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Skill Tree Revamp


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#1 Famous

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Posted 17 November 2015 - 06:51 PM

So we know that the current skill tree was intended to be a place holder while a real skill tree was created. We also know that the current skill tree is very likely going to meet with the nerf bat during the rebalancing pass. So with those two things in mind I wanted to put forth an idea for an actual skill tree system that would both allow players to further customize their Mechs by chassis/intent, support Role Warfare, and hopefully dove tail with an expansion of game types.

Two things I think should be retained from the current system: Basic skills and the 3 variants basic'd to unlock the actual skill trees.
  • The Basic skills are not that unbalancing to new players and are a logical extension of your Mechwarrior becoming more familiar with his machine
  • The three variant rule is purely business. This is an FtP game so there has to be a reason to buy Premium time and Mechbays. Call it a necessary evil if you must, but it really does make people experiment with new builds.
With that out of the way on to the actual changes. First I think the skill trees should be tied to a chassis, not just a variant. So let's say I'm working Ravens up and I find that while I love the 3L for it's higher engine cap and ECM the 2X and 4X just don't work for me. I can buy multiple 3L chassis, give them separate load outs and separate skills depending on how I want to use them.

As for the trees themselves I delved into Sarna to find out what roles canon Mechs typically fill and this is the list I've come up with:
  • Scout/Recon - skills would focus on speed, agility, and sensor range
  • Electronic Warfare/Information Warfare - the anti-Scout role, protect from LRM/Arty/Airstrike and minor combat buffs to help fight off Scouts, improved ECM function
  • Raider - Speed, agility, and damage. Could also include capture bonuses for game modes with those win conditions
  • Brawler - Armor/structure increases, minor speed increases, damage and/or cooldown buffs, torso twist range/speed increase
  • Direct Fire Support - Minor armor/structure increases, improved sensor range, improved optics (zoom)
  • Indirect Fire Support - Faster target lock, improved spread on LRMs, minor speed increase
  • Commander - Provide bonuses to lance for targeting and target acquisition, carry extra consumables, minor speed boost
Those are some rough ideas of what bonuses each tree would provide. Some skill trees could be restricted by tonnage, Lights can't access the Commander tree (Mediums are usually the commander of a scout Lance) while Heavies and Assaults can't access the Scout/Recon tree (I know this is blasphemy to Steiner pilots and their 4x Atlas scouting lance).


This would also be limited to the number of skills you could apply to a Mech, say pick one primary tree and one secondary tree. Every two skills in your primary allows for one in your secondary. To go back to the Raven example I take a 3L with Scout primary and Raider secondary. I've sacrificed some of the utility of my ECM to create a Mech that excels at finding the enemy, reporting their position, then either rejoining the group or attempting to grab an objective behind them.

Mastery should be retained, I think the extra module slot is a nice capper for the whole progression.

Obviously some trees are more useful for pugging while others would find their niche in CW and/or tournament play.

Just some thoughts that have been rattling around in my head, if the community likes them we can keep the list above updated with suggestions and improvements.

#2 Vellron2005

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Posted 18 November 2015 - 02:10 AM

It would be very good if you could "specialize mechs" and skill them up that way.. then you wouldn't have to buy variants that don't work for you, and you could focus on what does..

The three mech rule is unfortunately a financial necessity for PGI, but it would be nice if they for instance, allow players the option to buy into the elite and mastery skills with MC, rather than buy new mechs.. (a choice between the two).

300MC would be ok (same as a mechbay). So financialy the same for PGI, but less grind for players if they dont want to grind variants..

Or if they do, that they can grind tree of the same, but with different skill sets / roles.





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