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How The Skill Tree Can Affect The Mechlab


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Poll: How the Skill Tree can affect the MechLab (18 member(s) have cast votes)

Do you support the OP's idea

  1. Yes (10 votes [55.56%])

    Percentage of vote: 55.56%

  2. No (7 votes [38.89%])

    Percentage of vote: 38.89%

  3. Abstain (1 votes [5.56%])

    Percentage of vote: 5.56%

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#21 Karl Streiger

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Posted 25 August 2013 - 11:44 PM

View PostBoyinleaves, on 25 August 2013 - 10:15 PM, said:

Also, appreciate the effort you've gone to Karl, even if I don't agree with everything.

Thanks for the kind words. An aggreement is not necessary - all i hope for is a nice disscussion.

View PostBoyinleaves, on 25 August 2013 - 10:15 PM, said:

I would very much like to see the skill trees become A) 'Mech specific, B ) Far more in-depth, C) Offer hard choices between mutually exclusive options and D) Promote role warfare.


Ok - actually - I'm not sure how you can explain a MechLab Skill Tree that is fed by the same points of a Pilot Skill Mechlab.
But I really would like more depth as - you said several trees for each Mech variant - plus a unique roll for the MechPilot.

#22 Boyinleaves

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Posted 26 August 2013 - 01:39 AM

View PostKarl Streiger, on 25 August 2013 - 11:44 PM, said:

Thanks for the kind words. An aggreement is not necessary - all i hope for is a nice disscussion.



Ok - actually - I'm not sure how you can explain a MechLab Skill Tree that is fed by the same points of a Pilot Skill Mechlab.
But I really would like more depth as - you said several trees for each Mech variant - plus a unique roll for the MechPilot.



Haha, maybe I misconstrued your point just a little; I see what you mean by that now. I agree, I don't think that you can, really.

"Realistically", one shouldn't be able to improve a 'Mech's performance through "Experience", as the implementation of this game's systems make us as the pilots the determining factor in gunnery, piloting etc. Any speed, actuator, heat dissipation/capacity improvements to 'Mechs shouldn't be as a result of "Experience", but rather the equipment installed on the 'Mech, but hey, I'll work with what we've got.

Personally, I would continue to use the 'Mech XP skill system, as if gameplay allows us to chop and change the 'Mech that we're piloting, it would be convenient to have individual trees assigned for each 'Mech, if in fact there is ever any exclusivity and thus choice involved about which skills to take. Such a thing would be exceptionally rare in BattleTech, but not in MW:O, so let's work with it.

I would split up the current trees into something like 5 sections, Piloting, Gunnery, Command, Scouting and a 'Mech Specific tree.

Piloting would include top speed, turning, acceleration and braking, possibly a modifier for terrain, possibly some JJ bonuses.

Gunnery would include torso twist, arm tracking, mild benefits to weapon damage, refire, range etc.

Command would include bonuses to Air Strikes, UAV, Artillery and anything else I could think of.

Scouting would include Sensor range, targeting data, possibly even skills allowing 'Mechs to mount TAG, NARC or Seismic

The 'Mech specific tree would include further options that are specific to the Chassis, such as increased LRM ammo count for Catapults, refire rate for ballistics on Jagers, Sensor range for Ravens, etc. and practically anything else that could add some flavour. Ideally I'd go for things that reinforce the role a 'Mech is intended to take, and even to the point of encouraging specific builds and weapons.

Furthermore, I'd make a large proportion of the skills mutually exclusive, and allow people to respec for XP (and MC). Heck, I'd even be keen to have several individual skill sets saveable that you could switch between for each 'Mech (additional slots purchasable with MC of course). Possibly, if they ever get around to implementing Loadout configurations that you can save, be able to link a specific skill build with each saved Loadout, and just charge MC for additional Loadout slots (though please allow at least 4-8 slots for new players).

Unfortunately, all of this additional customisation would come at a price. The competitive group probably would not appreciate it, and trying to balance such a thing for competitive play would be next to impossible. However, if competitive play is intended to be on equal footing, then allow us private lobbies in which we can set up the rules of a game to our satisfaction, which would include disallowing 'Mech skills.

Well, I'm getting into really wishful territory here. Might go have a game or two.





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