ScarecrowES, on 06 May 2016 - 10:44 AM, said:
It's actually NOT literally impossible to quantify coastline length. It's a linear distance measurement. You start at one end, and then just measure to the other. There are hundreds of possible ways to accomplish this.
However, there is NO mathematical system that will allow you to estimate the relative size of an object based on an infinite number of silhouettes of that object. Such a system does not exist. Even if it DID exist, the most such a system could give you would equate to is a value representing a simplified estimate of the total surface area of an object, excluding surface areas that do not contribute to the outer profile of the object. So effectively, you've found a very contrived way to find surface area, which is something that's already available to you in the model source.
And since math tells us there is direct correlation between the surface area of an object and its volume, and given that your "profile scan" excludes any surface area of the object that will not contribute directly to volume, not only will you end up with the same relative scale regardless of which of the 3 methods you used - the profile estimate, surface area, or volume - but the ratio you came up with in the profile scan will actually sit much closer to volume than it does surface area. Regardless, volume will end up being the reference that is both the most accurate and the one with the least possible deviation from standards caused by erroneous surfaces.
So like I said... over and over... it doesn't really matter what you use. If you apply a standard which is based in actual math and takes the entirety of the model into consideration to all mechs - no matter which standard you use, the relative sizes of all mechs will end up the same. This mech will always be larger than that mech, and that mech will always be smaller than this mech, and so on. The ABSOLUTE sizes of those mechs may vary depending on the method used and the starting reference point, but the relative sizes will be the same no matter what.
The only way you get out of the Blackjack getting bigger is if you eyeball every mech... you don't apply a standard and look at mechs subjectively. So basically balance by Paul.
All of the methods you conveniently forgot to mention give a different result. I'm not sure if you're aware, but coastlines aren't straight and they don't just roll out a giant tape measure to get the right number, they don"t even measure the same at different times of the day. Coastlines are measured point to point and that will produce completely different numbers depending on how many points you use to measure and exactly where you place them, making it the perfect comparison to my proposed measurement, so try again.
As far as your pseudo-mathematical drivel goes, do you really believe that the numbers would resolve the same as total surface area, when half of most mech's features don't even contribute to the profile unless they happen to be sticking out to a side when you're looking at them? Those little bits tacked on to mech torsos like arms, guns, legs, they all have very high surface areas compared to the whole thing especially when looking at the combined total, but they add very little to the profile, only about one and a half leg and and a fraction of everything else on average.
Please come up with a mathematical proof if you think there's a direct correlation between total surface area and profile, otherwise stop spouting nonsense. I'll give you one hint, it doesn't exist because there is no such thing.
About the Blackjack specifically, I don't particularly care if it gets bigger or smaller, I have hundreds of mechs so I'm not going to worry that one of them might be a little weaker. What I am worried about is PGI rescaling all the mechs in a way that might make entire weight classes useless and will completely screw over chassis whose size are the only thing they have going for them. But of course being a mathematical genius as you are, surely you already saw the big picture, right?
Edited by Satan n stuff, 06 May 2016 - 01:56 PM.