
By
pre-calced so people only saw the multiples and adds - I was referring to derivatives simplified into 2x instead of x^2 etc...
Yes tables are good for complex, non-linear progressions - but, a) as a RPG and not a simulation, MGT, doesn't need that level of psuedo-realism and b) that, even more, (and more unrealistically), limits designs to discrete table entries (i.e. 100 tons versus 120) - since it would,
really, make inbetween value interpolation very unreliable (without the equation, rounding might even preclude curve fitting by those knowledgable of such - and most would use a linear interpolation anyway -
drastically, and
inconsistently throwing things off).
Your point about rounding is fine - but couldn't be handled in tables well in another respect. Consider - in a 12 ton vessel, 0.12 tons is very different, feature craming wise, than 0.12 tons on a 1,000 ton vessel. With a table the importance of such could not be addressed well at all. With equations, simply stating the number of significant digits or decimal places, would work perfectly. As it could scale with the design or remain static as needed.
- Verifying or even figuring out missing design specs is really easy and reliable with equations. For instance, currently, for standard (100-2000 tons) ships, M-Drive rating is simply half of the cost after subtracting 2 MCr. That is a heck of a lot easier than looking up a cost in the Table on pg 107, after first finding the correct column, then looking across to find the correct drive code (hoping one doesn't go cross eyed and grab the wrong code), then, turning to the table on pg 108, then finding the correct tonnage column for the ship, then looking down the rows to match the Drive codes for the correct rating (and better luck on not going cross eyed there). Now, not only does that take a lot more time, space, and effort to explain, and perform (the book space included) - there is a whole lot more chances for mistakes than in simply doing one subtract and a divide!
Of course, this should also include stating a rounding method for use everywhere in all designs. Note: these issues exist today for numerous design mechanics already out there - where tables would take up way, way too much print space (not to mention be very impractical to use) - such as Capital ship drives.
Since this is a fictional system - such can also be left to the designer, as it is today. Except if using automated programs to just transfer specs (and not tons/Cr) - or in tourneys - this is largely a non-issue. In tourneys such should be explicitly spelled out. For other cases, tonnage is really only relevant for the designer - and cost to fractions of a MCr applicable only for small ships, and easily adjusted by Ref (personally, 'pricing' should be handled differently, anyways). This is, afterall, a fictional system - and designed to be playable - which precludes 'realism' to a greater extent anyway.
NOTE: Not saying get rid of tables - by any stretch. They should be used where appropriate - for multi-value lists, matrixes, and non-equation based data. All the tables we are talking about
were derived/created from equations in the first place.