As the battle progressed, variations of this tactic were employed by other teams. E3 pretended to be T3 and *vice versa* given their similar size and physiognomy. Obviously, D3 and O3 could not disguise themselves as another race due to their unique stature although they could pretend to be the opposite sex. Given the assumed physical capabilities natural to each sex, this was sometimes an effective trick. For example, Bill mistook a D3m as a D3f and got shot about twenty times. This also backfired when Trinkenduil thought an opponent was an E3m when it was a T3f. It was only when she started screaming after having been smacked across the face with a foam sword did Trinkenduil realize his error. Given both E3m and E3f hairstyles resemble T3f with long hair, this was understandable. By the end of the week, the injury rate stood at approximately 50%, all bruises and cuts consistent to blunt force trauma. The norm is about 15%.

It can be reasonably inferred that despite friendship and sportsmanship, racial prejudices from historic conflicts were present, ranging from the latent to the blatant. For example, jovial taunting was common across the field but kicks to the groin were not uncommon either. Corresponding to this were the apparent curiosity of players in historic battles. They all wished to experience it, not merely in holo-games but in live-action and only to a certain degree; that is, war action without actual mortal danger. Although there are arguably two issues here, it is possible that these battle re-creations are in part due to the aforementioned racial prejudices, a means to express and perpetuate those very views and emotions, albeit in a more civil manner. Thus, we shall simplistically combine these as the historic war factor [W].

Applying the aforementioned factors, we will now examine profitability.

The Revenue [R] raised by the sale of a particular good (or a class of goods) is simply its Sale Price [P] multiplied by the Quantity Sold [Q]:

R = P*Q

The Quantity Sold [Q] is a function of the population or, to be more specific, the proportion of the population which purchases the goods (or the class of goods):

Q = n*x

where

n is the total population

0 ? x ? 1 is the proportion of the total population

Substituting [x] and [n] into the first equation:

R = P*(n*x)

The proportion of the total population interested in LARP is a function of all the factors previously discussed:

x = 0.2*(F+L+N+X)*(B+C)*A*W*(G/H)

where

F is the existing friendship factor

L is the existing romance factor

N is the potential new friendship factor

X is the potential new romance factor

B is the alcohol factor

C is the cannabis factor

A is the artistic factor

W is the historic war factor

H is the distance from home to the LARP gaming site

G is the diameter of the galaxy

The 0.2 represents the proportion of the total population within the typical age bracket who attend LARP events.