Hi there,
I wanted to react to Fantastic Tuesday video about how skill tree should be all about making mutually exclusive choices and his comparison with World of Warcraft trees. You really nailed my general feeling about this tree! It has already been showed that with the currently proposed tree it is possible for each mech to pile all defensive nodes with a good chunk of sensors, operation and mobility while leaving enough for one type of weapon. Not much customization indeed.
I felt the parallel with WoW very interesting and thought it would be a good idea to think about how we could implement it.
I built a rudimentary wow like tree to help with the discussion.
I wrote it one my smartphone so there is not much mise en page going on. Below each floor you have the three nodes separated by //.
_Legs internals
Structure buff // more ammo in leg mounted ammo// improved accel/decel
_Legs externals
Armor buff // improved turn rate // improved leg mounted jump jets
_Arms internals
Structure buff // 1 extra slot per arm // cooldown for arm mounted weapons
_Arms externals
Armor buff // increased heat dissipation for arm mounted heatsinks // projectile velocity and range for arm mounted weapons
_Torso internals
Structure buff // torso speed // 1 extra slot per torso
_Torso external
Armor buff // increased heat dissipation for torso mounted heatsinks (not including engine) // projectile velocity and range for torso mounted weapons
_Cockpit
Less shake and explosion blind // zoom + advanced heat and night vision // advanced com array (share results of seismic sensor and results of target info with team)
_Sensors
Target decay // target info gathering // seismic
_Engine
Speed tweak // engine mounted heatsinks heat capacity and dissipation // improved engine casing (extra torso structure, armor and twist rate from STD engine casing or no negative effect from losing part of XL engine)
_Paint
Camouflage (longer enemy targeting time) // radar deprivation // repulsive paint (slight reduction in incoming damage)
_Weapons operation
Weapons overload (cooldown and heat gen) // fine tuning (spread, jam chance and beam duration) // long barrels and refined beams (projectile velocity and weapon range)
Here is my reasoning :
1) wow like tree with stages of 3 choices each. The player can chose a single node from any floor without needing to have previous floors unlocked.
2) in general each floor has a defense node, an offense node and a more utility oriented node.
3) the nodes on a same floor should give comparably strong bonuses (choices between nodes should be non obvious), each tailored to further specialize the mech
4) to make it more "real", each floor represents a part of the mech, say cockpit, sensors or arms internals. It reflects the skill and understanding of a pilot and his repair crew.
5) my sample tree has been made mainly with IS mechs in mind. It aims to address IS versus clan and STD versus XL balancing by giving the opportunity (at the cost of other strong bonuses) to run XL without dying from ST loss, to buff tankiness and twist speed when running STD, to add free slots in arms and torsos (thus allowing an IS mech to bring ferro more often, or put two uac5 in a XL ST for instance)
6) there is a small take on information warfare by giving a node allowing to share results of seismic sensor on the minimap and target info (all members of a team could see a pop up near the target of a mech running said node with it's info, allowing to pinpoint weak component of a mech you did not even target)
7) clan mechs should receive a partially different tree
8) underpowered mechs like the hunchback, Victor, Orion, cataphract, highlander... Should still receive quirks or special nodes in the tree tailored to their specific needs
9) I did not put any number in my tree because that's where all the balancing goes and the content of my nodes are mostly placeholder. The whole point of this is to show that a WoW like tree is possible and allows better customization than a "grab everything you need without having to make difficult choice" tree like they are proposing
10) as a sidenote, I really think the new skill tree should be more "game changing" than what PGI is proposing. They are simply spreading quirks and old skills and modules with extra armor and structure in a badly structured tree. I think this is the occasion to actually fix for good many of the recurring balancing issues in this game. Issues that are discussed again ad nauseam by many veteran players who have often better views on the game than many designers at PGI.
Cheers!
Edited by SuperPignouf, 11 February 2017 - 03:31 PM.