Davegt27, on 15 August 2016 - 03:43 AM, said:
well a workable skill tree flies over my head maybe you could explain?
I played the first month and did not know anything about any skill trees
Specialising in sensors, gunnery, weapons, manouverability of mechs, missilehandling, beamtimes of lasers, reloadrates of weapons, hitgroupings on missileweapons, heatdissipation, resistance versus heat effects are a few that I could easily find off the top of my head .
Add in more complexity to the game like :
-way slower convergences of weapons,
-minimal random misalignment of weapons (because techbase in 3052 is not on the top of what it once was, heck even the guided missiles of our time put LRM´s to shame)
-static overloads due to PPC hits,
-heat effecting the pilot and the whole machinery ( the hotter your mech the more sluggish it reacts, has targeting errors, loses locks, cannot ID enemy/friends reliably, grey/black-outing, visual distortion due to condensation of sweat and steambuildup inside cockpit due to rupturing coolantlines)
etc. etc. etc.
As I said a few times in the past 4 years ... the lore would provide a very readily accesible base to design a very complex, enthralling and still highly enjoyable game if the developing company just would use it smartly.