Overlord: Rise of the Zerg
Chapter 193 Space “Landmines” (page 12)
Over the course of hundreds of years of development, individual Zerg species have gone through countless iterations.
The original land units, the "Warriors", had basically lost their usefulness after the Zerg entered space. Even though they had undergone many reinforcements after the Octopus landed, they had just crossed the ocean and landed on the mainland with the Zerg. There have been earth-shaking changes since then, but it has still not changed their fate of being temporarily hidden in the ice.
Including the foragers in the ocean, hundreds of millions of Zerg soldiers have become the most basic biomass again, becoming part of the Zerg giant species channel and the first space base that originally ascended into space.
The reason for their elimination couldn't be simpler. The Zerg have no enemies on the surface, and there are no objects for them to fight in the galaxy. More useful space units have replaced them, and naturally there is no value in their existence.
After the interstellar voyage of the Zerg began, Dagoth took over the important task of adding offensive capabilities to the space Zerg species.
In this regard, the Zerg can even be said to be starting from scratch. Those attack methods that were once all-conquering on the surface have no meaning here. The long distance can isolate most of the Zerg's methods, and the technological products made of steel make their sharp teeth useless.
In addition to the close attacks that are basically useless now, even if he is facing the Octopus man's spaceship, Zero really doesn't have any attack methods that he can use.
If the insect sea tactic is used in this way, it will not make much sense. The current insect swarm does lack effective attack methods.
Dagos put his thoughts on the Zerg Exploders on the original planet, and Zero quite agreed with this.
If it can be enhanced, it may not be useless in the interstellar environment.
The most important thing is that currently it seems that it is most feasible to transform this insect species so that they can become weapons that threaten enemies in space.
The Zerg currently have very limited knowledge of alien civilization technology, so they can only use the Octopus Man's spaceship as an imaginary enemy. Perhaps the Octopus Man itself is not a real interstellar civilization, and can only be regarded as a parallel import at best, but even so, The current Zerg do not have the ability to destroy their colonial spaceships powered by energy crystals.
Therefore, the first goal required by Zero for the Zerg's attack capabilities in the space age is to be able to crush the Octopus spacecraft.
At least it must be done to ensure that it can be destroyed after paying a certain price, instead of just watching the other party wreak havoc without being able to stop it.
Dagos has two ideas for using Zerg Exploders to achieve this. One is the active type, which means that he has strong power and takes the initiative to attack after the enemy appears.
This requires them to have strong maneuverability and explosiveness. At least they must get close to launch an attack before the opponent escapes, so that they can successfully complete the mission and meet the zero imagined requirements.
As for pursuit, given that the current maximum speed of the Zerg is only 3% of the speed of light, considering this is still a bit ambitious for the time being.
Of course, this is just an idea based on the octopus's spaceship as the imaginary enemy. Zero has no way of judging what kind of means the unknown enemy has. The Zerg are currently even more incapable of achieving it. Things must be done step by step, and weapons must be prepared first. Reserves so that you won't be at a loss when encountering an enemy. This is Zero's pursuit at this stage.
Those imaginary enemies that exist in fantasy are completely powerless.
The second is the passive defense type, which is similar to the idea of space mines. It takes advantage of its huge numerical advantage, gives up most of its mobility, and deploys it on a large scale in a specific location. At the same time, it hides itself and waits for the enemy to come. Either a triggered attack or an active attack at close range are both good ideas.
Although it is the most likely attack method at present, whether it is the former or the latter, if you want to have enough lethality, it is far from enough to just fight on the surface of Orui.
That little attack damage does not pose a threat to the Zerg space units themselves, let alone the industrial crystallization of technological civilization.
Therefore, increasing lethality is the key to achieving all this, and it is also the difficulty of Dagoth research.
If it can be achieved, it will not only represent the success of the current two solutions, but also open up more ideas for the Zerg in terms of attack methods.
As for Sass, based on the Zerg's efficiency in acquiring the planet's core energy, it still has some ideas in leading the Zerg swarm from scratch.
Extracting energy from the asthenosphere has been a matter of hundreds of years since the unique life was discovered on Planet 4.
After several improvements over the years, it was finally possible to extend its tentacles deeper into the depths. However, despite being strengthened again and again and the speed of energy extraction also being improved, it was still not satisfactory.
In this regard, Sass's plan is to first increase the contact area of Zerg energy units at deeper levels in order to obtain more energy output in a short period of time.
The second is to further penetrate into the asthenosphere and improve the quality to increase output efficiency.
The two are carried out simultaneously. The former is not difficult, while the latter takes some time. At the same time, this process will inevitably be accompanied by a large amount of energy and resource consumption.
However, Zero has already dispatched two large-scale interstellar colonization teams. For at least the next two hundred years, if the Zerg swarm does not improve much in speed, then the resources collected from the Ori system will continue to be in the Zerg space main base. Medium accumulation.
Without the consumption of colonial teams, Zero can afford it, both in terms of time and resources.
........................
Under the dark background of the deep sky, several Zerg voyage colonial units with the same dark color were moving forward quietly here, like meteorites, as if there was no sign of life.
If they didn't occasionally make some slight adjustments in direction, they would really seem to be dead.
This is actually correct. After all, they are indeed in a dormant state now.
In this state, their own consumption will be minimized, thus saving more energy to ensure a smooth arrival at the target star system.
They are the Zerg colonization team heading to the binary star system of Heli. They are also the smallest of the three teams, not even a fraction of them.
But the star system they are heading to is the closest star system to Orui occupied by the Zerg, which is only 5.6 light-years away.
Now, they have left the top of the "solar sphere" for more than thirty years, and their speed has long been stable at three percent of the speed of light. At this moment, the deep space of the universe covering them above and below was like a huge black curtain dotted with stars. If you look back, the main star of the Ori Galaxy has become just one of the many stars. Where things stand out.
At this time, they are one light-year away from the Ori galaxy!
Ori galaxy, the main base of the Zerg.
Two exciting things have happened in recent decades.
One is that twenty years ago, Sass further improved the Zerg's ability to absorb the earth's nuclear energy, increasing the entire Zerg's energy acquisition efficiency in this area to at least 2.5 times the original!
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