Instead of having a hybrid quirk/skill/module system like we see on test, why not make things simpler?
Some mechs shouldn't have access to some skills. I'm looking at you KDK-3 and LBX spread reduction. So instead of having everything to every mech, why not stick with the idea of quirks but make it so the player has some choice in which quirks to choose.
Have a list of quirks for each chassis that prevent the mech from becoming overpowered but let the player have some options. Defensive quirks, mobility quirks, offensive quirks and then pick whatever number of quirks are needed to make a mech competitive. So strong mechs with great hardpoint placement and good hitboxes get fewer quirks then the weaker mechs.
Yes, this will require more individual effort from the devs, but it would make a system much simpler for the player to work with and make a lot more sense than a skill tree which ignores the fact some mechs are stronger than others.
We'd have defensive tanks or offensive glass cannons. Some people would build for balance with a bit less dps but a bit more armor. Some might go with not being hit is the best defense and focus more on mobility and staying hard to target.
Then you have the tree we see on test for modules. All of the items where were modules before go into the tree system and I pick the ones I want for that mech using XP and credits.
The devs get a money sink because you can't just move modules around, quirks are used to balance weak/strong chassis, and players get a system that is easier to understand while allowing more customization than we currently see.
Why Not Some Kind Of Quirk Tree And Module Nodes?
Started by Ruar, Feb 11 2017 01:12 PM
3 replies to this topic
#1
Posted 11 February 2017 - 01:12 PM
#2
Posted 11 February 2017 - 05:08 PM
No comments at all? And here I thought this would be a lot better being able to pick our quirks from a list instead of 90 different pieces of quirks, skills, and modules combined.
#3
Posted 11 February 2017 - 05:57 PM
Some of us would rather just get rid of quirks as much as possible by changing equipment and 'Mech stats where we can.
Like, some things require quirks to be good. Atlas with its crap hardpoint placement, Dragon with its crap geo, Mist Lynx with its crap engine cap, Spider 5V with its crap number of weapons...but the majority of issues in this game come down to equipment, not 'Mechs.
Like, some things require quirks to be good. Atlas with its crap hardpoint placement, Dragon with its crap geo, Mist Lynx with its crap engine cap, Spider 5V with its crap number of weapons...but the majority of issues in this game come down to equipment, not 'Mechs.
#4
Posted 13 February 2017 - 03:27 AM
I think that half the problem with skill trees is that PGI is trying to do three things at once - replace quirks, replace skills, replace modules - and they have a lot of difficulty with the results. IMO, replacing skills and modules now and leaving quirks for later would be more practical - and perhaps the quirk "tree" would amount to trading off some of the existing quirks for others with some degree of equivalence (eg trading range for cooldown or vice versa).
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