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=== Assistant: Now your fortress is just rude 😄 === Now your fortress is just rude 😄 You’ve got: * 10 relativistic 500 mm guns (nuke-shells at 1% the speed of light) * 10 laser cannons “as hot as the Sun” * Infinite ammo, infinite durability, recoil solved, self-powered * All in space Against: * A mutating, hive-mind swarm of ~10¹⁶ monsters * Baseline: 100 hits to kill * Some: 1000-hit, some 10,000-hit * Can dodge, combine, devour their dead, and mutate to adapt Let’s talk about what the lasers change. ==== The Sun’s surface is about 5,800 K – but a laser “as hot as the Sun” basically means: ==== * The beam has energy density comparable to solar radiation or beyond * Focused into a tiny spot instead of spread across space * In practice: you’re cooking targets at extreme temperatures very fast Bonus: lasers are effectively speed-of-light weapons: * Projectiles: have travel time (0.01c) * Lasers: hit almost instantly once aimed (no time to “side-step” the shot at long range) ==== ### ==== Your biggest recent problem: : Lasers give you a perfect tool for “no leftovers”: * After kinetic shells smash a cluster, the lasers: - Sweep the area, heating fragments to incandescence, - Vaporize or carbonize remains, - Leave almost nothing useful for devouring. So you use: * Kinetic guns → massacre & scatter * Lasers → sterilize the kill-zone This directly counters: * Devouring the dead * “Growing stronger from losses” * Using battlefields as evolution fields ===== The swarm can dodge shells. But: ===== * Lasers arrive at c, not 0.01c. * At long range, their chance to actively dodge a beam they haven’t predicted in advance is much lower. They can still: * Weave unpredictably to make tracking harder * Use cover and combined bodies as shields But you can: * Use lasers for precision sniping of key units: - 10,000-hit monsters - Special mutated forms - Feeder-types and combine cores ===== Guns fire in shots. Lasers can be continuous or rapid pulsed: ===== * You can sweep beams across approach vectors * Create “planes” or “walls” of intense radiation * Make certain corridors of space so hot that: - Any monster passing through is cooked, - Even if kinetic shots miss or arrive later. This helps: * Block narrow approaches * Protect blind spots or fill in between gun arcs ==== You now have a two-layer weapon system: ==== ===== - Main job: raw destruction of dense clusters ===== * Shatter combines, punch holes, create chaos * Good vs: - Bulk HP - Big combined forms - Tough tanks ===== - Main jobs: - Finishers (kill weakened elites) - Corpse denial (burn remains so they can’t be eaten) - Precision anti-specialist (snipe weird new mutations) - Area denial (sweeping beams to limit approach paths) ===== Together, you can: * Use guns to break formations * Use lasers to: - Mop up survivors and fragments - Make sure nothing useful is left for devouring/mutation - Maintain zones that are effectively permanent death fields ==== They have mutation + hive mind, so they’ll start evolving specifically against lasers too: ==== ===== - Reflective / refractive armor - Shiny or crystalline surfaces to reflect some beam energy - Scales or plates arranged to scatter the beam ===== * Heat sinks and ablative layers - Layers of tissue that char/boil off first - Sacrificial outer shells that protect vital cores * Plasma shrouds / gas clouds - Surround big combines with plasma or gas that diffuses the beam - Use evaporated mass as a temporary shield * Stealth + small profiles - Ultra-thin, needle-like or compact shapes - Harder to track and hit with beams * Bio-EM tricks - Emit EM noise or optical distortions to confuse targeting - Interfere with your sensors so lasers can’t be aimed perfectly They’ll also adjust tactics: * Keep feeding/devouring in shadow zones (outside your fields of fire) * Mutate feeder-types that: - Grab corpses - Retreat behind tank walls - Consume and grow out of direct LOS ==== Adding 10 sun-hot laser cannons: ==== ✅ Makes you MUCH better at: * Denying corpses * Punishing big combines * Sniping elite units * Defending tight angles instantly ✅ Forces the swarm to spend mutation budget on both: * Kinetic resistance and * Heat/beam resistance This slows their effective evolution, because they can’t just specialize against one threat type. But: * They still have: - Devour - Combine - Mutate - Hive mind coordination So: * The war shifts again more in your favor, especially early on. * Long-term, if they keep evolving and you stay static, they’ll try to: - Evolve highly heat-resistant, highly kinetic-resistant “super-forms” - Use stealth, distance, and tricky angles to avoid direct beams ==== With 10 guns + 10 sun-hot lasers, your array is now: ==== : The swarm, even with: * 100/1000/10,000 HP tiers * Combining * Devouring * Mutation * Hive mind …now faces a much harder time turning your kills into growth, because lasers let you burn away the evidence. If we keep going, the next step would be: * Either giving you even more (like drones, force fields, or light-speed railguns), * Or giving the swarm something insane like: - Hard light shields, - FTL teleportation bursts, or - True energy-absorbing forms, and seeing if there’s any version where they can break a defense this ridiculous head-on.
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