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But Jordan also said in the last Q&A that there is some ability to delay actions a couple of days. He had that added because of a bad experience coming into a system with one day left until his best 'Mech was repaired. I think that makes a lot of sense, but I don't expect you'll get more than a couple of days.
 
We'll have to see what the turnaround time for repairs and wounds are; I suspect that repairs, if they want to make them significant, aren't going to be 1-2 day jobs unless the mech was basically unscratched in a mission.
 
someone mentioned a fiat and Ferrari... not even close. more like the fiat and a Mack truck.
Assuming the fee is literally to keep it ready to go, and discards repair and rearm fees, then I stand by what i said before.
To use something akin to your Fiat and Mack comparison; one of the MV collections i have worked with had both a Scammel Scarab and a Leyland Hippo. In terms of keeping them in a state where a person could jump in and drive them out of the garage, the only major difference is time. Sure the Hippo required a bit more oil over the long term, but on a monthly basis the difference wasn't all that much. Remember, it is already in a running state when it goes in (assuming it wasn't damaged and in need of repair) it's all just going to be the equivalent of ticking it over, checking the electrics and brakes, topping up oil and hydraulics and giving it a once over with a petrol soaked rag :)
Oh and having had the pleasure of playing on an old Mack NM and seen what Fiats of the era were like, i think the Mack would be easier to run ;)
 
From their comments on other threads I'm now thinking a lot of these figures are placeholder and am not reading too much into them. The reason I questioned the identical costs for different mechs initially was because I had assumed this figure would be an abstracted sum of various costs related to the upkeep of the mech which would seem to vary widely between a Wasp and an Atlas, eg in the last Q&A they said we wouldn't have to buy ammo to resupply after a battle, that it would be "covered by upkeep costs".

So I'll wait and see how things turn out in the final game, but am expecting a bit of variation tbh. It just feels right that if we have bays full of assaults instead of lights our ongoing maintenance and operating costs will be higher - they are bigger, have more parts to service and should use up more consumables (incl ammo in some mechs). I recall discussions early in the project about how it was great to get bigger and more powerful mechs, one just had to be sure one could afford to keep running them, and I guess I assumed this related to more than just repair costs. But then again we're operating on limited information from a few screenshots - fun as the discussion is - perhaps the abstraction they're using puts all increased costs of running bigger mechs in the repair cost bucket.
 
From their comments on other threads I'm now thinking a lot of these figures are placeholder and am not reading too much into them.
....
So I'll wait and see how things turn out in the final game, but am expecting a bit of variation tbh.
Quite likely, i was just giving a rationale for what we saw on screen ;)
Whether we have separate maintenance (fixed) and operating (variable) costs or just a single abstract "upkeep" cost that is different for each Mech, i shall be happy :D
 
The only question in my mind is if the developers will allow you to use higher or lower burn rates to save time. IIRC, in the TT/RPG game higher acceleration would make the crew uncomfortable (and in HBS' game would probably reduce morale, and possibly cost you more in fuel expenses). It would be awesome if they gave you that option!
I think i remember them citing this as an example event that can pop up, with saving time at the cost of morale being exactly what they described. So maybe not always an option, just when an event like this pops up.