BattleTech - The Board Game of Armored Combat

Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: johnboyjjb on 19 July 2022, 23:35:21

Title: How do you compare contracts in MekHQ?
Post by: johnboyjjb on 19 July 2022, 23:35:21
As the title says, how do you compare contracts in MekHQ?

Not so much in the mechanical button pushing method, but you as a user, what methods do you prefer in choosing that next money making opportunity?

Shooting Caps is always preferred for me. Then it is about money versus risk, which I try to do with a multiplier analysis based on mission type.
Title: Re: How do you compare contracts in MekHQ?
Post by: Padraig Tseng on 20 July 2022, 01:36:26
Salvage rate and estimated profit and transport reimbursement.   I'm running a, business after all
Title: Re: How do you compare contracts in MekHQ?
Post by: BATTLEMASTER on 20 July 2022, 08:10:54
I compare mostly by estimated profit.  That I get contracts with estimated negative profit is weird.  I think MekHQ should automatically filter those out, or have an option to do so.
Title: Re: How do you compare contracts in MekHQ?
Post by: Sir Chaos on 20 July 2022, 08:37:24
I compare mostly by estimated profit.  That I get contracts with estimated negative profit is weird.  I think MekHQ should automatically filter those out, or have an option to do so.

Negative profit contracts can still make you money.

Firstly, profit calculation is based on two-way travel costs (and so in transport compensation). But if you only go from your current location to the contract location, and then after the contract from there to the location of the next one, you only ever pay one-way travel costs for each contract.

And secondly, there´s salvage. If you take in more salvage that you pay in repair and replacement costs (minus battle loss compensation), you make money there.
Title: Re: How do you compare contracts in MekHQ?
Post by: BATTLEMASTER on 20 July 2022, 11:04:04
Negative profit contracts can still make you money.

Firstly, profit calculation is based on two-way travel costs (and so in transport compensation). But if you only go from your current location to the contract location, and then after the contract from there to the location of the next one, you only ever pay one-way travel costs for each contract.

And secondly, there´s salvage. If you take in more salvage that you pay in repair and replacement costs (minus battle loss compensation), you make money there.

Thanks for the hint!  I do this enough IRL already, so I tend to ignore it in games  ;D
Title: Re: How do you compare contracts in MekHQ?
Post by: dgorsman on 20 July 2022, 12:08:33
On top of that, if you pull it off it's experience in the bank which gets you a better unit rating.  Which in turn leads to better contract offers, and expanded access to resources.  If you're playing with the AtB retirement system enabled, it keeps you active which helps keep personnel in place.

I look at most of the factors in the contract.  If I have limited technology, I don't want to be fighting Clan opponents or well-equipped high experienced ones.  If I have units that mostly depend on maneuverability for defense, I don't want to pick up a 24-month garrison contract on a 1.8g world.  If I have a lot of high tech IS and Clan Mechs, I won't prioritize a contract that will only have standard-tech salvage if I'm going to be dependent on that for continuing operations even at 100% salvage.  If I get a contract that can be accomplished early with a high tempo of operations I don't want restrictive command rights that will tie me down for extra months.  If travel time is measured in months, I want to ensure most of the equipment is mothballed during transit to avoid maintenance issues (and that has to be done manually at the moment).  If it's going to be a long term garrison assignment on a low-tech world, I need to make sure I lay in a large supply of high-tech/hard to acquire items prior to transit.