1. Firepower-Infotech, and Survival-Mobility are opposing paths, so that to achieve the second tier is to block off the first tier in the other. Ex: To select even one node of the 2nd tier from firepower means all Tier 1 infotech nodes will become unavailable. In addition, you are limited to the first tier in two sections that are not blocked.
2. To open up 3rd tier nodes of any of the 4 sections Firepower, Infotech, Survival, Mobility, is to make the other three sections unavailable. As an example, to achieve +22.5% speed tweak in 3rd tier mobility, you have give up all firepower, survival, and infotech nodes, so you will forgo all weapon and toughness skills as an example. You may still select from the operations path however.
Opinions? Discuss?
Update 2-11:
Regarding exclusively prohibited trees, I feel that is a necessity to prevent some OP combinations. Path blocking results in highly specialized mechs that have great strengths.. and great weaknesses. I based my choices on (http://tvtropes.org/...petitiveBalance) which lists stereotypes that confer competitive balance.
Fragile Speedster: Tier 3 Mobility
Glass cannon: Tier 3 weapons
Stone wall: Tier 3 survival
Puppet Fighter: Tier 3 Infotech
Mighty Glacier: Tier 2 Survival, Tier 1 Weapons
Mage/Wizard: Tier 2 Infotech, Tier 1 Mobility
Stealth Expert: Tier 2 Mobility, Tier 1 Weapons/Infotech
Close range combatant: Tier 2 weapons, Tier 1 Survival/Mobility
Long range combatant: Tier 2 weapons, Tier 1 Mobility
Jack of All Stats: Tier 1 everything
The section block as a result of specialization prevents the following game breaking combinations:
Tier 3 Mobility, Tier 3 Survival (ex: srm brawl that is both fast and durable)
Tier 3 Mobility, Tier 3 Weapons (ex: snipers with range and cannot be caught)
Tier 3 Weapons, Tier 3 Survival (ex: a turret that is both durable and deals massive damage at range)
Tier 3 Mobility, Tier 3 Infotech (ex: 191kph locust with 600 meter seismic)
Update 2-12:
Thanks for the comments thus far. One of the main concerns brought up is the blocking off of entire sections of nodes as you specialize. I feel this is necessary to prevent game breaking combinations, but a possible compromise is to add unique and powerful skills upon reaching Tier 2 and Tier 3 as compensation of the loss of other nodes.
Some ideas/suggestions:
Infotech Tier 2: Omniscience I > within the center comprising half of your field of view, target-able mechs are targeted automatically for you and your teammates. Target retention and info gathering also occur. Radar deprivation and ECM still act as counters.
Infotech Tier 3: Omniscience II > within your full field of view, target-able mechs are targeted automatically for you and your teammates. Target retention and info gathering also occur. Radar deprivation and ECM still act as counters.
Survival Tier 2: Resilience I > -15% critical damage taken, this applies to both damage to components and bonus damage to structure
Survival Tier 3: Resilience II > -15% (30% cumulative) critical damage taken, this applies to both damage to components and bonus damage to structure
Mobility Tier 2: Balance > No stagger upon losing a leg, 50kph cap on one leg is also removed.
Mobility Tier 3: Cloud Step > Fall damage reduced by 90%, jump jets recharge at 25% of normal rate while air borne and not in use.
Firepower Tier 2: Accuracy I > +20% critical chance
Firepower Tier 3: Accuracy II > +20% critical chance (40% cumulative)
Update 2-15: I'll try to explain the balance mechanism a bit more
Take 2 Cheetas, built exactly the same way with 6 small pulse lasers, ECM, and piloted by pilots of exactly the same skill. How would it play out differently if the Cheeta only differed on skill tree choices, specifically if it were boosted to Tier 3 Firepower, Survival, Mobility, or Infotech respectively?
Tier 3 Firepower versus Tier 3 Survival:
Neither has a info or mobility advantage, so suppose the fight starts face to face. Firepower has more range, shorter burn duration, and higher dps, but Survival can shrug the damage off. The fight outcome depends on each's ability to focus damage on components, with the caveat that while it's easier for Firepower to dish it out, Survival can take it.
Tier 3 Firepower/Survival versus Tier 3 Mobility:
Mobility does not want to fight a fair fight, mobility wants to evade, circle, and ambush Firepower/Survival at every opportunity, which it can do with superior speed, turn, and jump jets. Firepower/Survival recognizes this, so if Firepower/Survival finds a corner and waits, a stalemate occurs. If Mobility attacks head on, Mobility loses, so Mobility stays away. If Firepower/Survival doesn't choose stalemate, then if Firepower/Survival catches Mobility in the open where Mobility cannot escape right away, Firepower/Survival wins. If Mobility succeeds in successively choosing good ambush locations, then Mobility wins. The advantage still lies with Firepower/Survival since any mistakes on Mobility's part results in death, however Mobility's weakness in 1vs1 is made up for with strong scouting and flanking capabilities in group engagements.
Tier 3 Infotech versus Tier 3 Firepower/Survival/Mobility
Infotech's only advantage is choosing the location of engagement. With a 600 meter radius seismic, Infotech will find out the location of Firepower/Survival/Mobility without ever exposing itself. Having no advantages in a fair fight, Infotech's only chance at victory is a fatal sneak attack to the back. This is easiest against Firepower, which has no mobility nor durability advantage. Escape is still a possibility if the sneak attack fails. The sneak attack itself is hardest to succeed against Survival, which can likely survive not only instant death, but perhaps even prevent the loss of a side torso. However, Mobility presents the hardest challenge, as it can turn the fastest to avoid a fatal wound and also escape is impossible once detected so there is no second chance. The fight will be close, but Mobility will have a much easier time spreading damage and will emerge the victor. As the weakest fighter, Infotech's enormous info gathering capabilities allows him to see the battlefield clearer than any other and would be an asset to any commander.
A final balancing point is it should be visible after a mech is scanned if it has reached Tier 2 or 3 specialization, via an icon of some sort. If you see someone with Tier 2 Weapons, you know he gave up Infotech and has no radar deprivation nor seismic sensor. Someone with Tier 2 Survival is slow to turn and twist. Someone with Tier 2 Mobility or Infotech is a weaker than average fighter. Someone that reached Tier 3 has multiplied weaknesses.
Edited by ironnightbird, 20 February 2017 - 05:21 PM.