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Pilot Skill Tree Mockup


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Poll: Alternative Mech Skill Tree (233 member(s) have cast votes)

Would you prefer this system or similar over what we have?

  1. Yes (212 votes [90.99%])

    Percentage of vote: 90.99%

  2. No (12 votes [5.15%])

    Percentage of vote: 5.15%

  3. Maybe/Other - post below! (9 votes [3.86%])

    Percentage of vote: 3.86%

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#1 Impyrium

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Posted 26 March 2015 - 06:40 AM

So I was bored one night and fired up Photoshop. Everyone has their own idea of how they'd like this sort of thing set up, but this is just my very rough imagining:

Posted Image

The way I see it, the purpose of the skill tree is two fold. Firstly, to provide reasoning and a reward for players to play or 'grind' 'Mechs, The second is to add incentive for players to purchase more 'Mechs in a chassis line, a perfectly viable and fair marketing strategy. Most F2P games have something like this though variants are somewhat unique to MW:O. Either way, it's a fair system.

However, the problem with MW:O's current implementation is that it's very bare bones. While it provides rewards for players to grind 'Mechs, and also reasoning for players to purchase three different variants, it is flawed for several reasons.

- It is currently seen as a chore, just another necessity, which must be overcome before a chassis can be as competitive as possible. Basically; it's not really fun or interesting.

- It leads to balancing problems as the same tree is used for each 'Mech. Because of this, certain 'Mechs get far more benefit than others while certain 'Mechs become far too effective in some areas than others. For example, Speed Tweak allows a Timber Wolf or Stormcrow to reach speeds that completely outclass other mediums and heavies.

- Also, it's not a tree. There are no branches. The tree is a lie. :(

So the solution is to make it more interesting, give it more depth and tailor it somewhat for each 'Mech while keeping the purpose of adding incentive to buy multiple 'Mechs and grind them. This idea isn't really unique and it's been discussed a lot, and I'm sure there's probably better ways to implement it, but this is just my imagining.

- The three 'tiers' are kept (albeit renamed) but are divided into 'Piloting' and 'Gunnery'. In effect this is simply for easier categorization and understanding, but it also links with BattleTech's pilot rules for those of us that want to see a bit more BattleTech in MW:O.

- Instead of the player being required to unlock every single 'efficiency' to move to each tier, the player has a 'limit'. The idea being that the player gets to pick from a pool of efficiencies from each tier up to a limit. So there might be 15 basic/green efficiencies available, but the player can only pick 8. Once he unlocks 8 from basic/green, the basic/green tree locks and they have access to the next tier. This serves to make skill unlocking more interesting, and adds more personal choice to where a pilot might want to specialise or be more effective.

- Like a proper tree, certain skills might have pre-requisite skills. This could mean that final skills that give high bonuses would require dedication through a certain area, and would reward specialising. Just more diversity. Certain skills would also not stack; for example, 'Assault Charge II's' top speed bonus would replace 'Assault Charge I's'.

- Skills could also be 'de-learned' for half the XP if the player wanted to change their skill set, adding an extra layer of customization.

- The idea would be that each chassis has its own tree, and hence could be tailored for each 'Mech to add extra diversity and also a balancing method.

The biggest area of work IMO would be in design and balance for each 'Mech, though this system could still work if there was simply a tree for each weight class and then added to in the future. Perhaps 'Mechs would only have unique Veteran and Elite skills.

Such an idea would require a massive rework of the current system and I certainly don't think something like this could, or even necessarily should, be undertaken, especially with CW Phase III and Solaris on the horizon. But I just feel that out of everything in MW:O, the skill system is most neglected and I don't think that the 'pilot' element of MechWarrior is really represented at all.

If you read through all of that, congratulations and thanks for taking the time. :)

Edited by AUSwarrior24, 02 April 2015 - 06:13 PM.


#2 Vandul

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Posted 26 March 2015 - 06:49 AM

Love to see you mock up my proposal (in the sig)

#3 Karl Streiger

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Posted 26 March 2015 - 06:53 AM

Hey nice - always like every new idea of the "TREE"

it also has the very important part - "choose"
Currently the "choose" means should i take "skill a" before "skill b".

