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Evowizard25


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Jul
15th
2014

Unit designs (stage 1) Changelings · 5:42pm Jul 15th, 2014

Hello and welcome my faithful viewers. I'd like to take the time and let loose some ideas I've been ringing around in my skull.

Now, as you know, most fantasy worlds have units and forces that help and aid countries, causes, and whatnot. Well, for the 'Shimmerverse' I've gone ahead and come up with several unit ideas and forces that would make the world more interesting. I'd appreciate your thoughts and feed back.

The first are changelings:

Valkyrie: Similar to Chrysalis in build in size, they lack eyesight. Their eyes have devolved to just fulfilling the purpose of light detection. Instead, they see the world through magic pulses, similar to sonar. Thus, they have larger ears to pick up the minute magical energies and sounds around them.
They are the brains of the changelings, only taking orders from their queen. Thus, they fulfil the changeling equivalents of generals, supervisors and such. They also don’t speak since they lack vocal cords, instead they rely on telepathy, which can be broadcasted to any being they so wish on the planet. (They are extremely strong in this regard, able to kill several beings with a Psychic screech.)
Their magic is developed to another level, giving them spell maneuverability that no mere unicorn can match.

Soldier: These changelings are the backbone of the army. They are much larger than normal drones. Their spear like horns can pierce the hardest armor and can be detached if so need be. (It doesn’t take much energy to grow it back.) They are also extremely strong, able to tear apart ponies, or any other creature with their bear hooves and lift objects several times their weight. They are known for their bloodlust. For once they catch the scent of blood they go wild, killing and tearing any being that so much come across them. Only the Valkyrie and the Queen herself can reel them in.
They are reluctant to change their form, and will not do so unless instructed by a higher caste. They have a massive healing factor, linked to how much love they contain and strong the changeling is. They can survive wounds that would be fatal on any other creature, are extremely sturdy, and can even regrow limbs within in seconds. (That last one only goes for well-fed soldiers, since that taxes on their energy reserves.)
Their wings, which have taken a more draconic shape, can act as impenetrable shields, since the material they are made of is impervious to both magic and mundane weapons. {it also makes for a cool cloak when not being use.}

Nurse: The most beautiful of all changeling castes. Their role is to take care of the young and the wounded. As such, they are guarded well and kept far from enemy positions and areas deemed dangerous.
They are gentle and loving creatures. (Imagine Fluttershy as a changeling.) They will not harm any other being, except in extremely dire situations. Instead they use two methods of preservation.
1: A piercing shriek. Which also alerts other changelings of an intruder.

2: Pheromones. The Nurse caste can release pheromones upon any creature, putting it into a more calm and blissful mood and allowing them to be easily swayed. This is not effective against large groups.

Their saliva has extreme healing abilities and can cure any illness as well as seal any wound within minutes.

Swimmers: These changelings are a breed of changelings that have taken to the water.
They are known for their tantalizing voices, luring ships to their doom so they may feed on their occupants. The seas are often red by the time they’re done.

Burrower: This caste is a little smaller then a normal drone. Their body is more compact, similar to a mole. Their hooves are stretched into sharper appendages, enabling them to slice through any material. Their heads are more angled and pointed then other changelings. They lack horns and wings, since that would get in their way while digging, so they can’t use magic or fly. They also have no tail, visible ears (instead a hole like reptiles and such), or fin like protrusions like other changelings.
They also can spit acid which can quickly corrode and substance. (Flesh and steel as examples.)

Hunters: Similar in build to cats, these creatures are twice the size of timberwolves. They are long and lithe, able to outrun any creature they come across without tiring.
Their hooves are split into two long dagger like claws, which are to slice and skewer prey. They have long tails with a large blade at the end, which they use like a whip, in order to kill or maim their prey.
As well with most other specialized castes, it cannot change. Instead, it has the ability to make itself invisible. Since the Hunter class give off no heat signature or scent, they cannot be detected by those ways. As with their silent attack, you won’t hear them until they strike.
This caste was created to hunt down prey for the hive, since changelings are a mostly carnivorous species.

