PlaneShift

Gameplay => Wish list => Topic started by: Can-ned Food on June 18, 2015, 12:02:22 pm

Title: Kran traits and genetics
Post by: Can-ned Food on June 18, 2015, 12:02:22 pm
(Much of this is theory regarding kran, with little immediate use in PlaneShift.)

It seems to me that the Kran are much more mutable in this regard than others, as they are what they eat moreso than the fleshy species.
As with most asexually budding species, there is very little genetic diversity derived from the conception of progeny (daughters).  The book “Kran-ology” describes the metabolism of the kran, and because they apparently have much simpler biochemistry than carbon–based life, they don't have internal chemical mechanics any more intricate than simply using minerals to replace the ones that are lost through wear, damage, et c.
Let's compare this to proteins, which are one of the building parts of our form of life (if you didn't already know).  Please pardon the technical talk, as I think it will be helpful here.
Proteins have three (four, if you want to get eruditic) levels of structure:
primary (alpha)the amino acids which comprise a protein
secondary (beta)the arrangement of a protein's amino acid strings into planar or 2-dimensional form
tertiary (gamma)the 3-dimensional way in which the protein folds about itself
As an example of why this is important to us is the prion:  Two proteins, identical except with their tertiary-structure, can function differently enough as to cause radical damage to the tissues that contact it because a prion spreads its different configuration to other proteins with the same secondary-structure.

The biochemistry of the kran could be further explored in a similar way.
elementale.g. zinc, copper, tin, lead
minerali'm not a mineralogist, but these are the microscopic crystals crystals which are clumped together as sheets and clusters in rocks (they are macroscopic in gem crystals, like amethyst or citrine)
lithosalthe rocky veins and structures which comprise the bodily organs, joints, limbs, and such of a kran

Practically, this provides a few opportunities for expansion of the kran.  Usually it is said that they eat sand and stuff, plus what other minerals they can get.  Here's some of my ideas:

No need for too much detail of mineral composition, because it could get very complex and out of hand.

What's next?  The Surgery skills, both physical and magical?  Yeah, right.

EDIT:  minor grammar
Title: Re: Kran traits and genetics
Post by: LigH on June 18, 2015, 01:55:46 pm
/me reads this article attentively...

By the way, there was a loosely related question lately: Can Kran have something analogue to "fat"? Would that be like Silica gel? Starting with the chemical base; going further to the purpose...
Title: Re: Kran traits and genetics
Post by: Can-ned Food on June 18, 2015, 04:03:01 pm
Another idea which I forgot to include would be to vary the skin used depending on the dominant minerals present in the kran's composition.  This could be done by inferring from the relative levels of their stats, or by including an extra set of stats for kran which work differently than the others.
Title: Re: Kran traits and genetics
Post by: LigH on June 18, 2015, 04:31:24 pm
Might be technically possible with advanced shader programs; but not easily with static textures.