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Post Skill Tree Nerf Idea

Skills Upgrades Module

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#1 Saint Scarlett Johan

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Posted 01 December 2015 - 05:56 PM

Okay, so the Skill Trees got nerf hammered. Cool, whateva... People are happy. People are sad. People just don't care.

I see an opportunity though. One that could be fun. Lots of fun.




Spoiler





Yes. I said it. Now hear me out, please.


Okay, so we have the Basic skills nerfed to a quarter of their former value(IIRC, if I'm wrong, let me know so I can edit the OP). Which means that a fully mastered mech now is much closer in performance to mech with only basic levels of efficiency. That is a step in the right direction, in my opinion.

Here's why:

We have a module system that covers weapons, consumable items, and mech performance

We have nerfed pilot skills. Those 'pilot' skills were really just modifiers to mech performance. Essentially free 'modules.'

So, what if we add in a set of modules called 'pilot modules?'

The purpose of these is that for each two efficiencies you unlock up to three, that variant gains a 'pilot module' slot. In that slot can go any pilot module.

Just thinking within the box for the purpose of simplicity here, the modules to choose from are:
  • Kinetic Burst: +5%
  • Twist X: +7.5%
  • Hard Brake: + 5%
  • Twist Speed: +7.5%
  • Arm Reflex: +7.5%
  • Anchor Turn: +7.5%
So, for a mech with all eight basics unlocked the mech now has three 'pilot' module slots that the pilot can then assign up to three of those six to the mech to make up the deficit that was created from the nerfing. But pilots don't get all eight from prior to the nerf, they have to pick and that means trade-offs. And I like trade-offs.

That means for lights I'm more likely to pick the following three:
  • Kinetic Burst
  • Hard Brake
  • Twist X
While for an assault I'm more likely to pick:
  • Twist Speed
  • Twist X
  • Anchor Turn
And we don't even have to have those six, they can add in weight-class specific ones or even chassis specific skills. They can have them weighted, so that a light mech would have better gains for certain skills while an assault would have better gains for others.

Then we can have the same thing for Elite, where you gain an 'Elite Pilot' module slot that you can put another basic pilot module or one of the possible Elite modules that can only go in the Elite slot.

Either way, I think this would be a neat system and add another layer of building and customizing to our mechs.


*the values and modules are for the purposes of demonstration only and to simply get the idea started.

#2 Nightmare1

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Posted 01 December 2015 - 06:20 PM

View PostLord Scarlett Johan, on 01 December 2015 - 05:56 PM, said:

Spoiler



Fixed!

#3 Saint Scarlett Johan

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Posted 01 December 2015 - 06:37 PM

View PostNightmare1, on 01 December 2015 - 06:20 PM, said:


Fixed!


That's likely what that'd come to. But the whole CBill module sink is a whole 'nother can'o'worms.





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