The concept is based on the LoL/WoW skill trees in that a lower node is locked until the prereq node has at least 1 point in it AND the tier above it has at least 5 points in it. For MG, Flamer, and NARC there's really not many options in this concept but hey at least it's there.
I know it's kind of confusing, I wrote it on scratch paper then imported to txt, so its not going to be pretty.
The [0/5] refers to how many points you can put in a node. What the value is per node would probably coorelate to whatever the current nodes I, II, III, IV, V are for similar mechanics, and those without nodes in the current system would just be linear increase in whatever category (ie impulse would be 2%, 4%, 6% etc or something like that)
I've had to modify certain weapons to make the end-tier nodes interesting, and I've intentionally left it vague so people can offer their input. For instance the end-tier PPC node referring to ECM, maybe PPCs by default dont have ECM countering and this node unlocks it, or maybe it just makes the ECM counter default ability better. Whatever you want.
It's by no means perfect but I believe offers better customization options.
I really wanted to redo the other non-weapon trees in a similar fashion but this was my proof of concept.
