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Zakhodit

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Ladies and Gentlemen,

The purpose of this post is to have the multiplayer community discuss how stock mechs should be priced. The intent is to provide the Devs with our view of what each stock mech should be worth in order to have a more balanced system for our multiplayer lances. In general I believe it is safe to say there is a consensus that several of the stock mechs are either under priced or over priced. As such this creates an unbalance in the multiplayer arena that is unobserved in the single player experience.

We will need to work together to provide a price list that we see as accurate in our experience. However, that is just the beginning. Those of us in the multiplayer community are quite aware that we are in the minority of players. For HBS/Paradox to invest time into changes we need to put some extra effort into this task to relieve the Devs of as much extra work as we can. Even with that, we must accept that they may not chose to invest the development time to make the changes. We are hopeful, and will will try our best improve a game that we very much enjoy.

Things we must consider:

1) How should a mech be priced?
2) Will the price negatively effect the single player game? (Spoiler alert: if this is a yes, it's not the right price)

This next one is big so, it gets some space:

3) Once the prices have changed, the stock lances for each game category need to be changed. That body of work is in fact one of the major reasons the Devs haven't devoted time to it. Creating new lances that fit the new prices is a huge chuck of time.

How to tackle these issues:

1) We've got to come up with a logical way to price the mechs. We need to give the Devs a solid reason why a mech costs what it does. (We may find that our pricing method produces mechs that still cost more or cost less than we feel they should. And if that happens we'll have to re-address our method or even the entire approach.)

2) We may have to do some play testing. And we aren't likely to have a beta build that will have these prices in game. We'll have to track it with pen and paper to see if we made the default difficulty of the game greater that it should be for the average player.

3) And this is the real kicker. At first you may think that we as a community can design amazingly good lances. But should we? One thing we cannot do is design lances that are based around a specific meta. Let me use my own favorite lance, Red Dawn, as an example.

The basic Red Dawn lance, as it was first desigened, was 2x WVR-6R. 2xJR7-D. This is not a lance you would hand to a new player and expect them to do well. In fact they may be better off with one of the other stock lances. The game has changed since I put this lance together. For the most part, I don't use it anymore. Jenners run too hot. Wolverine 6Rs lack firepower. Without the context of how to play the lance, a new player will be picked a part by an experienced player and may not even understand why. So if this was a stock lance, it would be considered horrible and to be avoided.

Any "Stock" lance needs to fall into the following guidelines.

1) It shouldn't have a "Gimmick" or "Meta" that may erode as the game changes or requires a short brief on how it should be used.
2) All of the mechs should be featured in the stock lances, even if we as a community feel it's a bad mech. Therefore, a stock lance shouldn't have more than one of the same type. (e.g. double Jenner or one HBK-4P and one HBK-4G) Every stock mech needs to be in at least one of the lances.
3)These should be lances that a new player uses and then learns how to improve on. Not lances you would expect to see in tournament play.

After all that, why are we making the lances? Because the time involved is time away from all of the other development in the game. We need to do this pro bono or it's not going to get done at all.

This is the proposal and I will end this post here. I will add my thoughts on this in another post.

IF we come to a consensus on how to price and what that price should be, it has no discernible impact on single player and we produce a list of the stock lances required we can then present the full proposal to the Devs.
 

Prussian Havoc

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I followed HBS development on BattleMech pricing very, very closely for almost 3-years now.

As I understand it, and perhaps @Havamal, @stjobe or indeed anyone can confirm or deny this for me, Team HBS decided to go with a straight SUM Total of all constituent BattleMech Components to determine a BattleMech's Cbill "Price."

I advocated long and hard, both in the forum as well as questions submitted for HBS Monthly Dev Q&A's for a "Premium" or a "Discount" to be considered for each BattleMech based on player feedback and Dev Findings.

In the end, I believe it may have been Mike (aka Dropshadow) who clarified the HBS-stance that BattleMechs would be priced according to a straight SUM Total Value of their component parts for BATTLETECH's Multi-player Mode.
 
Last edited:

Havamal

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I followed HBS development on BattleMech pricing very, very closely for almost 3-years now.

As I understand it, and perhaps @Havamal, @stjobe or indeed anyone can confirm or deny this for me, Team HBS decided to go with a straight SUM total of all constituent BattleMech Components is what drives a BattleMech's Cbill "Price."

I advocated long and hard, both in the forum as well as questions submitted for HBS Monthly Dev Q&A's for a "Premium" or a "Discount" to be considered for each BattleMech based on player feedback and Dev Findings.

