Hangar
NOTE: Yes this is verbose and the table needs to be properly formatted. I'm just getting the ideas down. Calm down.- Nastyogre
A player's hangar consists of four types of units. Meks, Vehicles and Infantry. (Aero is not currently implemented) Players start with 120 bays. Each type of unit requires a specific number of bays. This can be found in the Client's online help. A listing is also Posted here.
A few special rules exist:
1: Foot infantry: Foot infantry do not take up 1 bay as listed in the table below. Only Jump, Mechanized and Motorized take up 1 bay. Foot take up fractional bay space. It takes several foot to take up 1 bay.
2: In an effort to require some balance to a player's hangar, there is a tax if too many of a Mek weight class is in a player's hangar. This "tax" begins at 6 units of a specific weight class. This applies only to meks. The tax is expressed as part of the player's hangar rental. It can be found in the upper right corner of the client. Example: Bays: 0/142 (256CB) The 256 Cbills is the hangar rental cost. This cost increases with every bay rented (above the free 120) and with every mek weight class at 6 or above. The tax is exponential. It is very small at 6 and grows quickly. Rough guide is that it is noticeable at 8 units of a weight class. 10 units will be significant rental costs of a several hundred cbills per game played. At 12 or above of a specific weight class, it is unlikely that any player could sustain such an unbalanced hangar. The cost could run thousands, even tens of thousands of cbills in rental cost per game played. The solution is a more balanced hangar using meks of 3 or 4 weight classes and limiting the number of meks acquired to 10 or less of each weight class. Using some vehicles will also allow a player to diversify their hangar and not experience heavy taxation. Hangar rental cost is calculated AFTER salvage, so it is possible to salvage oneself into a major hangar tax. This could leave a player with negative bays and to be unable to support their hangar and cause the selloff of purchased bays. (see below)
NOTE: If a player does not have sufficient cbills to pay the tax, the client will automatically sell off ALL of a player's rented bays. This will leave the player with negative bays (potentially in the dozens) and with no cbills. The player will not be able to play. You are advised to watch your hangar rental costs and bays. The way to avoid this is to maintain sufficient cbills to pay for your costs, even if you salvage units. As well as to keep some bays open to absorb salvage. This requires discipline while purchasing and playing with a balanced hangar. (or limiting oneself to less than 6 full armies)
the penalty cost for buying over the limit is from two server settings... MaxHangarLightMek=6 and SlidingHangarLimitModifier=4... so after you have 6 light meks then the 7th will cost 1^4=1 extra and the 8th will cost 2^4=16 extra and the 9th will cost 3^4=81 extra and the 10th will cost 4^4=256 extra etc. The extra cost is the same for assault as it is for lights so the 10th assault costs base_price+256
Unit Weight & Type CBill Cost (from factory) Influence Cost (From Factory) Components to produce Bays Required
Light Mek 1200 50 20000 3
Medium Mek 2500 80 30000 4
Heavy Mek 4000 100 50000 6
Assault Mek 6000 130 90000 9
Light Vehicle 500 30 15000 1
Medium Vehicle 650 50 22000 2
Heavy Vehicle 800 70 35000 3
Assault Vehicle 1000 90 48000 4
Light Infantry 400 20 20000 1
Light Aero 600 40 15000 1
Medium Aero 1200 70 30000 2
Heavy Aero 1500 100 40000 3
Assault Aero (dropships) 12000 200 180000 12