Going to do this again. If it is going to be the intention to lock desired nodes behind undesirable nodes, we need to be able to unlock any node that is adjacent. Not just ones that are "lower" on the tree than the unlocked node. For example the Mech Operations tree where I cannot unlock the adjacent node "above left" of Quick Ignition 4
Here is a link to the video for further reference where you can see that I want to unlock Cool Run 3 , but cannot.
https://youtu.be/Jl0ucNNnszg
It is said over and over "requiring you to evaluate the potential commitment more deeply." There is a difference between that, and forcing us to unlock nodes we don't want to allow us to access the nodes we do want. Improved Gyros and Hill Climb are a waste to me. Especially if I have a very limited amount of SP. We are wasting SP that can be used elsewhere, not evaluating potential commitment.
Any other game I played with a skill tree allows you to unlock any adjacent skill from the one you unlocked. This should do the same.
1
Unable To Unlock Adjacent Node
Started by KodiakGW, Mar 01 2017 07:40 PM
6 replies to this topic
#1
Posted 01 March 2017 - 07:40 PM
#2
Posted 03 March 2017 - 04:01 AM
I agree 100%.
#3
Posted 03 March 2017 - 04:09 AM
I disagree, this keeps the cost of travelling to the most distant good nodes high and foces us to balance it with the costs and effects of alternatives.
#4
Posted 03 March 2017 - 04:14 AM
Gagis, on 03 March 2017 - 04:09 AM, said:
I disagree, this keeps the cost of travelling to the most distant good nodes high and foces us to balance it with the costs and effects of alternatives.
I think you miss what the OP is saying. He has already 'manuevered' around an unwanted skill (been forced to consider his choices). Now that he has done so, and because he did so, even though the node he now wants is connected with a line from the node he is at he is unable to get that node. Seriously? What sense does this make? :: HEY LOOK THIS NODE CONNECTS TO THAT NODE ... PSYCHE! Fooled ya. haha! ... ?? No this is at best poor 'skill web' layout and at worst and attempt to slip past scrutiny the players being forced to take skill nodes they don't want/need.
Edited by Bellum Dominum, 03 March 2017 - 04:15 AM.
#5
Posted 03 March 2017 - 05:57 AM
I would agree that they could allow you to pick adjacent modes. However, allowing this dilutes what they are trying to do with the ST and thus they would need to be less generous with SPs and may need to raise the cost of each individual SP.
As it is they probably are giving us too many SP to use. Even with us being forced to take nodes we do not want to get what we do want, we are still able to get the same firepower as before, better armor and structure, more sensor abilities than we ever had on one Mech and comparable cooling and heat containment.
As it is they probably are giving us too many SP to use. Even with us being forced to take nodes we do not want to get what we do want, we are still able to get the same firepower as before, better armor and structure, more sensor abilities than we ever had on one Mech and comparable cooling and heat containment.
#6
Posted 03 March 2017 - 07:07 AM
Quote
[color="#b27204"] [/color]
Posted Today, 05:09 AM
I disagree, this keeps the cost of travelling to the most distant good nodes high and forces us to balance it with the costs and effects of alternatives.
- Fp Veteran - Beta 1
- 344 posts
Posted Today, 05:09 AM
I disagree, this keeps the cost of travelling to the most distant good nodes high and forces us to balance it with the costs and effects of alternatives.
makes the game an illogical pain in the butt
#7
Posted 03 March 2017 - 07:12 AM
Would it be better to change the lines to arrows so you can visually see the paths before selecting a node a seeing what it unlocks?
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