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In Reply To
Bucky

Subj: Re: Math
Posted: Fri Jan 05, 2007 at 08:55:08 am EST
Reply Subj: Re: Math
Posted: Fri Jan 05, 2007 at 07:56:39 am EST

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> > Positive times negative equals negative. Rescuing villains is negative.
> > Just sayin'. \:\)
>
> Only if villains are an unalterable non-positive variable. If saving a villain leads them to cease being a villain and becoming a civilian (Moving to a zero value) or actively becoming a hero through redemption (moving to a positive value) then the outcome value moves from negative to either null or positive.


But killing the villain is equally positive, much quicker, and more certain. \:\)

It's the certainty factor that gives killing the edge.

I don't know enough math to say how, but I'm sure your conditionals can be expressed algebraically. Those conditionals don't exist on the "kill the villain" side of the equation.


Bucky


> > > Positive times negative equals negative. Rescuing villains is negative.
> > > Just sayin'. \:\)
> >
> > Only if villains are an unalterable non-positive variable. If saving a villain leads them to cease being a villain and becoming a civilian (Moving to a zero value) or actively becoming a hero through redemption (moving to a positive value) then the outcome value moves from negative to either null or positive.
>
>
> But killing the villain is equally positive, much quicker, and more certain. \:\)

Considering that villains ranging from Doctor Doom to Sandman, Luthor and Pied Piper, have actually aided the good guys from time to time against a bigger threat, you might want to reconsider that variable.

> It's the certainty factor that gives killing the edge.

And eliminates the possibility of redemption, no hero has that sort of mandate.

> I don't know enough math to say how, but I'm sure your conditionals can be expressed algebraically. Those conditionals don't exist on the "kill the villain" side of the equation.

And thus your algebra is overly limited.



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