This came from a discussion/mini-rant on ammo weapons and the peculiarities of them and their BVs (HAG-40s with a very limited single ton of ammo costing around 600 BV, its BV goes up crazy amounts for a well-stocked gun, swapping some big LRM racks + ammo for lots of smaller LRM-5 racks + ammo can reduce your BV cost since the LRM5's ammo is cheaper, etc). Basically, typical BV criticisms under hyper-critical eyes. Anywho, the point is that I was challenged to try to make a better system. So, here's my attempt for a better, more useful BV calculation for ammo weapons.
Current ImplementationThe current implementation is found on Heavy Metal Pro's empirical weapon BV formula:
https://www.heavymetalpro.com/bv_calc.htmEssentially, the BV is determined by summing the average expected damage of the weapon across all range brackets, and multiplying that sum by a factor (1.2 for non-energy, 1.5 for energy). The BV for ammunition is a flat 1/8th the weapon BV.
Suggested ImplementationI suggest to diverge from that by changing the multiplication factor of non-energy weapons to 1.5, the same as energy weapons. This value will be called the "Base BV", or BASE and it can be roughly estimated from current weapon BVs by multiplying existing weapon BVs by 1.25. Ex: a 100 BV ammo weapon becomes about 100*1.25=125 BV.
EXAMPLE: The new BV for the AC/10 becomes 123*1.25=153.75 -> 154=BASE
EXAMPLE: The new BV for the UAC/10 becomes 210*1.25=262.5 -> 263=BASE
Instead of having ammunition BV separate from the weapon, the amount of ammunition is factored into an "Ammo Factor" that's dependent on the unit mounting it:
AF=(1-.5
.2*X)
Where X is the number of rounds the weapon(s) can fire before the magazine runs dry.
EXAMPLE: A mech with 1 AC/10 has 0 rounds of ammo. X=0
The AF is (1-.5
0)=0
EXAMPLE: A mech with 1 AC/10 has 10 rounds of ammo. X=10 ammo/1 shots per round = 10
The AF is (1-.5
2)=.75
EXAMPLE: A mech with 2 AC/10s has 10 rounds of ammo total. X=10 ammo/2 shots per round = 5
The AF is (1-.5
1)=.5
EXAMPLE: A mech with 1 UAC/10 has 10 rounds of ammo, or 5 rounds rapid-firing. X=10 ammo/2 shots per round = 5
The AF is (1-.5
1)=.5
The final BV for the weapon is calculated through the following formula: FBV=BASE*AF
EXAMPLE: The BV for an AC/10 with 0 rounds is BASE*AF=154*0=0
Normally, the BV would be 123.
EXAMPLE: The BV for an AC/10 with 10 rounds is BASE*AF=154*.75=115.5 -> 116
Normally, the BV would be 138.
EXAMPLE: The BV for 2 AC/10s with 10 rounds total is BASE*AF=308*.5=154
Normally, the BV would be 261.
EXAMPLE: The BV for an UAC/10 with 10 rounds is BASE*AF=263*.5=131.5 -> 132
Normally, the BV would be 236.
My case for the alternative methodThe current method for ammo-dependent weapons has two primary issues. The first is that it bases ammo BV directly off the BV of the gun and over-inflates the BV of large weapons vs small ones, and the second is that the BV of additional ammo is assumed linear which doesn't take into account diminishing returns and hurts guns with low ammo/ton counts. This alternative method fixes both.
Ammo BV in the original method is calculated simply by dividing the weapon's BV by 8. While simple to calculate, it's not actually very accurate in estimating the value of that individual shot. Consider the venerable LRM Carrier: 3 LRM-20s and 4 tons of ammunition, 833 BV. If one were to field-modify the LRM carrier to use LRM-5s instead, the modified LRM carrier could have 12 LRM-5s (60 tubes, same as original) and 10 tons of ammunition (150% more), 798 BV. The firepower of the modified LRM carrier is equivalent, and it has a massive advantage in both endurance and alternative ammo types due to the cavernous ammo bay, yet the BV is
lower than the LRM-20 model exclusively due to the much lower BV of the LRM-5 ammo. My suggested method would fix that issue completely: the 60 tube array with a lot more ammo would have a higher BV than the 60 tube array with less.
The simple linear model also gets in the way of large weapons by not taking into account diminishing returns. For instance, taking the HAG-40 from 3 shots to 6 shots costs 67 BV. It also costs 67 BV to take the HAG-40 from 15 shots to 18 shots. The first instance is basically allocating the absolute bare minimum amount of ammo needed for the weapon, while the second instance is fluffing up the ammo bays to help it perform well during long battles. Clearly, the additional 3 shots in the 1st case were more valuable for the system than in the 2nd case. Other weapons are high on BV and low on ammo, such as the Thunderbolt-20 and iATM-12, need to allocate a lot of ammunition to keep the gun usable in the long-run, further inflating their BVs above their actual value. This proposal solves that issue by basing the weapon's BV off of the number of shots it has instead.
In addition, notice that in this proposal the formula for ammo-dependent weapons, notice that the formula for the BV of energy and non-energy weapons become essentially identical, the only difference being that the ammo weapons have an additional "Ammo Factor" built in to the equation. Also notice that as the number of shots allocated to the ammo weapon approaches huge values (X approaches infinity), the "Ammo Factor" approaches 1 and the formula becomes the same as that of an energy weapon, which for all intents and purposes are weapons with infinite ammunition. That result is
not a coincidence!
Feel free to comment or ask me questions on anything.