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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: 9-1-3044 Contract Market  (Read 3747 times)

Darrian Wolffe

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Re: 9-1-3044 Contract Market
« Reply #15 on: July 02, 2017, 03:49:23 PM »

On the plus side, major lost tech variants like the AWS-9M won't resurface until 3049 (in theory). Regular Awesomes could still be a pain in the butt though.

After the TRO 3039 retcons, those introduction dates no longer have any meaning**.  FYI.  Upgraded Mechs are around in increasing numbers starting in ~3034.

The first sentence of the rules doc *is* that the 3039 retcons are in play.  Even the ones that make no sense.  Especially the ones that make no sense.

Like these. 

**Alternate punchline: "MegaMek hears ya.  MegaMek don't care."
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Timberwolfd

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Re: 9-1-3044 Contract Market
« Reply #16 on: July 02, 2017, 04:00:19 PM »

The first sentence of the rules doc *is* that the 3039 retcons are in play.  Even the ones that make no sense.  Especially the ones that make no sense.

....

**Alternate punchline: "MegaMek hears ya.  MegaMek don't care."
Why do I hear "THIS IS SPARTA!"?

Also, it is definitely MegaMek don't care.

Judging by this potential enemy list, I think C class enemies may actually end up scarier if they result in more upgraded vehicles. With the kind of vehicle spam MegaMek likes to throw at us, a herd of upgraded tanks could be ugly.
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Timberwolfd

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Re: 9-1-3044 Contract Market
« Reply #17 on: July 02, 2017, 04:23:46 PM »

flat 21 days for parts regardless where we are per rob

also i do want to point out 70 mil profit on the guerrilla wow (although we would be spending ahead of time for a lot of stuff and most likely to lose it)

also still a little scary but doable as long as we focus stuff down and get some hits on those fast movers

A couple of things to note on that contract.
1. All repairs are in the field (+2 to all TNs, so Regular Techs start at 9s)
2. No purchasing/hiring/etc.
3. 73 million / 24 months = 3 million/month for ECHO (THEMYSCIRA pencils out to 2 million/month, but that is without the transportation cost, and since we own a JumpShip and DropShips, we get to pocket most of that 19 million...)
4. In a guerilla war we probably won't control the battlefield very often, so how often we get to salvage stuff is a really important question

If we had some spare mechs and a larger logistical tail, I would really like to take a shot at it. One other major consideration though is that we are adding a new player (Lucas) and it would be good to have a short mission for him to win some loot and then upgrade his units before going haring off on a 24 month contract.

Rob, how does the transportation allocation work when we own transport? Are we pocketing that 19 million transportation allocation (minus the ~750 k of fuel, overhead and personnel costs, and again on return...)?
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Ice

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Re: 9-1-3044 Contract Market
« Reply #18 on: July 02, 2017, 05:16:22 PM »

flat 21 days for parts regardless where we are per rob

also i do want to point out 70 mil profit on the guerrilla wow (although we would be spending ahead of time for a lot of stuff and most likely to lose it)

also still a little scary but doable as long as we focus stuff down and get some hits on those fast movers

A couple of things to note on that contract.
1. All repairs are in the field (+2 to all TNs, so Regular Techs start at 9s)
2. No purchasing/hiring/etc.
3. 73 million / 24 months = 3 million/month for ECHO (THEMYSCIRA pencils out to 2 million/month, but that is without the transportation cost, and since we own a JumpShip and DropShips, we get to pocket most of that 19 million...)
4. In a guerilla war we probably won't control the battlefield very often, so how often we get to salvage stuff is a really important question

If we had some spare mechs and a larger logistical tail, I would really like to take a shot at it. One other major consideration though is that we are adding a new player (Lucas) and it would be good to have a short mission for him to win some loot and then upgrade his units before going haring off on a 24 month contract.

Rob, how does the transportation allocation work when we own transport? Are we pocketing that 19 million transportation allocation (minus the ~750 k of fuel, overhead and personnel costs, and again on return...)?

i was just saying lots of cbills there at once compared to others but it makes sense i was only saying i wish that was for a 3 month raid lol
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Timberwolfd

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Re: 9-1-3044 Contract Market
« Reply #19 on: July 02, 2017, 05:23:37 PM »

Except it really isn't at once, we would be getting monthly payments, which we couldn't spend until the end. Granted, it would feel like a big splurge.

