The Open Beta unit creation rules that will eventually be in Interstellar Operations specifically increased contract payment because it was almost impossible for a unit to turn a profit under the old rules if they suffered any significant damage.
http://bg.battletech.com/?page_id=27The base payment for a contract, before multipliers for employer, mission, unit reputation, etc. is 75% of the force's peacetime operating cost plus 5% of the total cost of the combat units in the force.
Peacetime operating costs include salaries, ammunition expenditure for training, routine fuel consumption, and spare parts.
e.g., the sample unit in the rules consisted of 4 `Mechs, 4 tanks, an infantry platoon, 4 scout vehicles, 2 fighters, 1 Dropship, 1 Jumpship, 14 Techs, 84 Astechs, and 10 Administrators.
Salary: 102,160 C-Bills
Ammunition: 211,120 C-Bills
Spare Parts: 335,560 C-Bills
Fuel: 1,910,110 C-Bills
Peacetime Expenses: 2,558,950 C-Bills (656,200 C-Bills with access to a body of water and available fusion reactors to produce hydrogen fuel)
Combat Unit Cost: 34,814,506 C-Bills
If this force (with Reputation 4) were hired by a Major Power for a 3 month objective raid, the base pay would be 3,659,937 C-Bills x 3 x 1.6 x 1.2 x 1.6.
33,729,980 C-Bills, plus Support and Transport payments.
EDIT: I just searched the thread for the open beta test and combat units includes everything except Jumpships, Techs, and Administrators. That means that with the unit's Seeker, the Combat Unit Cost becomes 260,559,948 C-Bills, the Base Payment becomes 14,947,210 C-Bills, and the final contract payment would be 137,753,487 C-Bills.