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How To Redesign The Skill Trees


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#1 Levi Porphyrogenitus

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Posted 09 February 2017 - 10:40 PM

First, let me say that I like the idea of the new skill trees. The implementation, though, leaves a lot to be desired, between the rather generic nature of the arrangement, the spider-web interlocking that foists bad buys on people just to get access to good (or even minimally useful) options deeper in the tree, and so on.

Here is how I would change things:

1 - Scale prices and/or change the number and value of nodes for certain kinds of improvements.
1a - Is Cool Run too popular and too powerful? Cut the values in half and double the number of nodes. Is Arm Yaw rarely taken? Consolidate the buff into only two nodes instead of five.

2 - Make them actual paths rather than interlocking, randomly mixed spider webs.
2a - Instead of having Hill Climb, Fall Damage, Speed Tweak, Anchor Turn, and all the others mixed in together, make them discreet lines.
2b - If you want a basic purchase to be a requirement to unlock something deeper, make it a branch system and make sure that the thing that gates a branch actually makes sense (say, you have to buy into Heat Containment at least twice before you unlock the Cool Run branch, but once you have it you can buy the whole Cool Run line without interruption).

3 - Reward a player for completing a branch or entire category.
3a - Completely unlocked Defense? Gain a flat 5% max armor to all locations. Completely unlocked Information Warfare? Now your target is automatically marked for your team to see with a chevron pointing down at it on their HUDs. Entirely unlocked the Pulse Laser line? Now your PL ghost heat limit is bumped up by one (or the energy draw value is reduced, or whatever).
3b - Scale the reward for full unlock to be small for popular trees and significant for rarely taken ones.

The idea is to allow players to specialize their mechs to taste. Sure, most players will likely end up going for heat, defense, and weapon buffs, maybe with some mobility thrown in, but those players who really want to run a super scout should get something extra juicy to reward them for their sacrifices.

Of course, it would help if there were further refinement to the reward scheme for end-of-match payouts that would further incentivize empowering your team through spotting, information gathering, and other less direct combat roles.

Edited by Levi Porphyrogenitus, 12 February 2017 - 12:51 PM.


#2 Levi Porphyrogenitus

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Posted 12 February 2017 - 11:33 AM

I forgot a change:

4 - Rework respeccing and skill buys.
4a - XP is earned per mech, not per variant.
4b - Charge XP and C-bills to buy a point, not a node. You can buy up to X points (91 currently).
4c - Once you have bought a point, it is yours for that specific mech and you can freely apply or remove that point.
4d - Once you have purchased all available points, you can spend c-bills and xp to buy Variant points which can be applied to other specific mechs of that same variant (so that continuing to play your maxxed-out variant still gets you something for your XP.

The idea here is to promote mechlab experimentation and continued play (and to drive ownership of multiple copies of a variant). It also removes the punitive feel of the current system when it comes to changing a build.





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