Workers: Similar to drones, this caste is used to make silk, which they create in their mouths. They have mandibles on the side of their mouths which help them do this. They also create a composite substance that is used to make the structures of the changeling nests. (This is why they have extended bellies.) Due to this added weight, their four wings (like those of a dragonfly) are larger and stronger than a drone of the same size, since they also have to carry objects many times their weight into the sky.
They are also not as bright as regular drones, being easily tricked and such. (Which one would think strange in a race that survives on trickery.) This is mostly due to their contented lifestyles and that they don’t need to change like the drones do.

Scout: These are the changelings from the show. I view them more as infiltrators. They are expert infiltrators and spies, able to absorb mountains of information and still process at full efficiency. They can drain a target of its memories and pose as an exact copy with nary a problem. With their massive changing ability, they can become nearly anything up to a creature a little over their own size. (As well as manipulate their own limbs into swords and such weapons.)

Dracomorphs: Dracomorphs are the unparalleled masters of sky combat. They can fly faster than a speeding Pegasus without breaking a sweat, and do it for hours on end. They are used to scout enemy positions, dive bomb enemy units, and destroy any and all airborne threats.
Their fire is unique. Unlike the fire of dragons, dracomorphs can shift the type of flame they spew. (Such as the usual flamethrower or instead a more controlled, fireball.) Their fire sticks to enemies and takes magical means to get rid of.

Titans: These massive changelings are used for hard labor and major combat roles. However, unlike other changelings, it’s head is ornately colored instead of all black like the rest of its body. Blues and read play off each other, with two great eye like spots on its crest. It’s a threat display, used to intimidate foes. (Though you’d have to be stupid not to fear one charging at you already.) They lack wings due to their size and girth. They are known for their method of attack, charging right through enemy lines spearing any creature on their horn or stomping them to death with their massive hooves.
(Cannot morph like other changeling.)


Pounders: Large, strange creatures, similar to the walking behind of large elephants. (Ahooficans say as much.) It’s body is round and is has an accordion like muzzel. It’s compact, until it quickly stretches (within the blink of the eye) releasing a ball of energy. These are living cannons and are used as artillery.
Their hind legs are thick, helping it stay still. It also, like the hunter, has a specialized tail. It’s smaller, but the end has a hoof like appendage, with spikes on the sides. When fighting off infantry, it is used in a similar fashion as the club tail of ankylosaurs. When readying to fire, the tail becomes a third leg, being placed on the ground as to make sure that the creature doesn’t fall backwards after firing and that it doesn’t miss it’s mark.
Can’t change.

Evisceraters: Called so for their role in gutting enemy armies. These massive creatures, 3-5 size of Hunters, are the deadliest among the changelings. Similar in build to Hunters, a major difference is instead of the blade at the end of the tail, they have something akin to a cannon. This tail cannon is highly accurate and destructive. With the bonus of their Hunter like killing abilities, few have even dared to oppose them.
(Sometimes ranging in size, due to circumstances)

Behemoths: Behemoths resemble giant walking tortoises. Their necks are none existent and their nostrils appear as giant tubes. The purpose of these tubes is that the Behemoth will release tons of corrosive acid on huge groups of enemies. But the Behemoth is slow. Its sole role is to bring other units into the fray. Its shell is actually hollow, which grants dozens of soldiers access to a safe and secure means of transportation. It can open up said shell releasing or gathering troops.



Overlords: Changelings as large as massive dragons, even rivaling them in size, one would almost mistake them for a zombie dragon. They have the same build, the same design.
Except, they still have their horn, and in between their wing bones, the flap of skin is actually that of the normal wing material of a changeling.
These changelings are few in number, only being used as last resorts. They are commanders, and unlike Valkyries, will show no mercy in their commands. They are brutal in their methods



(So, what do you guys think?)

