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Why not just use x10 per +20 (or x10 per +10) directly? It’s the same barest of rounding and it prevents extrapolations above or below the table from drifting away from their actual values.
Well, that is what I'm doing - I suppose I should say that I'm using x2 per +6 and x10 per +20, as they're almost the same thing. You could specify either as the exact scale used, and the other as the one rounded a tad. Either way, it's a rounding of less than 1%; the two are indeed pretty darn close. (And either way, there's no problem of drifting away from actual values; no matter what the extremes of the table, the pairing that's being rounded will always be less than 1% off from its "correct" valuation.)
As for collision damage: The log-equivalent rule for "1d per 10mph" would simply be "Damage = Speed + X", where Damage and Speed are log stats, and X is a normalizer. That does point out the obvious requirement that things like object speed be expressed as a log stat, which might sound scary - but it's something games typically already do, for purposes of (for example) turning speed into a TH mod. So all we're establishing here is that a car whose speed creates a -7 TH mod also gets a +7 Damage mod in collisions.
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Re: Design notes: Implementing "log ST" in a game
Why not just use x10 per +20 (or x10 per +10) directly? It’s the same barest of rounding and it prevents extrapolations above or below the table from drifting away from their actual values.
Well, that is what I'm doing - I suppose I should say that I'm using x2 per +6 and x10 per +20, as they're almost the same thing. You could specify either as the exact scale used, and the other as the one rounded a tad. Either way, it's a rounding of less than 1%; the two are indeed pretty darn close. (And either way, there's no problem of drifting away from actual values; no matter what the extremes of the table, the pairing that's being rounded will always be less than 1% off from its "correct" valuation.)
As for collision damage: The log-equivalent rule for "1d per 10mph" would simply be "Damage = Speed + X", where Damage and Speed are log stats, and X is a normalizer. That does point out the obvious requirement that things like object speed be expressed as a log stat, which might sound scary - but it's something games typically already do, for purposes of (for example) turning speed into a TH mod. So all we're establishing here is that a car whose speed creates a -7 TH mod also gets a +7 Damage mod in collisions.