But i disagree about the last part:
I don't think its so a big challenge to create a good tree with the given modules - aka pilot tree - and the huge option of quirks.
imho it will need one dev for a week to "paint" the stuff - show it to the community - see how the forum burns it all its bright
and bring it to the test server after a month of fruitless discussions :P

more important the gunnery / quirk tree - would not allow you to have multiple stacking "weapon" quirks.
so instead of 25% speed, 25% range, 25% heat, 25% cooldown - whatever - you may only get one of these values towards 25% - but its your choice - or you have a ultra mobile mech but a "below" average cannon

Would be a good idea to take the current values and say those values are 110% - so the first not leveled Mech starts with flawed 90% stats

#4 Huoshini

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Posted 26 March 2015 - 07:13 AM

This is beautiful! Auswarrior for president! Changing the skill tree from taking ALL of the skills to having to choose would definitly lead to more customization and differentiation between pilots. If they threw that in with the current tree, that would A: Hasten the speed at which we go.up the.skill tree and B: Get us to buy more mechs faster :P

This.is.so awesome.I cant support it enough!

#5 Karl Streiger

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Posted 27 March 2015 - 02:07 AM

You really have to place a poll - (even without content) - simple because with the current forum software a "vote" will push your post -without pushing at all ;)

#6 Lord0fHats

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Posted 27 March 2015 - 04:24 AM

I like this and would love to see these kind of trees implemented for all the mechs. Personally, I'd love to see them as a complete replacement to the quirk system and the current efficiency trees.

#7 Kenyon Burguess

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Posted 27 March 2015 - 04:33 AM

only if the skills earned are based off of meaningful participation like CW and not pug matches or premade matches between 12man teams. this game needs to go somewhere and not just random missions over and over meaninglessly

Edited by Geist Null, 27 March 2015 - 04:36 AM.


#8 DeRazer

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Posted 27 March 2015 - 04:34 AM

I love this. You have won the internets.

#9 Impyrium

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Posted 28 March 2015 - 04:17 PM

View PostVandul, on 26 March 2015 - 06:49 AM, said:

Love to see you mock up my proposal (in the sig)


Hey, really love your idea! Character RP/development is another area I really want to see looked at someday... I'd be happy to try some mockups, in fact I already started on the creation screen, I can send them via PM if you want. Question though, do you envision the initial skill select screen being all on one screen, or with multiple screens, ie. a next button to go from Roles to Abilities?

View PostKarl Streiger, on 26 March 2015 - 06:53 AM, said:

Hey nice - always like every new idea of the "TREE"

it also has the very important part - "choose"
Currently the "choose" means should i take "skill a" before "skill b".

But i disagree about the last part:
I don't think its so a big challenge to create a good tree with the given modules - aka pilot tree - and the huge option of quirks.
imho it will need one dev for a week to "paint" the stuff - show it to the community - see how the forum burns it all its bright
and bring it to the test server after a month of fruitless discussions :P

more important the gunnery / quirk tree - would not allow you to have multiple stacking "weapon" quirks.
so instead of 25% speed, 25% range, 25% heat, 25% cooldown - whatever - you may only get one of these values towards 25% - but its your choice - or you have a ultra mobile mech but a "below" average cannon

Would be a good idea to take the current values and say those values are 110% - so the first not leveled Mech starts with flawed 90% stats


True, I guess I was just thinking from a design perspective. And TBH I'm not really sure myself how to go about with the statistics, I'm not very good at game balance, I was just trying to think of a system that could accommodate further balance and fun. :P

You sound like you have a much better idea of how this kinda idea could be better implemented than me. :)

View PostGeist Null, on 27 March 2015 - 04:33 AM, said:

only if the skills earned are based off of meaningful participation like CW and not pug matches or premade matches between 12man teams. this game needs to go somewhere and not just random missions over and over meaninglessly


Interesting idea... at the very least a significantly increased payout in XP from CW games. Of course that'd further push more players to come to CW, and then we have the problem of either encouraging players to join and create units, or somehow accommodating solo CW players better.

#10 Omi_

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Posted 28 March 2015 - 04:58 PM

This is absolutely gold! The only thing that bothers me is Twist X, which is not really a beef with the design you've presented, but rather PGI's choice of title for that skill. We all know what it does now, but seeing it in this new tree reminds me of how nondescript that title is. How about "Twist Range" instead?

#11 Sarevos

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Posted 28 March 2015 - 06:42 PM

Dont forget to vote if you like it lets try to get some eyes on this

EDIT: or even if you dont like it

Edited by Sarevos, 28 March 2015 - 06:42 PM.


#12 EXO-Scorpion

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Posted 28 March 2015 - 06:48 PM

it would be NICE if PGI would ******* Add 3 more Skills under the "Master" tree with each one unlocking after you use 21,500 GXP Each!

