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Skill Tree? what do you think?


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#1 DDM PLAGUE

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Posted 28 May 2012 - 06:42 AM

So how do you feel about a skill tree in Mech? I think your skill as a pilot should be based on.. well ...your skill & as a pilot., not a level based skill tree. It will be interesting to see how it plays out.

#2 Fynn

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Posted 28 May 2012 - 06:46 AM

TBH, it all depends on the type of skills on the tree, recon skills and repair skills are ones that come to mind for skills on the tree

#3 Cyote13

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Posted 28 May 2012 - 07:00 AM

Dont think of them as a skill tree but as an expertise tree. As you get to be a better and better pilot (in game) you can push your mech just that much closer to its full potential. Most of it is going to be based on your own skills, but this allows those that spend time in a mech to be able to get that little bit extra compared to someone who is strapping it on for the first time,

#4 Xendojo

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Posted 28 May 2012 - 07:04 AM

I really don't think a skill tree would be useful. It's not the pilot that you customize, it's the mech you are piloting that gets customized. I really think a MMORPG style skill tree, or LoL style mastery pages would be redundant. Any customization should be kept in the mechlab IMO.

Edited by Xendojo, 28 May 2012 - 07:05 AM.


#5 Redshift2k5

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Posted 28 May 2012 - 07:05 AM

It is not like an MMORPG where your character's stat determines how well you hit and how much damage you do. Targeting (except in the case of semi-guided missiles) is a player skill.

The mech efficiency skill trees are how well your pilot character can perform in each chassis, and the more time you spend in that mech, the more mech XP you'll earn, to reflect learning how to get the most out of your machine. These efficiency skills are only tiny percentage increases.

The role warfare skills are mostly focused on earning your modules, which are, for the most part, extra software/hardware for your mech and not exactly a learned 'skill' per se.

#6 DDM PLAGUE

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Posted 28 May 2012 - 07:20 AM

Well I can see we have some old time Mech drivers here. I like the TINY PERCENTAGE part. But really isnt the time you spend in the cockpit, supposed to teach you the tricks to piloting your mech?, and the time in combat to teach you how to survive? I do love the Idea of having to earn your Mech upgrades, Thats as it should be, The more c-bills the better your equipment.. I am a Merc afterall. And I really hope that battle damage carries over to the mech lab.. you need to have to earn your Mech. I know I am not the only one here who has thousands of hours in a mech. So mabey I am just a little jealous of trhe skills I have learned.. But no matter what I am just thankfull that someone has finally Brought us back together, for a new Mech game. Stay well brothers..& sisters.

#7 MaddMaxx

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Posted 28 May 2012 - 07:27 AM

Someone made the statement to think of the Bonuses as the FINAL 10% to get your ride to 100% efficiency. After that happens, then it is ALL on the Pilot driving it to make the best use of it.

The "Elite" status can only be achieved (for now anyways) after tricking out 4 (original +3 variant) Mechs. The more Mechs you drive, the longer that "Elite" status will take on any one chassis.

Whether some see that as a "Good or Bad" method will always be debated but it is what it is. Generating Mech XP may be the key to the whole mess. Some folks are finding out right now. ;)

Edited by MaddMaxx, 28 May 2012 - 07:29 AM.


#8 MaximumRisk98

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Posted 28 May 2012 - 07:30 AM

a Skill system is stupid because in MWO should win the better pilot not the pilot with the better Skill

#9 Tovran

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Posted 28 May 2012 - 07:31 AM

It depends on how it is done really. From what we understand currently the xp you spend in the mech trees is some minor upgrades in the overall abilities of the mech in the form of small 2.5%-1% bonuses in things like max heat levels and torso twist. For the pilot they seem like they could be fairly powerful rewards towards a class of mech in the form of nightvision, increased ams range, multi-targeting etc. (depending on the role you are playing). Of course that information is months old now so who knows if it is still valid.

None of that seems balance destroying, it just seems to reward sticking with a play style/ mech and giving a slight edge. Anyone could earn the benfits and I don't feel someone with a fully complete tree would immediately crush someone with nothing unlocked yet because they can start-up/ shutdown 10% faster and can fire one more small laser before shutting down.

If I had one concern though it is the commander skills and how devastating artillery and the like could be. I don't want one guy to be so important in swaying a battle one way or the other that he makes or breaks a match. That could very quickly be annoying to me, and things like a having a UAV sweep and not having one seems like they could be huge.

