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So, this isn't a question as such, and definitely not a smol one, so I don't know where else to put it.
Considering the character I play, I've spent a lot of time tinkering with the Abilities/Effects system and how it interacts with Growth specifically, in anticipation of my glorious emergence as a titanic force of destruction. In so doing, I've run across an issue: mostly, the scaling of abilities and growth ranks synchs up just fine, in a way that follows logically: e.g. Rank 7 damage, you can wreck most traditional construction materials/Rank 7 growth you're big enough to (with affects multiple and indiscriminate) step on a house. With Move Object, however, the scaling breaks down.
The quadratic scaling which Move Object currently uses doesn't keep up with the increase in size in a realistic way: rank 10 Move object benchmarks at about 50000 pounds. That's about 1.2 city buses, or 0.5 main battle-tanks. Rank 10 Growth puts you at about 120 meters, large enough to take either those things in your hand like a hot-wheels car and drive it around on your carpet making vroom-vroom noises with your mouth. Even taking into account that Move Object does not set a ceiling but rather a benchmark (the sledgehammer comparison), this doesn't track. The disparity sets in much earlier, becoming noticeable round about rank 5 and becoming more extreme from there on out.
I do have a solution: I propose a special interaction between Growth and Move Object, such that when Active ranks in growth, up to rank-equivalent size, are paired with equivalent (or lower) ranks in Move Object, Move Object's progression changes from quadratic to tetratic. That is to say, while a person utilizes their growth power such that their current size reaches the maximum height of a given growth rank, then the benchmark weights for equivalent or lower ranks in move object would temporarily change. Like this:
Move Object
Rank 1) 100 pounds
rank 2 ) 200
rank 3 ) 400
rank 4 ) 800
rank 5) 1600
Move Object w/ equivalent or higher (active) ranks in Growth
Rank 1) 100 pounds ( 10 ft
Rank 2) 400 pounds (15 feet
Rank 3) 1600 pounds (20 feet
Rank 4) 6400 pounds (30 feet
Rank 5) 25600 pounds (50 feet
Does this get silly around rank 10? Yes, absolutely. But so does Growth, and so does Damage, and so does protection. 4^9
*100 is about 26 million pounds - or 13 thousand tons. That's about one-twentieth of an average skyscraper, which, for a moderate amount of effort for a creature 120 meters tall seems fair. It puts you squarely in the range of using Elizabeth Tower (Big Ben), which stands 96 meters high, as the hypothetical sledgehammer. Under this system at Rank 5 growth with rank 5 move object, we'd be talking about a 50 foot creature (about the size of a four-story building) exerting a similar amount of effort to move an (empty) garbage truck.
Yes, This adds a layer of complexity. But I think it does address a flaw in the current system in a satisfactory way. It also has the benefit of a adding a little bit more mechanical utility to growth in a way that makes sense: bigger guy can lift bigger thing. Might it require some tinkering? Probably. Maybe there could be a pricing adjustment to move object if you intend to use it in this way. But I thought it was worth bringing up.
Considering the character I play, I've spent a lot of time tinkering with the Abilities/Effects system and how it interacts with Growth specifically, in anticipation of my glorious emergence as a titanic force of destruction. In so doing, I've run across an issue: mostly, the scaling of abilities and growth ranks synchs up just fine, in a way that follows logically: e.g. Rank 7 damage, you can wreck most traditional construction materials/Rank 7 growth you're big enough to (with affects multiple and indiscriminate) step on a house. With Move Object, however, the scaling breaks down.
The quadratic scaling which Move Object currently uses doesn't keep up with the increase in size in a realistic way: rank 10 Move object benchmarks at about 50000 pounds. That's about 1.2 city buses, or 0.5 main battle-tanks. Rank 10 Growth puts you at about 120 meters, large enough to take either those things in your hand like a hot-wheels car and drive it around on your carpet making vroom-vroom noises with your mouth. Even taking into account that Move Object does not set a ceiling but rather a benchmark (the sledgehammer comparison), this doesn't track. The disparity sets in much earlier, becoming noticeable round about rank 5 and becoming more extreme from there on out.
I do have a solution: I propose a special interaction between Growth and Move Object, such that when Active ranks in growth, up to rank-equivalent size, are paired with equivalent (or lower) ranks in Move Object, Move Object's progression changes from quadratic to tetratic. That is to say, while a person utilizes their growth power such that their current size reaches the maximum height of a given growth rank, then the benchmark weights for equivalent or lower ranks in move object would temporarily change. Like this:
Move Object
Rank 1) 100 pounds
rank 2 ) 200
rank 3 ) 400
rank 4 ) 800
rank 5) 1600
Move Object w/ equivalent or higher (active) ranks in Growth
Rank 1) 100 pounds ( 10 ft
Rank 2) 400 pounds (15 feet
Rank 3) 1600 pounds (20 feet
Rank 4) 6400 pounds (30 feet
Rank 5) 25600 pounds (50 feet
Does this get silly around rank 10? Yes, absolutely. But so does Growth, and so does Damage, and so does protection. 4^9
*100 is about 26 million pounds - or 13 thousand tons. That's about one-twentieth of an average skyscraper, which, for a moderate amount of effort for a creature 120 meters tall seems fair. It puts you squarely in the range of using Elizabeth Tower (Big Ben), which stands 96 meters high, as the hypothetical sledgehammer. Under this system at Rank 5 growth with rank 5 move object, we'd be talking about a 50 foot creature (about the size of a four-story building) exerting a similar amount of effort to move an (empty) garbage truck.
Yes, This adds a layer of complexity. But I think it does address a flaw in the current system in a satisfactory way. It also has the benefit of a adding a little bit more mechanical utility to growth in a way that makes sense: bigger guy can lift bigger thing. Might it require some tinkering? Probably. Maybe there could be a pricing adjustment to move object if you intend to use it in this way. But I thought it was worth bringing up.
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