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You should know that you need an army of techs and other personnel to run a merc company. I guess they work for free eh?
Just take that as a sum to pay the pilot and everything related to operate 1 mech.
Oh and btw. The elite astronauts you are mentioning shoudl have learned to code Java. A Java Developer nowadays earns 60-100k€ without the dangers of radiation and other life threatening stuff and can do this all his life.
I will notstart to talk about wall street bankers...
Those are the maintenance costs we pay per mech, plus additional charges for repair and replacement work.
So you didnt read any of the books. Merc companies like the Wolf Dragoons or the Kell hounds and the Gray Death also bring their families that have to be taken care of, ground support units, cooks.. They have to replenish ammo, coolant, clothes, food and other stuff.
Also you have to pay retirement money for retired mercs and insurance fees. Retirement money for the families of the fallen etc etc..
I'd say... pay the pilots less, add in another dozen lines on the monthly expenses and call it good. My merc unit alone should run around $1.2m Cbills a month if all things were taken into consideration.
Except when you have 8 pilots costing more than the entire crew of a 100,000 ton dropship, with a smaller 1700ton dropship attached (and its crew), along with the maintenance of both ships and keeping a dozen battlemechs in good repair. Really, battlemechs are the smallest part of my monthly expenditures.
MinenSpecht has the right of it. We can assume these costs include all of the overhead and support costs of maintaining that mechwarrior. And it seems pretty reasonable.
Also, it is an abstraction for balancing game progression and power curves. Don't read too much into it.
I did read many of the books, but those are also really big merc firms. Are you suggesting we cram all that crap on the Leopard?
I'm not taking this too seriously, this is a joking thread, but the salaries are crazy. As for the Argo, we also pay for that. It doesn't make any sense to say that support costs are factored into mechwarrior salary. Besides, even if everyone we hired came with their own tech or two, it's still gross overpayment.
Fire Darius nao!
Candidate one can reliably headshoot mechs, is an expert guts so can keep firing well into the red of heat, and on top of that can reliably indirect fire lrns. He's bringing your mech back in one piece with a ton of salvage.
Candidate two is ok - but can't called shot and has real trouble hitting moving targets or damaging braced targets. Hes going to go down in flames.
How much would you be prepared to pay to have candidate one in your merc squad rather than have him on the other side?
A lot more than I would a rookie, and I am talking about a rookie's salary.
This.
1) Mech Techs - to keep that shiny mech running. You don't want to have it fall apart in the middle of a battle because you skimped on maintenance.
2) Medical Techs - When your mechwarriors get themselves hurt (in combat, or in bar fights) they need to get patched up. These are the medical 'peons' who do it.
3) Doctors - When your mechwarriors get hurt BADLY, they need higher level care. The Doctor(s) cost more than the Med Techs.
4) Ground pounders (Infantry) - Even if you don't do infantry fighting, Infantrymen are usually used for security to keep your precious mechs, personnel, their families, and your dropship(s) safe. Your Mechwarriors would leave in a heartbeat if you had them pulling basic security jobs.
5) Supply Officer - All good sized units have a specilized person in charge of making sure they always have the supplies they need. You do not want to run out ammo....or food.
6) Personnel Officer - All good sized units have a person in charge of hiring, firing, finding good people, etc.. While you (the leader) may start your unit by doing this yourself, at some point you will be unable (unless you don't need sleep) to handle this yoursefl for long.
7) Contractor - This is the person you need to locate, and research, contracts to avoid those "oh crud, here I am with my 4 mechs and I have to fight 2 Regiments of an Elite House unit because I did not read the fine print on my contract that was on page 2067, section A, subsection 5g". Starting out you get small, usually inconsequential contracts that are offered to anyone, as you get higher Rep you have to carefully research contracts to avoid becoming another Merc Unit that dies out on an unknown planet.
8) Dropship Crew - Sailors. You won't get anywhere without these folk. Your mech cannot fly from one planet to another without them.
9) Dropship Navigator - The person who actually knows how to navigate that dropship planet to planet.
10) Dropship captain - The person who keep the Dropship running and the Dropship crew organized.
Those are just the basic ones if you dont have your families with you. If you have families with you that opens up about 20 more personnel types (teachers, etc...) that you need to ensure less....issues.
Some of the above, and definitely more than in this game, are actually used in MegaMek/MekHQ which is alot more detailed than this when it comes to running a Merc Unit in the Battletech universe. The graphics are better in this game though, just fyi.