Report Evowizard25 · 274 views · Story: A Different Sunset ·
Comments ( 13 )

I believe, that before building units, a good idea about how the race works is needed.

How are you going to rule Changelings' shapeshifting abilities? Is this a true shapeshift with no special abilities copied, a perfect replication with a cap of some sort or a mere illusion? How 'material' changelings are in your work, are they a pure magic, a more-or-less a living creature with strange needs or something in between? How much 'self' has each changeling and do they have any shared hivemind (and how it works)?

2288083 Ah, well. That's true and I have thought out some of those things...I just forgot to put them down here.:facehoof: {Kind of more focused on the units themselves, sorry.}

I apologize, since I'm going over this.

Changeling shapeshifting, at least defined by me, is that they are actually reworking their very own DNA, giving themselves attributes and characteristics of creatures they desire.

Changeling pretty much don't rely on magic, rather doing things by hoof.

Also, it matters on the caste. While all changelings are hooked to a central hivemind, some are way more independent (like the scout caste, which has developed its own society.) while others do nothing but follow orders. (Soldier caste.)

The hivemind works something similar to a mental link, processing information through each and every changeling. It helps changeling commanders keep tabs on their units and whatnot.

These things still feed on love, right?

2288426 In a way, yes, but they can also survive on food as well. (Though their magic wouldn't be nearly as potent or actually apparent.)

2288115

Changeling shapeshifting, at least defined by me, is that they are actually reworking their very own DNA, giving themselves attributes and characteristics of creatures they desire.

In that case specialization is not based on body form, since it can be changed on the fly, and it is a good thing, as it gives versatility. So, how I would build the caste system...

Workers Pretty much brainless and mostly work on specific repeating, not intellectual tasks. like borrowing, moving objects etc. Form is adapted basing on current need, but usually very utilitarian. Always work under supervision of higher castes. Depending on how shapeshifting handles change of mass, may be further divided by size/mass. Footsoldiers also belong to this caste. Since workers have little intelligence, they can be spawned as needed at surprising rate as long as energy source and food is available (typical development time is less than year). As results, they are sacrificed without hesitation if situation demands it.

Commanders These are intelligent and has inherent ability for multitasking. Usually one commander oversees 10 to 100 workers, depending on the complexity of the task at hand. Commanders are essentially brains with no attacking, but good defending capabilities and by default try to hide themselves. Their intelligence makes them incredibly more valuable than base workers, so in case of danger they run away, sacrificing workers. They still develop pretty quickly, though (5-10 years to mature).

Scholars This caste unites changelings, that specialize in intellectual fields, like medicine, science, invention, and management. They are very intelligent, have incredible memory and are very good at learning. These are the most valuable changelings, since even if they may be spawned as needed, they still have to learn all that is needed for their work. A typical scholar is considered fully productive at the age of 30 +/- 5 years depending on the field of specialization. Scouts, infiltrators and diplomats also belong to this caste, as well as military commanders. Scholar usually has a dedicated team of 2-10 workers, that help him in his work, and in some cases may have several dedicated commanders each with a team of workers.

Given free shapeshifting, changelings adapt form required by current task. This, however, does not stop them from developing some amount of stock forms, that are commonly seen in a hive. Stock forms all have common black - blue coloration, with native color of the body being black and where the skin is thin enough, blue color of their blood visible (pale blue in wings and deep blue in eyes)

=====


Should I continue?

2288528 Oh please do. :pinkiesmile: It's nice to hear other peoples take on things.

Also, did you like my set of changeling castes so far? Just meaning to ask.

2288548
They look adorable, but not very rational.

I'm a bit busy right now, so I'll write something elaborate... well, in two or three days.