On a side note:
Rob, would we execute a 24 month contract at the same time scale as a shorter contract? From a campaign play standpoint, 24 months would practically be a campaign unto itself.
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Ice

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Re: 9-1-3044 Contract Market
« Reply #20 on: July 02, 2017, 05:42:49 PM »

Except it really isn't at once, we would be getting monthly payments, which we couldn't spend until the end. Granted, it would feel like a big splurge.

On a side note:
Rob, would we execute a 24 month contract at the same time scale as a shorter contract? From a campaign play standpoint, 24 months would practically be a campaign unto itself.

again im only referring to amount showing (not how it all works) and yes it would
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Darrian Wolffe

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Re: 9-1-3044 Contract Market
« Reply #21 on: July 02, 2017, 05:50:20 PM »

Rob, how does the transportation allocation work when we own transport? Are we pocketing that 19 million transportation allocation (minus the ~750 k of fuel, overhead and personnel costs, and again on return...)?

You...you're serious?  It's right there on the bottom of the contract.  What's confusing?

OK.

Base amount: We get handed a minimum amount of money we're paid for the contract, base on unit salaries per month multiplied by some values depended on several factors (employer, mission type, etc)
Overhead amount: we get handed an amount of money to cover a certain percentage of 3 months of Overhead costs
Straight Support: we get handed an amount of money to cover a certain percentage of 3 months of Maintenance costs
Transportation Amount: we get handed an amount of money to cover a certain percentage of ALL of our transportation-related costs (incl. fuel) to the mission site.  If we didn't have our own transport, this is the *minimum* cost - assuming optimum DropShip and JumpShip usage - that it would take to get us where we're going.  If we didn't have our own transport, we'd have to charter a DropShip and JumpShip and pay ALL OF THIS AMOUNT UP FRONT out of unit cash reserves.  Fortunately, we *do* have our own transport.
Total Contract Amount: Add up all of the above to get the total amount of money we are being given for this mission, assuming zero salvage, ransoms or anything else.

Signing bonus: If we were cooler than we are, we'd get a flat extra amount paid to us for being cool.

MRBC fee: The Dragoons take a percentage of the Total Contract Amount because they have to pay for their Fiat factory on the Outback.  This comes off the top, we'll never see it.
Net Amount: This is the amount of money that's left after the MRBC fee is taken away from the Total Contract Amount. 
Advance Money: We get this many CBills completely up front to use however we want.
Monthly amount: Take the net amount, subtract the Advance Money, and divide what's left by the number of months in the contract.  This is what we get paid each month.
Estimated Total Profit: Assuming you're using every dime the contract gives you to actually pay for a chartered flight, and you don't see any combat, and don't get any salvage, and don't have to make any repairs or unexpected expenses, this is the total profit the unit will make after maintenance, overhead, transportation, and support costs.  Basically, take the Base Amount, subtract a percentage of the MRBC fee, and subtract unit salaries, uncovered overhead, and uncovered maintenance.  Whatever's left is the ETP.  It doesn't mean a whole lot, since salvage and loss of Mechs can make things differ *hugely*.

Also note that your transport costs is due up front, and your transport pay is spread over a series of monthly payments.  So the unit would have to come up with XX million CB up front to charter a flight, or go into debt for whatever isn't covered by the transport percentage and hope you can pay it all off by the end of the contract.  This is what kills merc units.


Quote
Rob, would we execute a 24 month contract at the same time scale as a shorter contract? From a campaign play standpoint, 24 months would practically be a campaign unto itself.

Maybe.  What would likely happen is that instead of 3-5 IRL games spread out with roughly 2-4 weeks (game time) between each IRL game, you'd end up with 5-10 IRL games, some of which have a very long time between games (game time) and some of which happen on an extremely compressed time schedule (game time).  Assuming you didn't run out of steam and dissolve halfway in as supplies ran out.
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Timberwolfd

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Re: 9-1-3044 Contract Market
« Reply #22 on: July 02, 2017, 06:05:30 PM »

Rob, how does the transportation allocation work when we own transport? Are we pocketing that 19 million transportation allocation (minus the ~750 k of fuel, overhead and personnel costs, and again on return...)?

