borisof007, on 22 August 2013 - 01:26 PM, said:
Individual mech quirks are OK, but the same Pilot tree skills aren't necessarily important for each chassis, and each weight class could get something different. Or, if you really want, have a general tree with weight class/chassis specific pilot skills mixed in.
Lights' pilot trees could focus on things for scouting: Movement, sensors, maybe event countermeasures (effectiveness of BAP, TAG, NARC?), extended thermal/nightvision range?
Medium pilot trees could be focused increased acceleration/braking power, turning speed, ability to have them climb hills better/reduce effect of slopes, increased jump jet regeneration rate (maybe this should be standard? If you have an engine that's bigger than the stock one, your JJ's regen faster? Same for lower rated engines, JJ's regen slower? Just a thought as this would give another dynamic to engine choices)
Heavy pilot trees could focus more on firepower and support: Reduced cockpit shake from jumpjets, Reduced seismic impact from running, Reduced cockpit shake from weapons fire impact, Cooldown reduction for weapons,
Assault mechs should be completely battle focused, with no movement bonuses given so that native pilot skill would be absolutely crucial. Assault tree could focus on Heat dissipation rate, Max heat increase, Mech startup/shutdown speed, Reduced thermal footprint, Some others I can't think of right now XD
These are just things I thought of off the top of my head. Obviously open to critique and adjustment, but I feel like roles/weight classes need to feel more "defined" than they currently are.
I really like where you're going with this Boris. Two thumbs up on this suggestion!!!