I picture zombies mode from black ops with these guys as enemies


Other then that great designs and concepts

2299434 Huh, those are some very interesting ideas and I'd love to use them. Thanks.:pinkiesmile:

I had ideas similar to the 'Striker' class when I was making the units, but I forgot to include them.

But I do have a question. You called the caste forms that I listed above (note, there are more in my head.) Impractical? Why? {Like, which ones need improving, or don't work.}

2300165

Mostly this comes from shapeshifting you allowed. Deep shapeshifting, not limited by evolutionary legacy, allows deep deviations from basic form for the sake of efficiency. This means, that there is no reason to limit changelings with four legs and two wings, it is perfectly OK to allow them to have as much limbs as it is best for their work and possible to fit on their body (this, of course, has its limits, for example human skeleton has place for two extra pairs of limbs, and this will lead to significant loss in spine flexibility, but still.) This also means that keeping devolved body parts is also unneeded, so Valkyries would have no eyes or have them re-evolved into something different, say, adopted to different light range.

Another trouble is fluid dynamics. It severely limits possible forms for any specialized aquatic unit. In water everything bulky must hide into main body.

Third problem is that giants are usually heavy crippled by square-cube law: increasing size by factor of two, durability is increased by four (actually questionable, depending on load it may be anything between two and four), while weight is increased by eight. This means that giants are usually impractical and have very specific body form: compare an elephant and a deer, both feeding on similar diet. Of course, there is another side of said law: for warm-blooded, small size means big surface-two-volume ration and great heat losses, which must be compensated. This limits scaling warm-blooded down.

Of course, for the sake of the story or atmosphere it is possible to ignore logic, as long as the story is good enough and allows willing suspension of disbelief.

2300228 Well, in case for the more specialized swimming and giant forms, I attribute it to something like the kroot. The Kroot are an alien race that pretty much can adapt and gain the attributes of the creatures it devours.

Sometimes, if a kroot becomes too specialized, it stops evolving. That's how you get T-Rex like kroot and such. So most changelings stay with the caste they were borne with. Scouts are the exception, as they are made to develop and change on the fly to keep their mission or the colony intact. (Also, I kind of had tyranids in mind when creating the changelings as well.)

Also, when I meant Valkyries have no eyes, I meant it that they don't need them, as they employ a more 'echo' based kind of telepathy. Their eyes have devolved into basic light receptors, allowing them to gauge the amount of light around them. (Helps also with seeing random teleportations.){Originally, I intended the Valkyrie class to have their eyes atrophied all together, but the artist was given a little leeway to the design.)

(Say, what did you think of Celestia and Discord's units?)

2300284

Valkyries' eyes are too big for the role of basic light receptors. It is irrational to keep such big eyes for such simple need. They may adopt different function, though.

> So most changelings stay with the caste they were borne with.
What for? Changelings can change, this is their definitive trait. Given that, I wouldn't give them stable form to begin with. Ability to change forms gives flexibility, and not being backed up by powers of Discord or Celestia, changelings really need some strong point.

Celestia's units are OK. Discord's are ... well, some of them are too ridiculous even for Discord, IMHO (masochists, and sorry, but riding pogo sticks is too impractical, they are terrible for natural soils) and I personally dislike cyclopes (it is anatomical nightmare).

As an extra ideas, here are some
- Crystal masters - unicorns, that craft crystals to hold specific spells and some amount of energy, than wield them in combat with telekinesis.
- Crystal liches - unicorns, who tied their souls into large crystals. Abandoning their bodies, they got unrestricted magical power, but also lost good portion of their sanity and drift toward blue-and-orange-morality.
- Sensate. They believe that every experience makes people better, and more diverse experience people have, more developed they are. So, they wander the world, attempting to expand their knowledge and experience different things, both pleasurable and unpleasurable. As a result, it is impossible to torture full-fledged sensate, he considers pain and even death as just another experience. They also have superior senses, making them perfect investigators and scouts, as long as their superiors can keep their interest.

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