Description
Prerequisites and Pre-Issue Checklist
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I'm reporting the RFE to the correct repository:
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Does this conform with our Content Policy linked above?
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I've searched the GitHub tracker and haven't found a similar feature request listed
RFE Details *
This is an improvement to an existing feature
Brief Description *
Requesting an option to adjust the buy and sell value multipliers for clan (and mixed tech) so that the player can have higher buy costs without also inflating salvage values and sell values of clan salvage.
For background, in my current campaign I am only using clantech that I salvage, and I want clantech ammunition to be more expensive to use (3x multiplier). The problem I'm running into is that this also makes clan salvage sell for significantly more, so I end up making significantly more cbills than I lose from the increased costs, which negates what I wanted to do.
For specific examples of what I am looking for:
- Clan LRM ammo would costs 3x as much to buy/resupply
- Manually buying clan units on the markets would cost me 3x as much
- Manually buying a Mixed-Tech unit would cost me 2x as much on the market (a compromise cost difference from pure clan)
- Salvaging a clan Timber Wolf would sell for only 1.0x the value
- Manually selling excess clan equipment and ammunition would only give me 1.0x the value
- Contract salvage % would only count clan tech as the 1.0 multiplier (the sell value) so that choosing to NOT salvage clan units doesn't inflate my employer's ratio and allow me to pick up more salvage than I would normally be able to
MekHQ Suite Version *
0.50.01-SNAPSHOT
Attach Files
No response
Final Checklist
- I've checked to make sure that this RFE has not already been filed
- I am requesting implementation of only one relevant set of features in this ticket for clarity and focus