Not sure if this has been elaborated on or not already, but I figure it doesn't hurt to bring it up. This'll be my first post on the forums in my time playing, so forgive me if I'm treading over ground that's been covered. I'll elaborate as time goes on, as well.
Right now, the mech/pilot skill trees seem more like a hurdle to be passed in order to keep your head above water to me. In order to be on level ground with other players, you have to grind excessively to get several variants of the same mech for little reward beyond adequacy. I'd really like to see skill trees expanded and turned into something that allows players to customize their mechs further to their playstyle as opposed to just grinding for small buffs.
One big thing is the elite skill grind. It makes no sense beyond artificially expanding playtime. What I'd like to see instead is an achievement/objective system for each mech variant. Instead of just grinding up c-bills to buy new mechs which you then have to grind on, what if players were given objectives to complete within the game that would allow them to rank up their mech and unlock new skills for purchase? Things like capturing a certain number of bases, surviving a certain number of rounds, or getting a certain number of kills are way more appealing to me as a player than buying stuff I don't even want in order to unlock skills.
Player skills are somewhat more forgiving since you don't have to buy entire mechs just to get skills unlocked, but they what they lack in c-bill requirement they make up for in blandness. Using a system similar to the achievements to unlock new skills in tree-form would be much more fun to go through than the current grind without making things overly easy.
Giving players pilot skills that make a difference in how they perform would be a huge plus. I had the thought that players who want to lead their team mates could use skills in a command tree, giving them rewards for having their squad perform well and making the job of a lance/company/star leader much more enjoyable overall while promoting teamwork. Players that complete enough of the tree could unlock the command mech quirk for one of their mechs or something, granting even more utility on the battlefield, and another high-priority target for the enemy.
I remember what the game was before, and I see what it is now, and I see where it can go with the team putting in the effort that they are. I'd really love it to become a definitive mech game.


Skill Trees And Progression: A Diamond In The Rough
Started by Chamomileable, Feb 17 2015 12:03 PM
5 replies to this topic
#1
Posted 17 February 2015 - 12:03 PM
#2
Posted 17 February 2015 - 12:13 PM
its not even a rough diamong, its more like emegency crutch trying to keep a dead body standing. It's not even a skill system its just an upgrade system. Its needs to be completely redone to be a system for skills where choices have to be made and stuff specialised. actually moduls have more skillystem characteristics than the "mech skill tree"
#3
Posted 17 February 2015 - 12:38 PM
the current skill system is imo, while being a grind, a great way to make players learn their mechs (spend time with them, try to use them best to get most exp)
i like it
for a skill tree (per pilot or per mech), the modules accomplish this to an extent, however a tree with many paths (overlapping here and there) and a fixed amount of points would be great
the question is, what should the bonuses be?
skills based on achievements, i am strongly against this, as it is counter-productive to teamwork
i like it
for a skill tree (per pilot or per mech), the modules accomplish this to an extent, however a tree with many paths (overlapping here and there) and a fixed amount of points would be great
the question is, what should the bonuses be?
skills based on achievements, i am strongly against this, as it is counter-productive to teamwork
Edited by happy mech, 17 February 2015 - 12:39 PM.
#4
Posted 17 February 2015 - 01:03 PM
happy mech, on 17 February 2015 - 12:38 PM, said:
the current skill system is imo, while being a grind, a great way to make players learn their mechs (spend time with them, try to use them best to get most exp)
i like it
for a skill tree (per pilot or per mech), the modules accomplish this to an extent, however a tree with many paths (overlapping here and there) and a fixed amount of points would be great
the question is, what should the bonuses be?
skills based on achievements, i am strongly against this, as it is counter-productive to teamwork
i like it
for a skill tree (per pilot or per mech), the modules accomplish this to an extent, however a tree with many paths (overlapping here and there) and a fixed amount of points would be great
the question is, what should the bonuses be?
skills based on achievements, i am strongly against this, as it is counter-productive to teamwork
actually, NO seriously no, the amount of time to really get used as a new palyer to a mech is indefinately longer than what the skilltree needs.
I needed around 250 matcehs before being a decent pilot and i racked up laods of XP on my XFT 1X already.
I have a very deep system in mind, and since the patcher seem to eb broken I may actually just start writing stuff down.
Skill system should be based on the lore a bit and so to imporve skills, it shoul require playing with this mech of course but changes shuld be in relation to the usage of the mech.
like: you cna adjust one oof 3 options after havign done X damage with a weapon, and so evertme in mechlab you can reconfigure this settings, like lets say: lasers getting x more rang, or less beam duration with the tradeoff of more heat, since you and your techs may adjust the lasers or the mechs program (they are still also big computers) to work a bit differently. but before you "gain the knowledge" to adjust those it requires usage of this stuff.
So even mopdules would go into this skill system
Same for gyros, with time you lern and screw on the emch with your techs, and so you may be able to change stuff, like getting 10% more twist rate, or 10% more twist angle, but both would b technically not possible. So you have to choose.
Reason? every mech even if mass production is kidna unique with small diffeences. We had this bakc in the days with out old motorcycles.

everoyne really had its own little very habits and issues and so everyone got used to them terated it a bit different and such. And ehen someone had a new issue, everyone sat there thinking and screwing around trying to find and adjust this issue, or simply improve performance. It were the small manufacturing differences.
And somethign like that trasnferred to your emch would be cool, rewarding you when you play your mech and also the loadout you play. Further more, even after 1000 games there should be something to "improve". WHile the most basic improvements of the first stages should be big, people who dedicate a loooong time inti a chassis should get something rewarding, but something so minor that itsn't worth to grind for. Or at leats not important and impacting enough. like lets say 1m more range on a laser.
#5
Posted 17 February 2015 - 01:23 PM
That was my primary thought too. People who don't want to play a bunch of different mechs or variants shouldn't have to spend time doing that just to get stuff for the one out of the four they like. Giving them rewards for accomplishing goals in the mech they like will be more fun and keep people playing longer than they would otherwise. Additionally, taking a look at the quirk system of the tabletop game and putting their own twist on it will help Pirhanna give each mech even more character than currently available
#6
Posted 17 February 2015 - 01:25 PM
Lily from animove, on 17 February 2015 - 01:03 PM, said:
actually, NO seriously no, the amount of time to really get used as a new palyer to a mech is indefinately longer than what the skilltree needs.
did i say that?
there need to be choices in the skill tree, yes
as for the endless grind, i more like the rewards like alternative geometry, unique camo, decal, but no game advantage
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