Have a basic skill like cooldown be a generic skill applied to all mechs, it should take a long time to complete training, but once you finish it it covers all the mechs in your inventory.
Then implement skills that are specific for each class of mech or weapon type, such as LRM Specilization, which would add like 10% to LRM damage per missile.
Then You could do the same for other skills. This way, people can decide on their class of mech and put skill points into that specifically.
This will heavily encourage specilization for each mech and class, it would further increase the dichotomies between each kind of mech for each player.
I suggest something that looks like this. (Note each level requires The Specified EXP per level, IE: to train to level 3 would cost 30k EXP)
Heat Containment: 2% to heat dissipation Per level, or just have it mastered at a certain level.
if it has levels,
EXP Cost Per Level:
Level 1: 5,000 EXP
Level 2: 10,000 EXP
Level 3: 15,000 EXP
Level 4: 20,000 EXP
Level 5: 25,000 EXP
Total Exp to Master: 75,000 EXP
Now thats 10% total just like the devs have for each mech, but now you spend 75k exp and that time required playing the game to apply to every mech you ever own.
Now for like a Specilization Skill,
ECM Effectiveness: Each level increases the effect signal strength of your ECM by 1.5% (Rounding only at level 5)
This is a specilization skill. It can only be applied to mechs that use ECM.
So at level 0 an Ecm will only have an effective range of say 90m. Meaning mechs just over 90m can be locked up to 270m. Cool right, now the guy who is new and not really familiar with things in game has a chance to beat someone who has yet to master ECM.
Exp Cost, and effective strength increase
Level 1: 7,500 EXP 103.5m - 270m
Level 2: 15,000 EXP 121.025m - 270m
Level 3: 22,500 EXP 139.1788m - 270m
Level 4: 30,000 EXP 160.0556m - 270m
Level 5: 37500 EXP 184.0639m - 270m or (180m - 270m) <-maintain Devs intended game play integrity)
Edit: Oh you can even have like a squeeze theorm applied, So for each level, the range of targetability of an ecm mech decreases so for say, each level an ecm mech can be targetted between The below listed levels;
level 1: 90 - 472m
level 2: 121.025 - 410.63m
level 3: 139.178 - 357.07m
level 4: 160.05 - 310.5m
level 5: 184.06 - 270m
Now this would provide some level of protection for players who are not familiar with ECM and how it works initially, and it would also require the pilots of ECM mechs to be more cautious on how they engage; instead of the straight sprint for every group of mechs because its effectiveness is between 180m-270m. It would also give a window for beginning player so they have a chance to learn the locking distance and how to kite mechs with ECM.
All of these are just ideas. Theres nothing wrong with using a multiplier and a level system. almost all MMO,s and action RPGs use it. It will add far more diversity to the game than the current system. This theory could also be applied to weight reduction of a mech when upgrading to endo steel. Like you don't get the full effectiveness of the upgrade or skill until you have invested the time and exp in playing the game. Right now the game certainly seems to have a capping point. I am getting bored of doing the same thing over and over for a mech. I would like a nice long road with infinite levels of diversity, where my time invested in one area will actually help to make me better than those in other areas.
This will also create so many different kinds of builds. People will initially go for one build and that will be their strength, but their build may not hold up to the build of another mech. You could even use this idea for weapon velocities, heat levels and such, where training the weapon skills increases the effectiveness of their use. Start at a low muzzle velocity and each level increases it until its maxed at the level the devs intended it to be.
I dont know what do you guys out there think? Good idea or bad idea?
Let me hear your thoughts on why you think its bad, if you disagree.
Edited by JTAlweezy, 21 December 2012 - 01:15 PM.