We have all seen it happen. One team gets a solid lead in asset value going, maybe with banking, maybe without. Either way, Team A can field much heavier assets than Team B. Often times this becomes a vicious cycle where Team A keeps winning, and Team B keeps losing.
Eventually Team B is at a serious C-bill deficit and they are no longer able to field high tier (not top tier) mechs. Team B is throwing Bushy Ds at Madcats and Fafnirs.
Currently even the KN/GEN cannot buy much from the top tier mech list with the current starting cbills, and this discrepency is going to increase with the new prices in the next release.
So I am proposing a nudge to the upper ranks starting cbills. Under my proposed system, the top 10 players are spawning with 85k or more, under the old system, only 5 would spawn with this much cash.
Out of the 190+ variants currently in MWLL, there are 83 variants that cost over 85k cbills, in other words, nearly half the asset list. In my opinion, Having just 5 players on a team able to access those assets via min-rank cbills contributes to team imbalance.
Most of the time, the players in the GC/SKN/KN rank are flush with cash, and often times don't rely on their starting cbills nearly as much as players in the SCM/WOF to SCL/CPT range. It is these players I want to help the most, but a little extra cash for the top 5 players on the team certainly won't hurt when you consider how top end Assault mechs are in the 150+ range.
| Rank | Proposed CBills | Current Cbills | Max Players |
| CDT/PVT | 49,000 | 49,000 | Unlimited |
| WR/SG | 55,000 | 55,000 | 16 |
| PCM/MSG | 65,000 | 65,000 | 14 |
| SCM/WOF | 75,000 | 70,000 | 10 |
| SCP/LT | 85,000 | 75,000 | 8 |
| SCL/CPT | 95,000 | 85,000 | 5 |
| GC/MJR | 105,000 | 92,000 | 3 |
| SKN/COL | 120,000 | 105,000 | 1 |
| KN/GN | 140,000 | 120,000 | 1 |