MechWarrior 5: Mercenaries
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Paladinj01

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paladinj01

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About this mod

Total overhaul of the economy to make Cbills tighter and the Economy actually play a role in your playthrough.

Permissions and credits
Changelogs
Part 2 of the Rebalance project. 

Removed YetAnotherMechlab as a requirement but still strongly recommend for use with this.

So big warning up front: If you are looking for a breezy playthrough where money comes easy and Comstar doesn't expect you to pay your bills this IS NOT for you.
This economy overhaul was built around Yet Another Mech Lab by cszolee79 and is not meant for the vanilla economy.

Ok for the changes in detail

Negotiation Points : Flattened the increase of value of Negotiation points Spent in Payout as fallows
1 thru 5 points     = 200000 per point
6 thru 9 Points     = 250000 per point
10 thru 12 points = 333000 per point
13 thru 18 points = 350000 per point
19 thru 21 points = 500000 per point

Salvage shares per point
1 thru 3 points   = 4 salvage shares per point
3 thru 20 points = 3 salvage shares per point

As a counter Balance to the reduced income and what I have gotten feed back wise I have added a new negotiation point bonus table
this doesn't change anything other than how faction standing effects Negotiation Points. From now on there will be no reduction of Points based on faction standing. Honestly I feel like that makes sense anyway because whether or not a faction likes you they are hiring you. this also makes it a little more tolerable to repair negative Faction Standing without basically doing Charity work.

Pilot Costs
Pilots will earn a salary based on their Skill levels
1 skill point = 1,500 Cbills
example 26/60 skill points would be 39,000. the way skills work is actually kind of a mis representation the skill numbers are there for us to be able to read the value but they level on a curve not in increments so for them it is XP based.

The big hit to income here is gonna be SELLBACK or in normal terms the amount of Cbills the market will pay you for your unwanted items. The standard sell back price was a fixed 40% of the total value of the item this applied to mechs and all weapons and equipment. Well that is out the window.
Now Sellback prices of ANYTHING will be on a sliding scale based of WHO you are selling to. Faction Standing will now both offer you a discount on purchases AND increase the amount markets are willing to pay for your junk.

New Sellback prices
Faction Standing       0-20:   5% of total value
Faction Standing     21-40: 10% of total value
Faction Standing     41-60: 12.5% of total value
Faction Standing     61-80: 15% of total value
Faction Standing   81-100: 20% of total value
Faction Standing 101-120: 25% of total value
Faction Standing 121-140: 30% of total value
Faction Standing 141-160: 35% of total value
Faction Standing 161-180: 40% of total value
Faction Standing 181-200: 50% of total value

So basically the more liked you are by the owning faction of the market the more you get for your salvage.

FINALLY GOT IT TO WORK. Quarterly upkeep will now include 1% of your Active Mechs loadouts Cbill value. This is another substantial draw on funds so keep an eye on those payments due.

Added items.
Prototype Double Heatsink: 3 crit Slots 2.4 heat capacity .24 Heat dissipation market availability 3026. Can not be mounted to Engine heat sink slots
Basic Sensor suite : increases sensor range and allows for detection of enemies within 250 meters regardless of LOS
Advanced Sensor suite: Increases sensor range and allows for detection of enemies within 350 meters regardless of LOS
SLDF Sensor suite: Greatly increases sensor range and allows for detection of enemies up to 450 meters regardless of LOS
(these items were added because Trooper Maniacs antenna mod is not compatable with mods that change Derived mech which YAML does all credit for the idea goes to Troopermaniac.)

Modified Items
ALL JUMP JETS. they were not actually modified but this is to revert TTRulez AI's changes to Jump jets. if you like those jump jet changes simply set TTrulez AI to override this mod and enjoy your jumpiness :)
Heat Sink and Double Heat sink. Dissipation brought inline with MWO meaning .12 for single and .24 for double.
EWProbe: changed detection radius to 650 m
BAP: Changed detection radius to 850m

Combat changes:
After difficulty 15: greatly reduced the amount of Recruit rank enemies and spread that across all other ranks with an increase to elite going up by difficulty level. all in all expect to see 5 to 15% more elites and at level 100 difficulty 25%
Enemy Weapon rarity: starting from difficulty 10 all enemies have a possibility of spawning with higher tier weapons and at level 100 difficulty tier 5 weapons have a 30 % chance of spawning.

Metagame changes
Reputation Level.
Up to Rep 4 all values are the same as vanilla
4 to 15 The rep required to to level up has been doubled This value is for my preference and may not be to every ones liking after some feed back I will review these thresholds.
Cantina Career progression:
All Career routes advancement brought to the same curve by adjusting the rewards of errands given to be the same across all career paths level 1 missions offer 10exp, level 2 missions 20exp, level 3 missions 28 exp

Finally if you managed to actually read all this I need feedback. I am looking to make the economy of the game matter more. My goal is to make you have to decide between that shiny new mech and maintaining a healthy bank account. If you find it to hard or too easy let me know.

Requires Yet Another Mechlab to work correctly.