You...you're serious?  It's right there on the bottom of the contract.  What's confusing?
...
Transportation Amount: we get handed an amount of money to cover a certain percentage of ALL of our transportation-related costs (incl. fuel) to the mission site.  If we didn't have our own transport, this is the *minimum* cost - assuming optimum DropShip and JumpShip usage - that it would take to get us where we're going.  If we didn't have our own transport, we'd have to charter a DropShip and JumpShip and pay ALL OF THIS AMOUNT UP FRONT out of unit cash reserves.  Fortunately, we *do* have our own transport.
...
Also note that your transport costs is due up front, and your transport pay is spread over a series of monthly payments.  So the unit would have to come up with XX million CB up front to charter a flight, or go into debt for whatever isn't covered by the transport percentage and hope you can pay it all off by the end of the contract.  This is what kills merc units.

The we get paid this amount up front for transportation was the part I wanted to confirm. I've spent too much time in freight brokerage and overthought it.
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Timberwolfd

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Re: 9-1-3044 Contract Market
« Reply #23 on: July 02, 2017, 07:47:23 PM »

Current Votes
1. Darrian Wolfe - Themyscira
2. TimberwolfD - Themyscira
3. Ad Hoc - Themyscira or try again
4. Augustaquila - Dragon then Themyscira
5. Ice - Themyscira
6. Lucas -
7. Black Omega -
8. Serrate -

So the three options selected so far are (With non-exclusive counts):
Themyscira (5)
Dragon (1)
Wait for next month (1)

Looks like we almost have a quorum already.
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agustaaquila

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Re: 9-1-3044 Contract Market
« Reply #24 on: July 03, 2017, 07:08:50 PM »

Themyscira it is then, I will drop the first choice which gives 5 1st place votes to Themyscira. 

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Darrian Wolffe

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Re: 9-1-3044 Contract Market
« Reply #25 on: July 03, 2017, 07:45:29 PM »

Themyscira it is then, I will drop the first choice which gives 5 1st place votes to Themyscira. 

Confirmed.  I'll start updating MekHQ.
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Ice

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Re: 9-1-3044 Contract Market
« Reply #26 on: July 03, 2017, 10:46:54 PM »

question is it even possible to reach there by that date?

25 days
31 days
30 days
31 days
25 days

leaves us 4 days short if we leave 9/6 or would there be a way to get there still or can we negotiate for a later arrival?
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Timberwolfd

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Re: 9-1-3044 Contract Market
« Reply #27 on: July 03, 2017, 11:00:16 PM »

question is it even possible to reach there by that date?

25 days
31 days
30 days
31 days
25 days

leaves us 4 days short if we leave 9/6 or would there be a way to get there still or can we negotiate for a later arrival?
Isn't the day still theoretically 9/1/3044 until we make our decision on contracts?
Then we have 29 days in September with us lifting off on 9/2/3044, just possible to be on time.
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Ice

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Re: 9-1-3044 Contract Market
« Reply #28 on: July 03, 2017, 11:29:53 PM »

We agreed to stay until 9/5
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Timberwolfd

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Re: 9-1-3044 Contract Market
« Reply #29 on: July 03, 2017, 11:54:54 PM »

Well that could be inconvenient.

Although in game, we could probably make up the difference using our JumpShip's fusion to augment sail charging in the weak stars. Sail charging can run to 201 hours at weak stars while fusion charging can be in hours (if we wanted to risk engine failure). Ultimately, as long as you take 175+ hours, you (we) are fine. Since over half of the star types take more than 175 hours, we can probably make the time back over the course of the transit. If we save 5-6 hours per jump on average, we make up all of the time. Add in a higher G departure and arrival to trim down the transit times to the zenith/nadir jump points and we should be fine.

Charge times
M (0-9) - 201-210 Hours
K (0-9) - 191-200 Hours
G (0-9) - 181-190 Hours
F (0-9) - 171-180 Hours
A (0-9) - 161-170 Hours
B (0-9) - 151-160 Hours

Any star in the B, A or first half of F we have to throttle the charge rate to slow down the charge time to 175 hours. An F4 star gives us an exact 175 hour charge. Anything from F5-F9, all of the K's and all of the M's are slower.
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