In the end, I believe it may have been Mike (aka Dropshadow) who clarified the HBS-stance that BattleMechs would be priced in a straight SUM Total Value of their component parts in BATTLETECH's Multi-player Mode.
Sounds right. It has been a long time since last time we all discussed this topic though.
I believe they also used beta data to tweak those numbers too iirc.
 

Prussian Havoc

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Thank you, Good @Havamal. :bow:

@Zakhodit, I really like your ideas here. We have a great opportunity to discuss a topic that Team HBS very well might take into consideration as they move BATTLETECH forward.

While it is important to establish why things are as they are, to me it is more important to take build the case why an EVOLUTION to that BATTLETECH Launch state makes good sense to BOTH the Skirmish Mode and the Multi-player Mode. Especially as the Solo-Campaign Mode already has a world(s!) of Marketplace influences on BATTLETECH pricing.

And that is at the heart of using sum total BattleMech pricing, but then applying either a Mech "Premium" for high-demand, high-utility BattleMechs, or a Mech "Discount"for low-demand, under-performing BattleMechs.

Thoughts?
 

Zakhodit

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I followed HBS development on BattleMech pricing very, very closely for almost 3-years now.

As I understand it, and perhaps @Havamal, @stjobe or indeed anyone can confirm or deny this for me, Team HBS decided to go with a straight SUM Total of all constituent BattleMech Components to determine a BattleMech's Cbill "Price."

I advocated long and hard, both in the forum as well as questions submitted for HBS Monthly Dev Q&A's for a "Premium" or a "Discount" to be considered for each BattleMech based on player feedback and Dev Findings.

In the end, I believe it may have been Mike (aka Dropshadow) who clarified the HBS-stance that BattleMechs would be priced in a straight SUM Total Value of their component parts in BATTLETECH's Multi-player Mode.

This is all true, however. It's not consistent what what we actually see in the game.

To explain:

Lets take the 55 Ton mechs. We will strip off all the armor and all the equipment. What is left is the cost of the Chassis. What we don't see is the cost of the engine, as they have different engines. The results are as follows-

SHD-2D 5.40M
SHD-2H 5.20M

GRF-1S 5.20M
GRF-1N 5.20M
KTO-18 5.20M
WVR-6K 5.20M
WVR-6R 5.00M

Highlighted are mech variants that have cost differences. Differences that shouldn't be there if the only cost is the Chassis (with engine) is the same. In the case of the SHD I know the engine is the same. So the only remaining difference is hard points. This is were we run into our first snag. Are those hard points worth 200K C-Bills? Are hard points worth anything? Even if they are worth zero the SHD-2D will be priced too high.

Stock, the SHD-2D is awful. It is not worth the money it costs. Yet the most expensive SHD is the one no one wants to take in the lance. Way back when the devs said they were going to go with a C-bills as the only balance value I sort of buried my face in hands. C-bill cost does not accurately reflect battle value. But that is what we have so that is what we must work with and solve.

The answer lies in tweaking the cost of the equipment. And it must be done with caution. Too much and the single player game will be adversely effected. Not enough and we accomplish nothing.
 

Zakhodit

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Thank you, Good @Havamal. :bow:

@ZakhoditAnd that is at the heart of using sum total BattleMech pricing, but then applying either a Mech "Premium" for high-demand, high-utility BattleMechs, or a Mech "Discount"for low-demand, under-performing BattleMechs.

Thoughts?

The idea of a premium for high-demand or a discount for low-demand mechs is very appealing. I don't know this: Is it practical for the devs to add that feature? Is it more cost effective (In time and work hours) to change the price? At some point I'm hoping some of the devs can take a moment to weigh in on this. I want to craft a fix that puts the predominance of the work load on us, so that they devs only need to invest a small amount of time to implement. I feel this is the only way such a change will happen.

While Discounts and Premiums are an elegant solution to the issue, how much work would it take to add the feature to the game? How do we track what mechs need a premium or a discount? What tools will Devs have to create to track this and then implement the new feature?

Even as I ask these questions I feel the answer is "More than they are willing to invest in."
 
Last edited:
The Price of a Hardpoint

Zakhodit

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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.
 
Last edited:

nurgles_herald

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I'm too lazy to do math, but do you have some examples of how much this changes the existing value of certain mechs at the moment? I like the idea, but it sounds like it would increase the cost of all mechs by a little, but very few mechs by a ton. The firestarter, under your proposed changes, only increases in cost by 12,000 for jump jets, and 46,000 for hard points. In terms of an increase in % cost on the firestarter, that's pretty negligible. Those puppies should cost 4.4m, not 4.14m. I like the idea, but I think it's cleaner to just price a few specific pieces of equipment a little differently.

