Side note for those making alternative suggestions:
I'm trying to make this work while using the AtB program and minimizing out-of-program labor effort. I can't change the frequency of retirement rolls; it's hard-coded into the program. I CAN change personnel salaries and maintenance costs (under File>Campaign Options>"Personnel" tab). Adjusting these values simply means the AtB will roll with those new numbers from Point X forward, and we don't have to do anything else.
This change will ALSO increase contract payouts, since contract payouts are based on personnel costs. This WILL NOT hurt you during contracts.My general "middle ground" figure is that a character commanding a 6-person, 6-mech lance (with x4 L2 customs) should require ~$150,000 (
APPROXIMATELY) in cost. Offsetting this is Wealth 3/Well-connected 2 - essentialy the median value of the PCs, in aggregate - which brings in $60,000/month. So potentially losing ~$90k/month in idle costs will
hurt, but won't kill, the lance with 2-3 months of downtime. This also ensures that a person with higher Trait Values will still be losing money (albeit not as much), and a person who chooses to employ less people has a valid reason to, because there's no reason to not have 7 people and 6-7 Mechs in your lances 100% of the time.
b) there is a huge new vs establshed lance problem with contract selection, and its only going to get worse as time goes on.
I mean...we could start over with the new rules. There's always and forever going to be a "new vs established" problem in any sort of continuing campaign system. It's not avoidable; the only thing you can do is try to limit advancement over time, so new people can catch up. Which is what increasing XP costs and so forth do. The equipment will sort itself out over time, and there's a couple of big reset buttons in the timeline for equipment anyway.
Something like, " At the end of a contract, the GM secretly rolls a d3. ... Something so heinous no sane player would touch the table at all.
See, your heart is in the right place, but this is just as bad, in the other direction. The point is to have players make meaningful choices. If the costs of waiting on the perfect contract are so low that everyone is actually MAKING money each month that they wait, then there's no choice at all. If the costs of waiting on the perfect contract are so high that "no sane player" would ever wait, then there's
also no choice at all. This is the sort of game design that I want to avoid.
c) The costs at character creation of wealth and well connected have shown themselves to be undercosted
They are. Hugely so,
in comparison to the canon numbers for Mech Maintenance and Personnel Costs. Re-costing Wealth (etc) is functionally impossible. It would require everyone to rebuilt their PCs, and that isn't reasonable. But I CAN adjust the Personnel and Maintenance costs, which reduces the relative value of Wealth (etc) and therefore brings them closer to a correct relative cost.
I have no major heartburn with the costs increase in principle.
Consider this correcting a mistake in the base rules. A revision to the norm, in other words. And do examine the bolded text above closely; a minimum Weath (etc) score is unnecessary because the contract payouts will shift upwards to ensure you get paid more during the contracts (enough to cover the increased costs). If a person FEELS a minimum Wealth score is necessary, that doesn't mean it actually is.