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Changelogs
Version 0.1.2
Reduced starting pay. Slightly increased bonus pay for points bought with xp. A 10 point new-hire will be earning 750c-bills before any points are spent. A new recruit with 12 points should be earning around 900c-bills.
Version 0.1.1
Changed a decimal value to a whole number, since the game doesn't seem to recognize partial c-bills.
Version 0.1.0
First upload. Set pilot pay to 1/24 of original value.
First Release
Stop Overpaying Pilots
It has bothered me for a while that your average rookie 'mech pilot makes double the annual salary of a Classic BattleTech pilot in one month. This mod massively reduces pilot pay (about 4% of their base pay) in order to bring it more in line with CBT mercenary pay rates. Initial hiring cost for new pilots is one year's salary, based on their starting attributes. Think of it as a sign-on bonus.
Will this make the game easier? Yes. Either set contract payouts to a lower level, or crank up your 'mech maintenance costs if that bothers you.
Current settings are: MechWarriorBaseCostPerPoint: 75 MechWarriorBonusCostPerPoint: 50 MechWarriorHiringCostPerPoint: 900
What this means is that a new recruit will have a monthly paycheck of (75 x skill points). Each additional point you assign to him will raise his pay by 50. When you first hire him, you will be paying the equivilent of one year's salary based on his starting points (75 x skill points x 12 months). This isn't as much as it sounds like. Your average rookie will cost less than many weapons. Meat is cheap, after all.
This mod changes, and will conflict with other mods that change, the following lines in the simGameConstants.json: "MechWarriorBaseCostPerPoint" "MechWarriorBonusCostPerPoint" "MechWarriorHiringCostPerPoint" Credits & Thanks Thanks to Mpstark for BTML, ModTek, and the ModTek wiki.