I think we all recognize that support weapons are pretty dang good right now, and I actually kinda like it that way. Melee does a really great job of popping braced targets, so I can say that I rarely end up playing games where two bulwarked mechs just sit there and tear each other apart. There's a lot of flow in the game, and support weapons being so good is kinda cool to me. But a flamer is way too cheap, and if they cost +60k more a piece the firestarter would feel it. Increase cost on the MG too- the Locust 1v is the best Locust by a *huuuuuge* margin. That thing is, especially with the inclusion of juggernaut (#savejuggernaut), a really great mech for its price. It should probably cost a little more, as loathe I am to admit it. I love that thing. Increasing price on the SL also increases price on some of the other existing "good" stock mechs- the hunchies, the Centurion-AL, the UrbanMech, all of these mechs are great and should cost a little more, and increasing the price of the SL does just that.

I would keep fidelity with the current pricing system and look into current price imbalances between the different naked mechs- I think the easiest way to fix this is to use what we have, and what we have are a bunch of mechs made good by support weapons. Just up the $ associated with them and I think things will sort themselves out a little more.

Oh, and make all mechs that have CT ammo like -15% please and thank you, especially CT MG ammo. It feels like someone picked a quirk in mech creation in this game, and those mechs that suffer such a debilitating flaw deserve a little less risk associated with them. Except maybe the Blackjack and the 1v, which have shown repeatedly that they can be trusted with competitive games.
 

Zakhodit

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I'm too lazy to do math, but do you have some examples of how much this changes the existing value of certain mechs at the moment? I like the idea, but it sounds like it would increase the cost of all mechs by a little, but very few mechs by a ton. The firestarter, under your proposed changes, only increases in cost by 12,000 for jump jets, and 46,000 for hard points. In terms of an increase in % cost on the firestarter, that's pretty negligible. Those puppies should cost 4.4m, not 4.14m. I like the idea, but I think it's cleaner to just price a few specific pieces of equipment a little differently.

I'm working on all the mechs and will post them when I'm done.

The very small change in price is actually ideal. It has almost no effect on single player. But it has a drastic effect on the stock 20m lances we've seen used in competitive play.

For example:

Currently a favorite 20m lance for competitive play
TBT-5N = 5.64M C-Bills
HBK-4P = 6.09M C-Bills
FS9-H = 4.08M C-Bills
FS9-H = 4.08M C-Bills

TOTAL = 19.89M C-Bills

After I apply the above costs to the lance:
TBT-5N = 5.66M C-Bills
HBK-4P = 6.09M C-Bills
FS9-H = 4.14M C-Bills
FS9-H = 4.14M C-Bills

TOTAL = 20.03M C-Bills

There is no need to assign an arbitrary value to an overpowered mech such as the Firestarter. Instead I assigned costs based on the value of the items. Very minor costs that are an intrinsic part of the chassis to make the cost of the base chassis represent the value of all of its parts. After the math is applied, we have a result.

It's a bit harder to squeeze two firestarters into a 20M lance. This tiny change in cost requires a rethink of the lances seen in multiplayer. Yet it will have no visible effect on anyone in the middle of a campaign in single player.

This is not an absolute solution. Rather I see it as the first step. There must be an accounting of the full value of everything before we can determine if it is priced correctly.
 

Prussian Havoc

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Once BV's are calculated for each Mech do you see those values perhaps being used in a Community Tournament?

Such a tournament could yield feedback on both the pre-match crafting of Lances as well as the in-game experience of those gamers employing the BV. Best of all, such tournaments could be iterative, with successive Tournament/Seasons seeing the BV's being refined based on gameplay feedback.
 

nurgles_herald

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The price of things in single player basically doesn't matter, unless you are playing on extremely high difficulties you should never have problems with money, and if you are playing on high difficulties you are probably good enough that economics don't really matter. I think, unless you significantly (like, 5%+ minimum) increase the cost of the firestarter, double fs will remain the lance to beat. It might change what you have to bring as support, but there are a lot of mechs out there. You have a lot of choice when it comes to things to use to support said firestarters.
 

Zakhodit

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There are two issues involved.

First: is the price for hard points correct when viewed across all the mechs?

Second: does the new price reflect the actual value of each mech?

The answer to the second is already no. Mechs with CT ammo have a major disadvantage that is tricky to solve with price. But I can’t address that yet. We still need to have a value for hardpoints worked out. It’s clear that their current lack of value is causing imbalance. Most notably in the firestarter, which has a lot of hardpoints. Specifically support weapon hardpoints. If a price for hard points can be determined that accurately reflects their value without changing prices so drastically that a 20m lance is only made up of lights and maybe one medium, then I think progress is made.

