QUOTE (JoelHalpern @ Oct 16 2008, 02:10 PM)

Unfortunately, I can not see how that applies to the hour baswed intervals, in the calculation above.
Okay, let's step back and look at this for a sec, just so we're all on the same page. The Spoofing Life rules given in Advanced Lifestyles are a codified example of breaking a single Extended Test into a series of specific tasks - see the second paragraph under
Extended Tests (p.58,
SR4). Part of your confusion stems from the fact that the Advanced Lifestyles Spoofing Life interval (6 hours) is highly irregular. You'll note that standard intervals are sufficiently spaced to try and avoid this problem (1 hour, 1 day, 1 week, etc.), but in this case the desire was to retain the specific Threshold values given for Spoofing Life.
Now, because the Advanced Lifestyles Spoofing Life tasks can all be seen as component tasks of a single Spoofing Life test - and because the interval is so long - it makes sense to combine the individual six-hour work periods into a certain number of "work days," when possible. Its a fairly straightforward and easy way to do it, and it doesn't involve working for a 120 hours straight unless you really want to.
Math only takes you so far before common sense rears its ugly head, and since we're on Spoofing Life I'll use that as an example. Using the Advanced Lifestyles rules, lifestyles are broken down into five components; each component is seen as a separate task when Spoofing Life - but not all of these tasks are guaranteed to take the same amount of time! The fact that each lifestyle component is given the same interval is for convenience' sake only - everyone knows from personal experience that some steps in a task take more or less time than others. A bit of good luck can see you secure your Necessities in six hours, while poor rolling can have you use your maximum number of rolls without securing the Space you desire.
Part of the problem with longer intervals is that people try to do the math you're attempting. "How long do I actually work during the day?" leads naturally to the question "If I work twice as long during the day, does that mean I finish the job twice as fast?" (The infamous
PCs Work Harder axiom.) This is where I'm going to direct you to the
Rushing the Job rules (p.59,
SR4) - if you want to accomplish more in less time, use this rule.
QUOTE
The point being that switching from simple spoofing to advanced spoofing multiplies the time by somewhere between 2 and 3.
Depends on many factors, but not always. You could argue that when doing a single Spoofing Life test, the character combines many steps that have to be repeated when doing the individual Spoofing Life tests for each lifestyle component. From a more metagame perspective, the reason it takes longer is that as you go for higher lifestyles - anything over Low - your chances of getting the number of hits you need in a comparable period on
each component decreases. This can be easily seen by the fact that you have
five components and the interval is only
one fourth of the test for the "complete" lifestyle.
Let's take the previous example, the Low lifestyle. With a straight Spoofing Life Test, you have a Threshold of 4 and an Interval of 1 day. If you're a spiffy spoofer, you can role Hacking 7 (Spoofing Life +2) + Spoof 6, or 15 dice - that's three guaranteed hits and a reasonably good chance of succeeding the entire lifestyle with 1 day of work; 2 days max. Now, let's look at spoofing the individual components: five Extended Tests, each with a Threshold of 4 and an Interval of 6 hours. Using the same dice pool, you're looking at six-to-twelve hours of work per component. If you run these periods together consecutively, that's somewhere between 30-60 hours of straight work - on the low-to-mid end (30, 36, 42, 48), comparable to the straight Spoofing Life Test, but on the high end (54, 60) a worse deal - and let's not forget the increased chances of glitches for all those extra tests!
The results are a little brighter if you consider a lifestyle that has some components higher than others - depending on how you work the numbers, of course! Let's look at a character that wants four of his components at Low and one at Middle. Common sense should tell you that comparing the five component Spoofing Life Tests to a single Low Lifestyle Spoofing Life test would be unfavorable, so let's compare it to a Middle lifestyle.
With a straight Spoofing Life Test, you have a threshold of 12 and an Interval of 1 day; rolling 8 dice you should hit your threshold in 6 days. Now, with the four Low lifestyle components, your threshold is 4 and your Interval is 6 hours; again rolling 8 dice you should achieve each component after 12 hours of work (subtotal: 48 hours of work). Then you have the Middle component, which has a threshold of 12 and an Interval of 6 hours; rolling 8 dice you should achieve that final component in six rolls, or 36 hours (total: 84 hours, or 3.5 days conflated). While the two resultant lifestyles aren't completely comparable, you can see that lowering some of the components means that the total time you spend spoofing is less - which is as it should be when you think about it.
Of course, compare this to just spoofing a Low Lifestyle (threshold 4, with 8 dice, that's about two days) and then spoofing one component up to Medium (threshold 12, with 8 dice, that's about 36 hours) - it ends up taking 3.5 days! Of course, that worked out nicely because of the numbers I picked for the examples, but its a good example of spoofing a "minimum" or "baseline" lifestyle and then upgrading specific components individually - and has the benefit of not requiring as many tests as spoofing each component individually, reducing the chance of glitches.
Okay, so at this point I hope I've hammered home that yes, trying to spoof every individual component of a lifestyle will almost always take longer than doing a simple lifestyle test - the numbers were picked this way in part to encourage less rolling - but I hope I've also gotten across that spoofing individual lifestyle components is a viable tactic, and that as individual tasks it is reasonable to combine the interval periods for the ease of player and gamemaster.