Asmudius Heng, on 09 October 2014 - 03:00 PM, said:
The problem is CW is not about grinding .... or it should not be.
Encouraging people to go in underweight and LOSE but gain a nice amount of cash means your faction loses the planet. This is not what CW is about.
There needs to be a system of logistics on a faction level that could determine restrictions - people in canon did not take a crappy second line mech because they wanted to if they have a better option available.
Except C-Bills run an army. You don't just magically conjure up Mechs, ammo, fuel, food, parts, equipment, and general supplies.
You want logistics? Here's some logistics: Each Dropship has a base cost of 220 million C-Bills. Lets assume they're Union class DropShips, so 14 crew. Crew costs for 14 people are lets say... 100k per person per year, totaling 1.4 million C-Bills per year, or 350k C-Bills per season. Maintenance will have to be done after every drop, overhauls every month or so, and daily maintenance is required to keep the ship running. Lets say drop maintenance is 5 million per drop, overhauls 25-50 million, and daily maintenance sucks up 50k per day. Then there's fuel, which for a Union class is about 215 tons which is good for (rounded) 117 days, or 1.8 tons of fuel per day, and lets be nice and make fuel 10k per ton (18k of fuel burned per day).
Now for Mechs! Here's some basic Mech logistics: Lets start with a stock Hunchback 4G. It mounts 10 tons of armor and 2 tons of AC ammo, and that'll need replacing. So assuming standard armor, that's 10k C-Bills per ton of armor (32 points using doubled TT values), or 312.5 C-Bills per point, totaling 100k C-Bills in armor. AC/20 ammo should be about 10k per ton, so that's 20k in ammo right there. And then we have the equipment, which is bound to get destroyed - AC/20, 2x MLas, 1x SLas, STD 200 engine, and 13 STD Heat Sinks. The total cost for which is 1,629,850 C-Bills (using TT and MWO prices). Then we need to take in to account monthly overhauls, weekly maintenance, and daily maintenance, which should be around 750k, 100k, and 10k respectively taking in to account what that may entail. Not to mention pilot pay, which for the level of job hazard, stress, required skill, and required training, should be about 250k C-Bills per year (20k per month, rounded). Lets assume for simplicity that our Hunchy loses one arm (with MLas), 5 tons of armor, and fires both tons of AC/20 ammo each battle, which gives us a battle maintenance cost of 110k C-Bills (not counting replacement arm). Lets assume every battle goes this way for even more simplicity.
Monthly costs for running a DropShip: 37,157,000 C-Bills per month (assuming 6 drops)
Monthly costs for running a single Hunchback: 2,130,000 C-Bills per month (assuming 6 battles)
Monthly costs for running a Lance of Hunchbacks: 8,520,000 C-Bills per month (assuming 6 battles)
Monthly costs for running a Company of Hunchbacks: 25,560,000 C-Bills per month (assuming 6 battles)
Now lets look at global costs. Assuming a respectably large corp, running only Hunchbacks, we're looking at maybe 4 DropShips and a full Company for each. Each month, that corp would have to pay 148,628,000 C-Bills in DropShip costs, and 102,240,000 C-Bills in Mech costs (for a total of 250,868,000 C-Bills). Skyrocket the Mech costs for Assaults, drop them for Lights, either way it's a staggering amount of money in just Mechs. DropShips also incur a 220M C-Bill starting cost, requiring our corp to cough up 880,000,000 C-Bills to start.
This is logistics. This is
basic logistics boiling everything down neatly to keep it simple. Needless to say, Quartermaster Sim 2k14 would
not be a best-seller.
Just saying, it'd be easier to reward players for behaving canonically than to just shove everything behind a gate of logistics.