I can’t just tune the FS to cost 4.5m and expect that to fix anything. Nor can we make hardpoints cost so much that a FS costs 4.5m without overpricing everything else.

I don’t think it’s a good idea to assign a price to a mech without that price rooted to actual attributes. Keeping the price low is important for multiplayer too. Too much of a price increase and 15m, 20m, and 25m limits willl have entirely different meanings.

I need to get this price list done and then we have to look at what lances can still fit two firestarters. There are quite a few double firestarter lances who’s supporting mediums make a big difference in the power of the lance.

And I like the idea of there still being two firestarters in a lance. Because instead of just banning the possibility the hope is to balance it out so that double firestarter lance doesn’t have the support of powerful mechs that made the lances so hard to beat. I want to be bested by the player. Not the lance he fields.

By no means do I think I have the whole solution. I do think, with some tweaking, I have the first step toward a solution of balancing multiplayer without hurting single player.

Small adjustments can have large impacts. I’d rather inch towards the right adjustment rather then take a large steps that end up causing more problems
 

R1H4

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So I think there may be room to do this statistically. If you'd like, we can create a list of variables we think should impact mech price, then run a linear regression on that data set to determine the 'cost co-efficients' of each variable.

That can be a good starting point, then we can take that equation and make minor adjustments to each co-efficient to see what the outcome would be for each mech.

A point we might also need to consider is the combinative effect of multiple hardpoints. The Firestarter isn't good because it has support hardpoints, it's good because it has six of them. We could also apply a power transform to this specific variable to see if it provides a better result.

It would take a bit of manipulation, but I do recall a few 'stock mech spreadsheets' that could provide us with a good starting data set.
 

Zakhodit

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So I think there may be room to do this statistically. If you'd like, we can create a list of variables we think should impact mech price, then run a linear regression on that data set to determine the 'cost co-efficients' of each variable.

I have no idea what that means, but it sounds awesome.

A point we might also need to consider is the combinative effect of multiple hardpoints. The Firestarter isn't good because it has support hardpoints, it's good because it has six of them. We could also apply a power transform to this specific variable to see if it provides a better result.

It would take a bit of manipulation, but I do recall a few 'stock mech spreadsheets' that could provide us with a good starting data set.

This here is an excellent idea. Having hard points is one thing. Having more than 4 of one type should be penalized. In custom this becomes a "Boat" of some kind. The 4P and the Firestarter are good because they stack these hardpoints.

2 of any one type of hardpoint is more or less normal. Shouldn't have any penalty. 3 or 4 is fitting a role. And if it's 4 of one type and lacks other types of hard points, no penalty.

5 or more, and now a penalty is applied. 5 or more of two types and a greater penalty is applied. So, if I throw out some numbers again:

Ballistic = N (Currently N = 2000)
Missile = N x .50
Laser = N x 2
Support Weapon = N x 3
Jump Jets (irrespective of size) = N

4 or more of any type above plus 2 or more of any other type above. x .50 multiplier to total cost of all hard points.

6 or more of any type above plus 3 or more of any type above. x 1.5 multiplier to total cost of all hard points.

4 or more of any type above plus 4 or more of any type above x 2 multiplier to total cost of all hard points.

6 or more of any type above plus 4 or more of any type above x 3 multiplier to total cost of all hard points.

That's just something I threw up there. needs tweaking but it's the general idea.
 
Last edited:

Prussian Havoc

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@R1H1, so what you are saying is that the Firestarter s 6th Support Hardpoint (or the Grasshopper’s 7th Support Hardpoint, for that matter) has a greater value and thus will potentially cost more than the 1st through 5th Support Hardpoints?

Maybe there could be a Threshold?

Say the first and second Support Hardpoint costs the same. But after that, the Cost of subsequent Support Hardpoints increase incrementally.

This “Threshold” concept could then be applied to Energy Weapons, ensure Mechs with more than 4... maybe more than 6 Energy Hardpoints pay a “Premium” for the capability to potentially mount so many Medium Lasers.

Same with Missile Hardponts and SRM Spam. This could be mitigated with aladditinal costs if there are more than 2... maybe 3 Missile Hardpoints.

Thoughts?


(EDIT: Ninja’ed by @Zakhodit I see! :bow: )
 

Zakhodit

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Ballistic = N (Currently N = 2000)
Missile = N x .50
Laser = N x 2
Support Weapon = N x 3
Jump Jets (irrespective of size) = N

4 or more of any type above plus 2 or more of any other type above. x .50 multiplier to total cost of all hard points.

