature that wants to navigate the deep sea floor could achieve that with pressure resistance genes, or with exoskeletal genes, or maybe some other genes I haven't considered.
This is also the 3rd generation of a clade that has been slowly and incrementally adopting to land, so I don't think I'm at odds with your wishes for a hurdle.
@Thlayli, I have two points to make: firstly, the 'water vapor' that is being absorbed is, I assume, going to be fresh water for the most part (unless you're already really close to the sea), which means the creature will likely have its salt balance messed up and it will go into shock and die. Now someone like Iggy could probably elaborate on this much more than I can. I've no hate on the idea of absorbant skin, this is a thicker atmosphere and so absorbing moisture directly from the air would be more viable than it is in our world. You could even make that a specialism, but I'm going to need it to be based off of adaptation for fresh water as input. You can take it as having absorbant skin and not drinking directly, but the gene will read as 'freshwater tolerance' because...
Secondly, I want to reduce the amount of admin regarding the stats. I want an easy way to compare species, as I can't keep a constant mental picture of the stats for all of them at this point. And I suspect so do a lot of the players. The google doc with the species stats is 37 pages long already. I am seeking a balance of 'unique' genes and ones that form a kind of shared language between species. This means sometimes you won't get your own particular wording or flavour.
Sort of how a creature that wants to navigate the deep sea floor could achieve that with pressure resistance genes, or with exoskeletal genes, or maybe some other genes I haven't considered.
I would actually want that to have 'pressure resistance' as well. I don't think exoskeletons work like that is you have any orifices at all - unlike a sealed submarine - so all the internals need to be adapted for higher pressure. Having an exoskeleton may or may not 'help' with survivng in higher pressure, I'd need to do a bit of reading on that, but I'm not going to give a free pass to exploiting another biome. Pressure resistance gene is something we can all easily read and interpret in the stats.
If you find this distasteful, nobody is stopping you building and running your own LifeNES - I'm sure there's room for another evolution game! (and just to be clear, I would join)
Tree of life looking thicc.
Flapmellesters probably dying out soon. Me sad. Poor lorg blobs.
@Angst, I can think of quite a few ways they could adapt to survive!
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