The Networkers
The networkers are amphibius siliconoid parasites. They have a
religeous drive to care for their hosts and have become symbiotic with any
race which they come across. Being parasitic, they can live in any climate
which has natives. Their symbiotic relationship with these natives results
from the Networkers climbing onto the backs of natives and bonding to the
nervous systems of those natives. Without hosts, they are must rely heavily
on their machines for manual labor.
Networkers do not have hands. They have 6 short legs covered with
sensor arrays which allow them to bond to the nervous system of their hosts.
Their language comes from a piezo buzzer built into the back of their necks,
from which they emit a carrier pitch. Modulating this pitch allows for them
to communicate complete ideas amongst their own networks. Most races which
contact them find their communication to be irritating although the
networkers do their best to not initiate hostility. It is a Networker belief
that they can rule the universe by being the brains of the empire even without
being the ruling race.
There is no way to tax Networkers. Their symbiotic nature allows them
to get extra income from the natives, but Networkers themselves never pay
taxes. Networkers are energy specialists. They can get up to 200% shield
strength from their ships and, since this overcomes most beam weapons, they
use only about half the number of beams on any of their ships. If possible,
Networkers will use entirely fighters and thorpedoes to defend their ships.
This energy production is the equivelent of 1 aux generator per ship.
Prone to swarm behavior, and being such small entities, their ships
are usually specialized resource units. The Musheid baseship, carrying the
stellar syphon, has only half the beams of most race's baseships, but carries
full complements of thorps and fighters even though this ship was not designed
as a warship. These carriers are designed to coordinate squadrons of smaller
ships, having the ability to build ships as well as breed Networkers in space.
Even their belief that beam weapons are worthless against decent
shields, their point defense systems are fully powered. Their stellar syphon
technology allows them to cloak planets, dropping the planet's temperature by
1 degree a turn( until it has a minimum temperature of 49 C), or provoke
stellar collapse which will destroy planets. They also feel the presence of
cloaked ships. When scanning, they can get the range of a cloaked ship to
within 1 LY, although they can only see a cloaked ship if it interacts with
them or loses its cloak. Amateur captains cannot rob Networker ships which
have their full shields and these dense shields increase the cloak failure
potential by 17%.
The Networkers intentionally erased most of their early history. Some
forbidden talk states that the Networkers found an alien satalite which
changed the basis of their technology from carbon semiconductors to silicon,
yet no evidence exists to confirm this. Networker development from their legal
origin passes through 3 stages, called ages.
First came the Amelkaloid age in which the Networkers, still in their
original form, got tired of sitting on their brains waiting to evolve and the
Amelkaloid clan secretly initiated class 5 eugenics to do something about it.
In class 5 Eugenics, enhanced units are intorduced into the gene pool in an
attempt to create stable hybrids with the advanced qualities of the mutaloid
subject.
Unfortunately, the Amelkaloids computed only the Mars prime model and,
by combining the sexes, neutralized both. Networker society was steralized.
From this point, wars broke out over who was to blame and opposing views of
how to survive. The Amelkaloid clan allowed Networker survival by using the
"Mother 1 Mainframe" to genetically engineer children for the sterile
populace. That was the end of the Amelkaloid age.
Next came the Tiyuhoweg age. A priest of the secret order, Elder
Aedrec, was a dynamic botanical conservationist who had been disavowed by
Networker science for his unwillingness to stop questioning their established
principles of science. However, his work in computing the "Venus Prime model,"
required for Networker survival, brought his clan to power. Bringing an end
to the wars, and almost to their planet, Elder Aedrec created the primary
functions of the Mother 1's intellectual systems. Mother 1 was the female of
the Networker species, handling all reproduction from genetic design to
education.
Once Mother 1 was complete, the Networkers abdicated most of their
physical form to their machines and modified themselves into their present
form at the start of the third age: Kaetuie. Presently, Networkers are like
packaged motherboards with their brains and a basic life support system. Their
bodies serve only to support their organic brains while providing essential
mobility.
The Mother 1 is not intellegent in herself, she relies on the combined
mental power of the Networkers for her virtual intellect. It was discovered
that combining the mental pathways of two male brains caused a conflict about
1/3 of the time, thus their mental networking had to pass through a passive
unit--the Mother 1. She has a mind and a will separate from the Networkers,
but that will and mind exists only as long as the Networkers are Networked
through her.
To survive, colonization was necessary. For this means, a Mother 2
mainframe was designed. Her primary function is running the life support and
agricultural systems of colonial ships. Upon colonization, a Mother 1 is
built in the first factory on the new planet using a connection to the Mother
2 on the colonial ship to supply basic data and the source material.
Networkers see themselves as apart from the machines thusly all new
Networkers must be born from the organic material inside the Mother 1
mainframe. Mother 2 Mainframes carry this material.
Lastly, the Mother 3 mainframes were built into the largest baseships.
Mother 3 Mainframes are used to coordinate large strikes. None of the Mother
mainframes are used for military purposes, but the Mother 3 units carry an
enhanced data storage matrix so that the collective Networks can store and
analyze the data which would easily overload the organic brains of the pilots
involved in the conflicts.
Presently, networkers are subdevided into 3 classes. Class 3, the
largest class, is the Effectors. Effectors directly interface with machinery
and native races to carry out the projects required by the network. There is
no physical difference between the Networkers of any class, except in the
tasks each class is permitted to perform for the network. If an Effector
shows a demonstrable skill in any specialty, he is raised into the Cors class.
Cors are the leasons between the levels of the Naisp planners and the
Effector laborors. Forming the heart of the network, Cors are the only class
which directly interfaces with the Mother mainframes. Being a Cors, these
units have the weakest independant will in any of the classes. Should a Cors
demonstrate a unique skill in a non-physical trade, as a planner, dreamer or
psychic, he will be raised to the Naisp class. If he cannot perform the tasks
required of the Cors, or commits a serious offense as a Cors, he will be
dropped back to the effector class.
