Kael Posavatz, on 12 February 2017 - 03:03 PM, said:
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).
If the number of points we had available was significatly reduced then a streamlined tree allowing us to be very specific in our selections becomes more relevant. However, there is a bit of merit in having some cross over skills be required, particularly if they tie in logically, as the less we can min/max our builds the less there is a 'single choice' on what to select and the less it creates a gulf between new and veteran players. It merely becomes 'a choice'. Setting it up like a stepping stone to get to the next level means that a focused build does have to have some diversity, this might be particularly true with the weapons which may help with the boating issue.
Kael Posavatz, on 12 February 2017 - 03:03 PM, said:
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.
An alternative would be to make it feel more like an upgrade to what consumable could be equiped on the mech.
Bit of an options to expand the consumables here as well.
EG: You can upgrade your mech to take the MK2 UAV launcher which can launch a drone with increased range.
Then we just need a default consumable UAV that has increased range.
Not really a skill... but that might work.
Kael Posavatz, on 12 February 2017 - 03:03 PM, said:
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)
Kind of benefits the battlemechs a bit more when you put it that way.
Not sure what the answer is.
I kind of see these skill nodes as knowing how to rewire our mechs to function a bit better in different ways. If we were paying a mechanic to modify our car and we changed our minds afterwards we would have to pay at both ends.
The cost of learning and respec does help keep the desire to buy more mechs. If we get one variant up to where we want, then it makes it a bit clearer if we want to configure another variant for a different purpose.
Maybe the cost is too high, maybe the respec cost is too much... Not sure.
If we do look at it from the point of progression with a brand new mech or brand new player then it's not too bad. 1 good match could instantly net 1 skill point. Otherwise it might take 2 - 4 matches per point. that's probably about the equivalent of what we have now XP wise.
Kael Posavatz, on 12 February 2017 - 03:03 PM, said:
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
I imagine most players will go for a certain set of nodes that they will never change. It's really just the weapon ones that potentially will be swapped back and forth. A mixed loadout might have a bit of an advantage in this scenario as it would seem sensible to take nodes of a particular type for each weapon. Eg: Only Range nodes.
It's the mechs that will boat a weapon type which would conceivably want to swap an entire tree.
In that line of thinking, do we cry tears for the boats?
Not sure.
If players do not want to be tied down to certain weapons, then logically they should not invest in any weapon enhancements. This might seem like penalizing yourself, but the problem is more about having too many points to spend and a mech can have too many bonuses and not miss out on anything. A mech that takes advantage of trees other than the weapon trees should have advantages over one that does. It should balance itself out and who knows, maybe that will help time to kill.
Kael Posavatz, on 12 February 2017 - 03:03 PM, said:
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.
Kael Posavatz, on 12 February 2017 - 03:03 PM, said:
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.
I don't mind that that one is in a different tree. As it is, ammo is a one ton, one critical space item regardless of the caliber of weapon. So treating it as a separate upgrade for an improved bin capacity/ammo feeder or whatever seems ok. Would like to have it scale up to level 5 and cover all the ammo weapons though.