And make one: +Increases Mechs Jump jet Thrust/Lift off acceleration by 20%

Then maybe my Victor and Highlanders will become ******* USEFUL AGAIN!!! ROFL :P

#13 Impyrium

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Posted 28 March 2015 - 07:16 PM

View PostHornsby, on 28 March 2015 - 04:58 PM, said:

This is absolutely gold! The only thing that bothers me is Twist X, which is not really a beef with the design you've presented, but rather PGI's choice of title for that skill. We all know what it does now, but seeing it in this new tree reminds me of how nondescript that title is. How about "Twist Range" instead?


True. I really want the skills to be renamed to more interesting things, maybe from TT, not sure. But it was one or so in the morning when I was typing in the names and I just wanted it done before I fell asleep. :D

Hence things like Death from Above, which would increase the Highlander's JJ capability by 20% or maybe more, as Exo said, and Highlander Burial, which significantly decreases fall damage. In other words, a mastered Highlander could actually be the agile air assault 'Mech it's supposed to be, or if the player chooses could instead have significantly increased cooling and weapon efficiency.

#14 Tarogato

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Posted 28 March 2015 - 10:20 PM

Yes yes yes yes yes yes yes yes yes yes. Yes. YES!
This is what needs to happen to the skill tree! An actual "tree", and you can only unlock x out of y skills per level, so you have to pick and choose which ones you want. You can have multiple "Pilots" that can have different sets of skills unlocked. Buy extra pilots with MC if you want to have different skill configurations available by simply assigning which Pilot or skill configuration you want to use with an easy click.

#15 Johnny Z

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Posted 30 March 2015 - 10:59 AM

The example is great. Its going in the right direction visually thats for sure compared to whats in game now.

They should definately update the skills and mods.

The way the current system works and functions though, it is awsome, and next gen as far as im concerned. I have said so chatting in other games. That top end skills only offer a small but noticable improvement in game play is excellent.

Skills being basically divided between mech mods(being directly related to the mechs), pilot skills(?) and ranks(strictly pilot) and possible mechanics(Astech's?) is the way to go. Its dynamic and not such a grind and not linear. Players can pick and choose which to spend exp and gxp on first etc. Gateing some of the skills away from a character sucks. Gateing is basically cheap content. This game has enough of a learning curve and enough content (at some point) that it doesnt need gated content.



How to improve the mods to work the same as now and make more sense and be more part of the game is fairly straight forward. Made a reply about it before. But how to update the skills system to work exactly the same but make more sense?

I went with yes because it looks good compared to whats in game now.

One addition-

An extra small bonus of some sort for mastering one of each weight class would be good. Players who have mastered one of each weight class are actually better pilots for various reasons. Players who have mastered a light mech would know that any bump into another mech causes damage, so when in their assault mech they may be more polite and make way for light mechs, as an example. This improvement in actual playing skill should be reflected in the pilot skill tree maybe.

Edited by Johnny Z, 30 March 2015 - 10:51 PM.


#16 Vegalas

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Posted 31 March 2015 - 12:36 AM

Looks like I finally found a thread with interesting ideas. Despite the fact that I'm already satisfied with the OP's pilot tree idea since it has been something I've been thinking about too. I might as well add that the quirks should be unlockable through a pilot tree through a weight class specific branch and the mech tree could stay to so that everything in the mech wouldn't be maxed out by just putting the pilot into the mech. Researching the mech three should be faster than researching the pilot tree making it a more dominant part of gameplay. Great work with the photoshop btw.

#17 Celtic Warrior

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Posted 01 April 2015 - 02:21 PM

Anything would be cool and your mockup is very cool

#18 Myke Pantera

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Posted 02 April 2015 - 08:30 AM

Best Feature Suggestion Topic 2015. Nice to see others put some work and though into their feature suggestions! I hope to come back at some point to add useful feedback. But for now: Looking pretty good, Sir!

#19 50 50

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Posted 28 April 2015 - 03:48 PM

Nice work.
I quite like the way the skills are setup at the moment but agree that it could have more structure.
The mech skills relating to the performance of the mech all make sense.
And the pilot skills relating to weapons and equipment which are shared across mechs also makes sense.
However, some of the mech skills should be more specific to the chassis, the Urbanmech is a good example of this. Doesn't it still have the Twist X skill and it already has 360' rotation?
There should be some skills that are unique to the chassis.

#20 Hoffenstein

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Posted 28 April 2015 - 07:30 PM

This is the most well thought out, excellently displayed suggestion I've ever seen. PGI, please make this happen!

Edited by Hoffenstein, 28 April 2015 - 07:31 PM.






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