06-26-2010, 10:19 PM | #41 | |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: GURPS: Ecosystems and Evolution
Quote:
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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06-27-2010, 05:10 AM | #42 |
Join Date: Jan 2007
Location: Your imagination
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Re: GURPS: Ecosystems and Evolution
While I agree that this is a gross oversimplification of real metabolisms, I'm just wondering which of the two options (or what other options) produce the least bad results. Bad results in this case don't mean just unrealistic, but ungameable too. Currently, neither seems to win out on either simplicity or obviousness, and I don't know what else to go on. I can't study this on real animals without another degree and some significant grant money.
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06-27-2010, 02:13 PM | #43 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: GURPS: Ecosystems and Evolution
Of course, I know you probably can't study it that way. I wasn't suggesting you should. I was just saying, that's what it would take to find a realistic answer.
For an answer that seems plausible and simple enough to use in a game, I think multiplicative makes more sense. But if X and Y are Advantages, I don't know whether multiplication or addition would be more fair and balanced.
__________________
I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
06-27-2010, 04:23 PM | #44 |
Join Date: Jan 2007
Location: Your imagination
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Re: GURPS: Ecosystems and Evolution
The Xs and Ys from Space are a combination of advantages, disadvantages and 0-point features.
The equation was 1.25 * factor * mass^(-1/4) for fraction of body weight eaten per day. So if factor can be broken down into (factor1 * factor2 * ...), each factor needs to be between 1 and some number depending on how many factors there are (and their relative importance). For the moment, imagine there are four factors that coud be either 1 (most active), 0.6 or 0.3 (least active) each. Are there any combinations of mass and factors that gives really weird answers? |
06-27-2010, 09:02 PM | #45 |
Join Date: Jan 2007
Location: Your imagination
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Re: GURPS: Ecosystems and Evolution
I'm working on the factors some and I was wondering whether anyone else thinks that the IQ of the species has anything to do with how much they need to eat. I can seem a number of arguments in both directions (from more efficient hunting to more energy spent on brainpower), so maybe it just balances out. Either way, it would be a small effect and may not worth bothering with.
Also, how would special abilities, such as projectiles or invisibility change things? Would those also tend to balance out? |
06-28-2010, 01:19 AM | #46 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: GURPS: Ecosystems and Evolution
Quote:
Luke |
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06-28-2010, 09:23 AM | #47 |
Join Date: Jan 2007
Location: Your imagination
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Re: GURPS: Ecosystems and Evolution
Thanks for the info. So far I've got the following categories of factors (sorted by my guess at relative importance):
- Trophic level (Aliens II) - Locomotion (Aliens III) - Temperature control (Aliens VI) - Intelligence (Aliens IX) - Skin (Aliens VI) - Strategy (Aliens VII) - Gestation (Aliens VII) - Organization (Aliens IX) - Mating (Aliens IX) I think the first three are the biggest factors, the next three are medium ones, and the last three are fairly small. Some of these lists are kind of long and complicated, so I don't have numbers to attach to them yet. I might can generalize Skin by the DR and TT it grants, but I'm not sure anything else generallizes easily. (IQ could be used, but it's a small enough range either way.) Edit: Oh yeah. I'm also not sure if autotrophs fit into this scheme or not, but I guess I'll have to wait until it's more complete and see. Last edited by MagiMaster; 06-28-2010 at 09:33 AM. |
06-28-2010, 10:17 AM | #48 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: GURPS: Ecosystems and Evolution
lwcamp is right about the brain being a hungry organ. The theory about human evolution is that our ancestors couldn't have larger brains until they started eating significant amounts of meat. Meat has denser energy than plants and is also easier to digest, allowing us to have smaller guts and shorter intestines.
Well pure autotrophs shouldn't consume anything, right? Even an Earthly carnivorous plant will only consume what it needs for minerals it can't get in the soil. So it should only matter for mixed autotroph/heterotroph creatures like lichen, and then I think a big factor is what % of their carbon is primary production and what % is consumed.
__________________
I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
06-28-2010, 10:27 AM | #49 |
Join Date: Jan 2007
Location: Your imagination
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Re: GURPS: Ecosystems and Evolution
For this system, I have a given biomass equivalence of the primary energy source, and I'm using consumption to estimate the population, so I think I'll have to come up with some kind of figure for autotrophs, but it may not us the same formula. I think I remember reading that the power of mass for plants is different.
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06-28-2010, 11:13 AM | #50 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS: Ecosystems and Evolution
Talking about a larger equilibrium -- the system containing the heat difference and the life form is presumably persistent, which will only happen if there's a heat source and a heat sink and the two are in balance.
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aliens, ecology, ecosystems, evolution, space |
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