6 or more of any type above plus 3 or more of any type above. x 1.5 multiplier to total cost of all hard points.

4 or more of any type above plus 4 or more of any type above x 2 multiplier to total cost of all hard points.

6 or more of any type above plus 4 or more of any type above x 3 multiplier to total cost of all hard points.

That's just something I threw up there. needs tweaking but it's the general idea.

I scrapped my previous table and used this. I threw out weight class and just ran these numbers on a FS9-H and an AS7-D

Results:
FS9-H Cost: 4.08M C-Bills. Cost after factoring in Hardpoints: 4.31M C-Bills.
AS7-D Cost: 12.98M C-Bills. Cost after factoring in Hardpoints: 13.02M C-Bills.

This result gives a much better value to the mechs without inflating the numbers of both mechs. I may be bold here but I think a consensus of players would agree that 4.31M is a fair price for a Firestarter. And that 13.02M is a fair price for an Atlas.

@R1H4 you are a genius!

EDIT: Just to see how much I we punished the poor CDA-2A.
CDA-2A Cost: 3.34M C-Bills. Cost after factoring in Hardpoints: 3.50M C-Bills.

Which really isn't that bad.
 
Last edited:

Anaro Sunfire

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I would love to see a quality of life adjustment made for MP mech values. So many time I look at the mechs I want to play with like the shadow Hawk and Griffin, look at their values and then go nope.

One thing is I would forget about MP affecting SP, in reality the game needs to step away from a one system to rule them all, SP is balanced by both time, the Mechbay and unlimited Cbills. MP requires strict balance to ensure that for the most part even low level stock mechs get to see the ligh of day outside of ISW and fun Tournaments.

Also I kinda feel armor needs to be up priced a little that would go some way to things like the FS become more expensive, a SHD-2D become cheaper, a Cicada becoming cheaper. A lot of times when you look at stock variants it tends to be the up armored version that will get picked over the lower version. Im not a Data/Spreadsheet kind of guy, but to me and all the time I have played armor feels like a deciding factor on what i pick at what price range alot of times.
 

Zakhodit

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I would love to see a quality of life adjustment made for MP mech values. So many time I look at the mechs I want to play with like the shadow Hawk and Griffin, look at their values and then go nope.

One thing is I would forget about MP affecting SP, in reality the game needs to step away from a one system to rule them all, SP is balanced by both time, the Mechbay and unlimited Cbills. MP requires strict balance to ensure that for the most part even low level stock mechs get to see the ligh of day outside of ISW and fun Tournaments.

Also I kinda feel armor needs to be up priced a little that would go some way to things like the FS become more expensive, a SHD-2D become cheaper, a Cicada becoming cheaper. A lot of times when you look at stock variants it tends to be the up armored version that will get picked over the lower version. Im not a Data/Spreadsheet kind of guy, but to me and all the time I have played armor feels like a deciding factor on what i pick at what price range alot of times.

I 100% agree with everything your saying. But right now we have some specific challenges

1) Anything outside of Single Player development is very unlikely to be done. (1.2 patch added exactly 0 enhancements/features to MP)

2) Devs have been pretty clear in the past that the only battle value system that would be used in the game is C-Bills.

3) SP or MP, anything that is going to require a new feature that draws Dev team away from the goals they've set internally is highly unlikely to happen.

The above are assessments I've made based on comments by the devs over the last 8 months. I would love for a Dev to pop by and confirm or deny any of this but that is also unlikely to happen.

There are a multitude of less complicated and good ideas on how to balance MP and add quality of life. All of them will go against any if not all three of the points I've made above. This is why I've attempted this undertaking as outlined in the OP.

There a a series of problems that must be tackled. The price of hard points is just one.

How to make GRF and SHD more appealing, how to price the SHD-2D stupid low so it's priced right is another set of issues to be addressed after hard points.
 

R1H4

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Right so eventually you build an equation that looks like:

Price = (Support Hardpoints)*2875 + ((Support Hardpoints)^2)*386 + (Armor)*56 + (AC10s)*15347 + .......

The first variable is linear in nature, so it increases the same amount (2875 cbills) for the first and each additional support hardpoint on a mech.

The second is exponential in nature, so it increases dramatically for each additional support hardpoint beyond the first. But since the co-efficient isn't as large as the first, it's not a overly dramatic :p

I'm now coming to the realization that multiple linear regression is difficult to explain in a forum post :)


At any rate, I'll see if I can put together a data set and run that regression that will give us an "estimate" of that total price equation as a starting points. Or at least as an interesting discussion point.