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Infantry Salvage Values are absurdly high. #2552
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These are RAW see Tech Manual pg 276 Darrell’s conventional infantry platoon is a motorized formation of 28 troopers. These troops possess standard laser rifles as a Primary weapon, and carry no Secondary weapons. After consulting the Conventional Infantry Weapons costs table (pp. 298-301), Darrell looks up the cost of the laser rifle (1,250 C-bills), and finds that the base trooper cost for the platoon will be 70,710.678 C-bills (2,000 If made Anti-Mek then multiply that by 5. |
Wow. Well, not sure if its possible to just errata it for MHQ or give them a salvage value of zero or something. 6 infantry platoons is approx 84M Cbills for salvage. Approximately 4 lances of Heavy + mechs in 3050. |
Yep, sell the infantry and retire. |
How I interpret it, the cost of infantry is based on their training costs, which means they include the actual soldiers crewing them, and the years they spent in training reaching a normal Small Arms skill. For MekHQ and salvage specifically, it would make more sense to calculate the value of these platoons based on their equipment alone. So counting up the cost of the APCs, weapons and armor (which I've only seen used this way in the MekLab refit tab within MekHQ). The "training" value of soldiers would come back in the form of ransoms from the captured wounded soldier, that is, handled separately. |
For Battle Armor, MHQ explicitly excludes training costs when purchasing/selling a unit. Perhaps something similar could be implemented for Conventional Infantry? |
Closing as resolved |
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Environment
0.48.0
Windows 10
openjdk 11 2018-09-25
OpenJDK Runtime Environment 18.9 (build 11+28)
OpenJDK 64-Bit Server VM 18.9 (build 11+28, mixed mode)
Description
I notice infantry have absurd values in salvage screen. You can get this full amount via ransom.
Files
megameklog.txt
mekhqlog.txt
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