Vellron2005, on 26 September 2016 - 04:30 AM, said:
Personally, I hope the revamped skill tree has the following characteristics:
Just going to put the TL;DR up here and say "Nope" to most everything you suggested because they're completely imbalanced and/or makes no sense.
PGI nerfed the general skill trees because they didn't want veteran players having such a huge advantage over newbies. Although then, like now, the potatoes are filtering into all Tiers, especially ones they don't belong in... So until PGI gets off their duff and fixes the PSR system, you should expect that mentality to continue inhibiting proper skill tree development.
Vellron2005, on 26 September 2016 - 04:30 AM, said:
1) Removed "must have 3 mechs to master" rule
Yes.
Vellron2005, on 26 September 2016 - 04:30 AM, said:
2) Focuses on many more aspects of piloting a mech, than just wepons and equipment.
The current skill tree is almost entirely Mobility-oriented (Piloting) with only 3 of 13 skills devoted to weapon usage and 1 toward equipment/weapon(Master Slot), so where does this even come from? Do you even MWO, bro?
Vellron2005, on 26 September 2016 - 04:30 AM, said:
3) Lets us master specific roles of an individual mech. Such as if you want your Timby to be a LRM boat, you make it have more pod space, its LRM's have extra range, better target lock and such.. If you want it to be laser vomit, make the lasers cooler, faster, shorter firing and such..
Additional pod space? No... No to all of this. Without a functioning role system, role-oriented skills are useless and even if they did implement role-specific skills then everyone and their brother would just pick the ones that boost Firepower 99.9% of the time, even moreso if it was set up as an one-or-the-other design.
Vellron2005, on 26 September 2016 - 04:30 AM, said:
4) Remove quirks - get quirks through skill tree, not through chassis. (Reflects individual mechwarrior's mods and preferences done to the mech)
No. This only compiles the power differential between Veterans and Newbies, something PGI is actively trying to avoid (Could be mitigated with a proper matchmaker, but not entirely). Not to mention Quirks are actually good for bringing weaker Mechs up to par--PGI just needs to get better at using them. Some Mechs having
minor boosts that reflect their historical functionality is fine, but removing Quirks and instituting them into a skill tree? No.
Vellron2005, on 26 September 2016 - 04:30 AM, said:
5) Let us add hardpoints or features with skills to extreme-mod our mechs, but at high skill levels - e.g. 1 milion skill points = ECM, MASC or Tacticon capability, 500.000 skill points = 1 extra weapon hardpoint or AMS hardpoint.. Limit this to only one or two extreme mods. (Keep mod availability Faction specific... like if you are IS, you can't have MASC, if you are Clan, you can't have Tacticon and such)
Absolutely not. Mostly for reasons already stated earlier in this response, but the last thing most of these Mechs need are more hardpoints. And do you know what Tacticon does? It's not great, or good, or worth it... It doesnt even approach MASC's level of utility. It's like IS Command Console vs. Clan Targeting Computer level bad, which makes 'achieving' its use akin to "Congratulations - Here's a rusted nail through your scrotum!"
Vellron2005, on 26 September 2016 - 04:30 AM, said:
6) Let us classify some high-level mechs as "Legendary" - Giving them a 25% cbill boost.
Only as long as Hero Mechs qualify as well, having a 55% boost potential. But it definitely shouldnt be called "Legendary" as this isnt WoWarcraft despite people's apparent propensity for making it such.
Vellron2005, on 26 September 2016 - 04:30 AM, said:
7) Let us trade skill points for some unique cammo / decals, so we can make our "Legendary" mechs looks unique and distinctive.
Sure, extra camos and cosmetics... Again, dont call it 'Legendary'.
Vellron2005, on 26 September 2016 - 04:30 AM, said:
8) Write more lore and fluff into upgrade descriptions - not just what they do, but how and why they do it. (Don't tell me "cool run" gives me a bonus to heat durability - tell me something like "Cool Run - You've learned how to use the maximum of your heat sinks, by using the Osten-Brand method and applying an extra layer of heat-padding, making them work 5% better on this mech"...
Yay lore fluff... But needs to make sense, which the above example does not unless you're a Mechanic
and MechWarrior.
Vellron2005, on 26 September 2016 - 04:30 AM, said:
9) Make it easier to reach the skill tree - If you click on the "skill tree" tab, it takes you to the skill tree of the currently selected mech, not to all the mechs, and then making you search the mech you wanna level-up.
This is unnecessary and would save one, maybe two clicks initially and then be the same exact thing we already have that would require sifting through the Mech Selection screen rather than the Skills tab, which isnt difficult to navigate as it is... So it amounts to a waste of Dev time.