Making an object move 150% more than it is supposed to

Hello, I want to create the following scenario. If a sphere were to move 2 degrees left on its x-axis, I would like my cube to move like 200 degrees left on its x-axis as well. Here is how I tried doing it the first time.

 var Target : Transform;
 var Speed = 150;

    function Update(){
          transform.LookAt*Speed(target);}

The problem with this is that the error BCE0051 came up, which basically means that one side is as a float and the other as a transform. My next thought was to set the float as such:

     var Target : Transform;
     var Speed = 150f;
     var Axis : float = Input.GetAxis ("Horizontal") * speed;
     
        function Update(){
              transform.LookAt*Axis(target);}

Unfortunately now I get error BCE0077. So in my attempt at getting rid of this error, I tried this:

         var Target : Transform;
         var Speed : int
         Speed = 150;
         var Axis : float = Input.GetAxis ("Horizontal") * speed;
         
            function Update(){
                  transform.LookAt*Axis(target);}

This just gave me the same thing. I thought I could fool unity by taking off the f. So now I am not sure what to do. My last thought is to add another script. that script would say that every time the object moves, it moves 150%, but I just don’t know what to do.

LookAt() will make it directly look at the object, it will never do “extra spins”.

You can’t put multiplication in the middle of a function call like “LookAt*Axis”, you need to manipulate the target, and you shouldn’t be using LookAt(); either way.

Please do some tutorials first, it doesn’t look like you have attempted to learn unityscript at all.