Naisp class units are forbidden any physical labor. Performance of a
physical trade will require that the Naisp be dropped back to the Cors class.
Being in the Naisp class requires that this network ring perform the end
processing of all data provided by the lower classes. Pilots are all Naisp as
are the technicians who maintain the power plants and syphons.
I've designed the Networkers to use large ships to keep the number of
Networker ships to a minimum. Their disadvantages make it hard to build ships
that use large amounts of resources. Thusly, these ships have to be powerful
to keep the 'entrenched' feel that I aimed for with the Networkers. Some
people have commented that I gave the Networker ships too much fuel which
allows them to go on the offensive far too easily. That may be the case. My
intent was that the Networkers colonize planets with smaller ships, then build
base ships to defend their colonies. Fuel was to prevent these ships from
being taken by pirates because, if these ships fall into the hands of a race
that can build them easily, they might endanger game balance.
Either I need a way of keeping these ships from getting to races which
are resource rich or I need to make these ships unclonable. My earliest
thinking is that the ships blow up when there are no Networkers to hold them
together since the Networkers are integrated into their ships. Maybe that
would work. I want the Networkers to be the race that gets about a dozen
planets during a game and needs a large alliance of oppenents to remove at
great expense. The Networkers whould rarely win, but their toughness should
determine the winner based on skill. Networkers should be around until the
end of the game.
It has been some time since I have had the chance to do any playing
and I am kind of rusty. I'll take any suggestions that you have to offer.
After the recent vote concerning the Networkers, I had a difficult
choice to make. This race came in third from the bottom in the list
and the explanations were destructive rather than constructive. Why
was my format taken as more important than the race itself? Somebody
mentioned that I had not updated the page in a long time. That was odd
since I made updates the same date that I changed the page to include
the vote link.
I did not use the 'standard' format because I do not like it. I've avoided
races that use it because they are too hard for me to read. My vision is
not what it once was. The truth is that I cannot read the 'standard'
layout. These linear pages are easier for me to read.
When it came to the reasons people did not want Networkers in the game, I
did take note of the criticism. Players do not like defensive races. That
was constructive. I did not expect Tim to have to rewrite the program for
every race added, so I kept the race itself simple. Maybe there is no space
for Networkers in the game. I'll put them on ice and wait to see what
happens. If you have to comply with the standards by which I was graded,
aside from playability factors, then there is no point to my working on
the other ideas that I have. The alternative was to shut the page down
completly.
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***** Dave's Contribution ****
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I have added new ship designs which I thought of for the Networkers. By no
means are these finished or implimented, they are only ideas done by someone
who has read up on the Networkers.
Tech Level 3
- Anaximander
Stolen plans from the Draconians have been used to create this
heavily armoured scout from the Fang Class Destroyer.
Most of the offensive capabilities
have been stripped and enhanced bioscanners have been added
making it ideal for finding native hosts before colonization.
1 Torp
MY NOTE: replace this with 1 large weapon, size 700 mounts.
Tech Level 4
- Avian Party Boat (or Insectoid)
The LadyLuck is history. The Avian's have brought life back into
the party. Using gambling, halucinating drugs and all matter
of ploys allows the passengers to be taxed like an Avian Unity
colony, as payment for the vacation from life and the Mother.
Cargo 500-1000
2 Bays, 2 torps
My Note: This became the Tvity.
Tech Level 4
- Poisidon Gunner
Networkers asked the Amphibians for a ship. Well... um they got
one but not what they had in mind. After seeing the ships the
designers where instantly destroyed as the beast of a ship had
"4 BEAMS! What nonsense!" The Amphibian's effectors couldn't tell the
Cors that the ship could do 2X the damage as regular beams.
Only Networker with more beams than Torps
4 Beams, 1 Torp (Beams do 2X damage)
MY Note: Maybe 14 small, 1 large weapon (Size 800 mounts).
Tech Level 6
- Amorphous Class Destroyer (Landing colonists eat enemy colonists)
Watch out you tin cans and fleshy people cuz the Amorph colonists are coming to a planet near you. Thats right, These colonists will eat you colonist by colonist until your no longer in existance or your too busy hiding in caves for dear life.
Oh, Oh, these Amorphs will also eat Natives! And the colonists
must be off an Amorph planet for the right effect. Of course
a bunch of Networkers could try and take over a bunch of Cyborgs
but that is quite unlikely.
4 Bays,( 10 pads each) 1 Torp
Similar in mass to Super StarDestroyer (or lighter)
Large cargo bay
Tech Level 7
- Siliconoid Class Battleship
After recently taking some Siliconoid natives a Cor found basic
plans for a Siliconoid Battleship. He imediately bringing it to
the attention of the Naisp ship planner who started putting the
plans together into the first Siliconoid Battleship.
Each Battleship comes with a crew of 10 Siliconoids and their
effectors to build Torpedo's in space using appropriate minerals
10 torp (or more)
MY Note: See the "Wing" for details...
Perhaps some of these ships could be upgraded when coinciding natives are
found.
For example:
Amphibian Class Gunner (no Amphibian planets owned)
4 Beams, 1 Torp (Beams do 2X damage)
Amphibian Class Gunner (Amphibian planet owned)
4 or 5 Beams, 1 Torp (Beams do 2X damage & 1.5X kill rate)
get what I am saying?
VOTE for the Networkers in the
New Races Survey.
Timo's new races page.
My warp technology paper.
Look over CornerNET.
Comments for the author.
(C)2005 Control Group Alliance --- All Rights Reserved.