Would I like each mech variant to have a completely customized skill-tree, with some nodes coming pre-unlocked in lieu of quirks?
Heck yes.
But frankly I don't think that's a practical solution. So the question then becomes what is necessary to take what PGI has done so far and make it workable?
1) Skill nodes need to follow independent progression paths, whether it be 'armor hardening' or 'X Weapon cooldown'. The paths should be homogenous, allowing acquisition of sequential nodes without necessitating the acquisition of 'other' nodes. This is particularly important for the UrbanMech since the torso Yaw increase nodes fill two rather important cross-over points but will have absolutely no effect on this mech. Also, a complete weapon system (NARC) is buried behind two particularly obnoxious walls (one a risk of a pay-to-win mechanic [see #2] and the other seldom useful).
2) Consumable skill trees need to be made independent of mech skill tree. If part of broad 'pilot' skill tree that tree needs to have no restrictions placed on it. Otherwise, instead of players paying MC for early access to max-performance consumables, they are instead paying for the privilege to use skill nodes to further buff their mech (or potentially pilot). This is the definition of a pay-to-win game mechanic.
3) The c-bill cost to respec a mech needs to be drastically reduced. 125-k is decent payout for a QP game without premium time. That is too high to encourage tinkering, especially for any OmniMechs in the game where tinkering might include removal or replacement of a hardpoint type (ballistic for energy, for example) rather than swapping around specific weapons without a subtype (AC10 for AC20)
Other things that would be nice
a) reduce cost of skill nodes. Yes, the cost is less than buying a full set of modules. But modules could be swapped between mechs, and the skill tree previously came free. Playing without equipping any modules wasn't terrible, but I don't see that being the case with skill nodes
b] 'Generic' quirks need to be renamed since there are no 'generic' weapon nodes. As it stands there are two terminology systems using the same words in different ways. For example, 'Laser Range+10%' quirk would appear to affect only the Standard/ER lasers since that is what the 'Laser' skill nodes affect, rather than a buff to all laser weapons.
c) Magazine buff should be placed with either relevant weapon trees, or if it remains approximately where is, it needs to be made clear that it is a one-time buff, or based on ammunition tonnage. MG, missile, and AMS ammunition should be affected as well.
Edited by Kael Posavatz, 12 February 2017 - 03:05 PM.