Lily from animove, on 25 April 2015 - 05:10 PM, said:
dunno, thats not a real tree, its just again only unlocking. and in case balance crews a wepaon on a mech, you need to be able to change stuff.
actually the mechlab should be able to allow us to adjust our mechs performance dependign on how often we already used a weapon system, stuff like:
srm's: adjustable from: +10%spread +10%velocity to -10%spread -10% velocity.
lasers: +x% range +x% burntime to -X% range -X% burntime.
C-AC's +X% heat. -X% shot duration, to -X% heat -X% shot duration.
because together with the pilots experience he can find small inacuuracies in a mechs normal factory build and optimises his mech together witt he techs. And so everytime before a mission you cna adjust, by either programming stuff in yoru mech or just changign some setting in the mechs hardware to a more desired degree.
True, I didn't make it very clear but the top image was my own idea to redo just the skill trees, the second image is a separate concept based on Vandul's idea which has far deeper and unique character development.
Ryoken, on 25 April 2015 - 05:59 PM, said:
Actually some long term motivation in the skill system would be a good thing! Right now after mastering a mech getting more XP is useless unless you convert it for mc. Which also is monetization. I guess at the end of the day we have to face it, that PGI also needs money to pay for food and develop the game.
But I like my game to be comfortable and flexible and not having to make two or three accounts...
This. Having more things that PGI can receive revenue from is only a good thing, especially if it's something that people actually want to spend money on. Right now the only main area PGI seem to get decent cash from is 'Mech packs, and while that's fine by me it can only shake things up and provide more time to work on other things if they didn't have to rely just on regular releases.
And personally having characters slots is something I'd happily pay for.
Edited by AUSwarrior24, 25 April 2015 - 06:05 PM.