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The Price of a Hardpoint
  • I have the start of a solution. It's has some drawbacks, and I need some feedback.

    BLUF: Hardpoints provide intrinsic value to a mech that is not represented in the game. Below I outline costs that will affect the base cost of a mech chassis. The aim is to balance stock mechs and custom builds in Multiplayer without causing perceivable changes to the single player experience. This is not a solution to every balance issue faced in multiplayer, however if accepted and implemented it will create a better balance in stock lances, in custom builds and it will go unobserved in the single player campaign.

    Hardpoints on a mech chassis cost nothing. Or rather, the number and type of hardpoints has no value in the game, as far as I can observe.

    Yet hardpoints increase the value of a mech.

    Ballistic weapons are heavy, require ammo, and suffer recoil penalties. So they are the cheapest hard point.
    Missile weapons are not as heavy, but they require ammo. They are slightly more expensive.
    Laser weapons don't require ammo. and are light. They are more expensive.
    Support Weapons only have one drawback. Range. (The MG requires ammo) Other than that, they ignore evasion, are very light, and fire even in melee. The most expensive hard point.

    I suggest this changes in the following way:

    Ballistic hardpoints add 2,000 C-Bills per hardpoint to the cost of a chassis.
    Missile hardpoints add 2,500 C-Bills per hardpoint to the cost of a chassis.
    Laser hardpoints add 3,000 C-Bills per hardpoint to the cost of a chassis.
    Support Weapon hardpoints add 4,000 C-Bills per hardpoint to the cost of a chassis.

    While this essentially increases the cost of every mech, a modifier needs to be applied depending on class. The prices I've listed are the base value.

    Light mechs have very little space and pay full price to have these hardpoints in the chassis.
    Medium mechs pay 25% less for each hard point.
    Heavy mechs pay 50% less
    Assault Mechs pay 75% less

    Jump Jets provide mobility and mobility can make a big difference in the game. This also costs more when the chassis is created.

    Small Jump Jet hardpoints add 2,000 C-Bills per hardpoint to the cost of a chassis.
    Heavy Jump Jet hardpoints add 4,000 C-Bills per hardpoint to the cost of a chassis.
    Assault Jump Jet hardpoints add 6,000 C-Bills per hardpoint to the cost of a chassis.

    The price of a mech chassis adjusted with these costs will cause the need to round some numbers up. If a mech currently costs 3.14M C-Bills and the cost after adjustment is 3.155M C-Bills, the cost is rounded up to 3.16M C-Bills. If cost after adjustment is 3.154M C-Bills, the cost is rounded down to 3.15M C-BIlls.

    I have much math to do. When complete I'll post a complete price list of mechs after these adjustments are made.

    I desperately need some feed back, so please take the time to think this over.
     
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    Math on Hard Points
  • Thanks to @R1H4 who ran some numbers. The results are as follows:

    Numbers.png
    This is the factoring that R1H4 did to determine the value (if any) of hard points.

    The resutls are:
    Results.png


    Walk Distance is directly tied to the engine and the sprint value tied to the max number of jump jets. The cost of the engine is already in the base Chassis cost. And the cost of Jump Jets is added when they are placed on the mech. As such there is no need to further incur a cost for Jump Jet hard points. We'd just be stacking money for no reason.

    The rest of the numbers show that hard points do in fact have an intrinsic value. If this value is not reflected in the cost of the Chassis, then it is not represented as a value the mech has. This allows mechs to increase their value with no penalty. This is something that needs to be added (preferably by HBS) To make the C-BILL value as correct as possible.

    What exactly to make them worth, I'm not sure yet. Based on what R1H4 came up, it is simplified as:

    Ballistic Hardpoint = N
    Support Hardpoint = N*1.333
    Missile Hardpoint = N*2
    Energy Hardpoint = N*2.333

    What remains is to determine what N is. The idea is to create an effect on the cost of the Mechs that creates a better balance for Multiplayer while at the same time does not impact the Single player experience. (The reason is that HBS is unlikely to create change if it does not meet this standard)
    EDIT: None of this is accurate. See below posts

    Even once N is determined this isn't complete.

    How to value CT ammo needs to be addressed (Or since we have C.A.S.E. for free, all CT ammo needs to be moved out as there is no reason for it to be there anymore)

    The actual cost of ammo needs to be looked at. According to Sarna.net, In 3025 one C-Bill is equal to $5.00 US (In 1986 That's $11.28 adjusted for today). A MG ammo crate costs 9,000 C-Bills in game. I know the Crate isn't actually how much the ammo costs, but 100,000 dollars is a bit steep for an ammo crate. And MG in the CT is a huge liability. Moving all CT ammo out of the CT is something HBS really needs to consider as it's easier than mucking with the price of ammo.

    Currently a Flamer and a Small Laser are the same price. Should they be?

    [Mod edit: Bandwagoning, and flamebait]

    Please weigh in
     
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