Edited by Tovran, 28 May 2012 - 07:33 AM.


#10 Banshee Bullet

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Posted 28 May 2012 - 07:49 AM

View PostRedshift2k5, on 28 May 2012 - 07:05 AM, said:

The mech efficiency skill trees are how well your pilot character can perform in each chassis, and the more time you spend in that mech, the more mech XP you'll earn, to reflect learning how to get the most out of your machine. These efficiency skills are only tiny percentage increases.


I like the idea of getting a little bit more out of a mech you spend a lot of time in vs a mech your unfamiliar with, that just makes sense to me.

View PostRedshift2k5, on 28 May 2012 - 07:05 AM, said:

The role warfare skills are mostly focused on earning your modules, which are, for the most part, extra software/hardware for your mech and not exactly a learned 'skill' per se.


This is where I start to have issues. Why do you have to earn software/hardware? Why can't you just buy it? Unless your making/upgrading it yourself that doesn't make sense at all. My antivirus works exactly the same on my computer as any pc, and anyone can buy it. I didn't have to earn access to it by personally writing antivirus scripts (whatever) for it.

I may be better at utilizing my ecm because I use it a lot but why is my ecm better than anyone else's (with the same package)?

#11 Redshift2k5

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Posted 28 May 2012 - 08:06 AM

Earn it because it's a game?

#12 Major Tom

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Posted 28 May 2012 - 08:57 AM

If by tree you mean branching choices, I hope that in MWO you can master all the skills for a given mech and role. However if you are just talking about prerequisites, then yes, I can see how some skills may require prior skills.

#13 Alfred VonGunn

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Posted 29 May 2012 - 02:37 AM

View PostXendojo, on 28 May 2012 - 07:04 AM, said:

I really don't think a skill tree would be useful. It's not the pilot that you customize, it's the mech you are piloting that gets customized. I really think a MMORPG style skill tree, or LoL style mastery pages would be redundant. Any customization should be kept in the mechlab IMO.


Well if you rea dthe Dev post it IS in teh mechlab.. You earn points that you spend on the tree. each part you unlock allows a different module for you to ADD to a mech your driving.. You only get a limited number of addons to any Mech frame. But the skill tree things are slight lke 0.5% more speed or Jump range or whatever.. Maybe a 5% increase in AC range.. 10% faster torso twist ect... Not game breakers but things that can help...

Maybe 10% longer range with nightvision . Or ability to pickup a shutdown mech 10 meters further away with the Magnetic scanners..

The explination was very straight forward and not about better pilot stats like in SWG or D&D.. You are still only as good as you are. But with modules your machine might be able to do just a little more... But who knows it you can make it worth the trouble ...

#14 Kanatta Jing

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Posted 29 May 2012 - 03:22 AM

This is the rough drafts of the skill trees that has been released

This one is for Mechs

Posted Image

And these are for pilots

Posted Image

The Pilot Skills unlock fancy "Modules" that apparently weigh nothing and cost C-bills but have a special affect on the ability of the Mech

The Mech Skills make the Mech just a little bit better.

#15 Alfred VonGunn

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Posted 29 May 2012 - 07:19 AM

View PostTovran, on 28 May 2012 - 07:31 AM, said:

It depends on how it is done really. From what we understand currently the xp you spend in the mech trees is some minor upgrades in the overall abilities of the mech in the form of small 2.5%-1% bonuses in things like max heat levels and torso twist. For the pilot they seem like they could be fairly powerful rewards towards a class of mech in the form of nightvision, increased ams range, multi-targeting etc. (depending on the role you are playing). Of course that information is months old now so who knows if it is still valid.

None of that seems balance destroying, it just seems to reward sticking with a play style/ mech and giving a slight edge. Anyone could earn the benfits and I don't feel someone with a fully complete tree would immediately crush someone with nothing unlocked yet because they can start-up/ shutdown 10% faster and can fire one more small laser before shutting down.
And they arenot guided.
If I had one concern though it is the commander skills and how devastating artillery and the like could be. I don't want one guy to be so important in swaying a battle one way or the other that he makes or breaks a match. That could very quickly be annoying to me, and things like a having a UAV sweep and not having one seems like they could be huge.


I agree on the arty and such. I am hoping amss works on it to. Imean they are not moving all that much faster





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