I re-submit and would like to see testing in the direction of the method that derives the cost of skill increases from the offensive capability of the unit.
I would submit that virtually ALL of a units PV is related to its offensive power. Imagine a large, armored mech chassis with no engine. It does no damage, cannot move or make melee attacks, but it does have an armor and structure value. We could, with the conversion rules, assign the lump a PV for just that armor and structure. However, the lump is never going to win any fight against a unit with a non-zero damage output. So, despite the fact that we calculated a PV, it is essentially worth nothing on its own because it is impossible for it to win a fight against anything; it cannot cause any damage. In a one-on-one fight, the lump’s PV is effectively zero because you cannot defend your opponent to death.
In my opinion, the only reason we assign a value to defensive stats is because they improve your ability to use offensive stats. The defensive value is nothing more than a convenient way to express how much armor and structure are going to increase the offensive ability of a unit. I feel like a unit with 3/3/3 and and 10a/5s is worth more than 3/3/3 5a/3s not because it is harder to kill, but because it keeps that 3/3/3 around longer. Basically, from my perspective, the only reason the defensive stats have any value is because they keep the offensive stats alive. They act as a multiplier for offensive value, not as a source of value on their own. So, from my perspective ALL PV is functionally about calculating offensive power, so I don’t feel units will naturally end up over-priced by simply taking some fraction of overall PV.
This is a big part of why I don’t want to look only at offensive stats.
Also, I don’t think whole number multiples of damage produces good results. I think the increases generally end up being inconsistent, and not granular enough. Some examples:
* Dire Wolf Prime: 55PV stock, 6/6/4. So, 2x medium range damage is 12PV for a total of 67. That is more than a stock Turkina E at 10/10/3. That feels high to me, and I think the fight-o-matic would bear out that the Turkina would murder the Dire Wolf, even at a 1pt skill disadvantage.
* LRM carrier vs Atlas K. LRM is 22pv 2/3/3, Atlas is 45pv 3/3/3. Should they both really go up the same amount per skill level? Their base damage is almost identical, but giving them both the same cost for skill increases seems wrong to me.
* Dasher H vs Crimson Langur Prime: Dasher is 5/0/0 25pv. It is fast, but only takes 2 points of damage to kill. The Crimson Langur is 55PV 4/4/2, and has a total of 9 health. Oh, and it is TMM3 and can jump 12” while the Dasher is TMM 4 and earthbound. So, 2x medium or 2x short if there is no medium means it is CHEAPER to up-skill the Langur than the Dasher. That can’t be right. Even if you say “don’t double the damage value used if it isn’t medium” that is still 5PV for the Dasher and 8 for the Langur. That Still seems off.
In all of these instances, I think the problem is that only looking at offense ignores all the defensive PV which will amplify, sometimes greatly, the base offensive power of a unit. If you look at the whole PV, there is no escaping how good a unit is. Doesn’t matter if it is good because it’s fast and has loads of damage, or has buckets of armor and mediocre damage. If it costs a lot of PV, it pays for the upgrade to skill, regardless of how it got to be expensive. Sure this is slightly unfair to units that have little or no offensive power, but they are generally dirt cheap in terms of PV anyway, so they wouldn’t pay much for skill upgrades even if it was based on a percentage. Honestly, anything at 10PV or less is probably over-paying even if it only costs 1PV per skill level!