| quote: I don't understand. The doubling is not subjective at all. It is central to the operation of the whole system. The effect on applications and as helper techs depends on the scaling rule where 10 levels is double the ability. |
"Not subjective" implies an objective standard. Something that can be measured outside a single individual's perception. The fact that it is central does not make it not subjective. Do you have some objective (not subjective) standard that others can apply to check your judgement?
Please understand that I am not being critical of your model. I am just trying to get standards that I can include in the coding. I have many years of experience with models, and dealing with the situation where "Fred has left, he was the only one who understood what was going on. Does anyone know what he meant by a 'number three reference factor' - he always said it was obvious..."
A real model has specifications that do not depend on the knowledge of an individual. Can you please define (objectively) the standards for your judgement of "doubling".
I also feel that your system definitively prevents any future technologies ever being included in the game. On a logarithmic scale they are now at minus infinity.
Cheers
[This message has been edited by Gary Thomas (edited April 13, 2001).]
I think my "historical" approach (defined below) will be intuitive for most scenario designers who aren't math jocks. I find your system to be extremely cumbersome to deal with even for me who is mathematically literate. And now Gary has (I think
) a third proposal, where techs should always start at level 0. I think this third one is more straightforward than yours, but still causes problems when one needs to answer that question "what level should technology X be at in 1900?" So I'm going to go ahead and restate my opinion one more time before your idea gets locked into your data entry method. (In other words, once you put in the numbers, and tweak things, basically the decision is made Forever because of lock-in effects. Effectively it would be too much of a pain to go back and do it again a different way. This is why we now have the inefficient Qwerty keyboard on our computers. At one time typewriter manufacturers needed to slow down entry because keys got stuck. Now most of the world uses that keyboard on computers with vastly different technology from typerwriters because of lock-in effects. This is even though the original reason for the choice is long gone, and other keyboard layouts would be much better for present uses.) Based on previous conversations I'm sure I won't change your mind, but I think I have to say once more for the record that I am sure you are going to confuse a helluva lot of people designing scenarios over the years because of your approach.
I skimmed everything, and the only thing that looked odd to me was item 7 in the first post. But just because I didn't understand it doesn't mean it's wrong...
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