Actually, it's simply a pen and paper game. I was developing it so that, essentially, anything from real life could be seamlessly integrated into the game. Using formulas for acceleration, gravitational velocity, hardness, malleability and others, my ultimate goal is to create a game which could be modified by almost anyone, and easily.
If I have a formula for hardness that can transfer any element measured in Moh's hardness (say about a few thousand - I've seen some of the data tables), I can, essentially, make it so that it never gets outdated. Until Moh's hardness is antiquated, the game can continue to evolve.
I'm not expecting to finish this overnight, but I want to work on it for years and see what I come up with. I've made role playing games in the past, and I want to seriously test my mettle.
As far as the ninth and tenth degree, well I was thinking to start from the top and work my way down. If there is absolutely no way to make a perfectly linear graph (that I can see), by putting in changes at 9 or 10 vertexes, I can essentially mimic the graph perfectly (Because for every quadratic formula, you have changes at two points, nonic formulas would be at 9.)
Also, a quick note.
Apparently there are conflicting views on what is truly the absolute value of these. Some scales use what I listed above, but others use this scale.
Conversion theorum = A(M)
where M = the Moh's hardness and A(M) is the absolute hardness value.
A(1) = 1
A(2) = 2
A(3) = 9
A(4) = 21
A(5) = 48
A(6) = 72
A(7) = 100
A(8) = 200
A(9) = 400
A(10) = 1500
Because of this, I'm simply looking for a scale that works somewhere between these two ranges