01-08-2018, 03:32 AM | #121 | |
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Join Date: May 2017
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Re: Realistic Point Gains
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How do you calculate the energy output of the "SOLAR POWER SATELLITE" in "Spaceships 6. Mining and space industry."? How may I approximate to a Market Cap value for a company, should I just take its revenue and check averages by industry in price/sales ratios? When in Biotech it is said that "mass market drugs are worth down to 1% of their book prices", how do I realistically represent this? How much would a production line of these characteristics cost? As per Campaign Basic Set I can say that production lines lower the production costs to 50% and increases efficiency to a seven facton not x100... And more, but I would say that it is better to go little by little :) |
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01-08-2018, 04:05 AM | #122 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Realistic Point Gains
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OK assuming this distribution is correct (and I'm not sure it is) that works for one attribute, but you have four at 13 each with 3 SD. Now this gets a bit complicated because I'd imagine some stats are linked (in RW terms) but some aren't. e.g I can imagine there's possibly a sympathetic crossover between ST and HT, but not IQ and ST etc. Quote:
I also wouldn't take 12 as a midline average Last edited by Tomsdad; 01-08-2018 at 04:10 AM. |
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01-08-2018, 04:20 AM | #123 | |
Banned
Join Date: May 2017
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Re: Realistic Point Gains
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01-08-2018, 04:53 AM | #124 | |
Join Date: Jan 2010
Location: Brighton
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Re: Realistic Point Gains
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I think your need to have them doesn't validate your figures*. If this was just abstract it wouldn't matter (you'd set your assumptions and work your figures and get your result), but your trying to squish reality into your maths, but that doesn't really work when you trying to get your maths to model reality. The problem here is skills (in GURPS terms) cover such wide range of human activities that are taught, learned, needed, displayed and distributed in many many different ways, and via a huge range of variables and in non "normal" occurrence patterns. *a classic in Stats is "I have figures and a theory, I must be able to show something" When all too often there's a lot of work and analysis that ends without showing anything statistically valid. (man that reads like a pompus ass, sorry!) Fair enough Last edited by Tomsdad; 01-09-2018 at 08:31 AM. |
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01-10-2018, 05:01 AM | #125 | |
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Join Date: May 2017
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Re: Realistic Point Gains
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01-10-2018, 07:14 AM | #126 |
Join Date: Feb 2016
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Re: Realistic Point Gains
I think that you are putting too much thought into it. If you want a superhuman NPC, go for it, just realize that they are cinematic rather than realistic.
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01-10-2018, 09:34 AM | #127 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Realistic Point Gains
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A superbeing, a monster, or a god is a lusus naturae, a freak of nature, outside of the normal order of things. What it has is an "origin story," in superheroic terms, or a theogony, in divine terms. And that kind of story doesn't involve "I made this roll when I was five years old and this roll when I was seven years old." That kind of backstory doesn't make a good narrative. And it's the effective narrative that brings such a character to life.
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Bill Stoddard I don't think we're in Oz any more. |
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01-10-2018, 09:39 AM | #128 | |
Join Date: Jan 2010
Location: Brighton
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Re: Realistic Point Gains
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Well IMHO anyway! *which tend to break at the extreme ends anyway simply by the nature of stats Last edited by Tomsdad; 01-11-2018 at 03:53 AM. |
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01-10-2018, 11:36 AM | #129 | |
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Join Date: May 2017
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Re: Realistic Point Gains
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01-10-2018, 12:18 PM | #130 | |
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Join Date: May 2017
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Re: Realistic Point Gains
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