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.
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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