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Suggestion: Please Consider Changing From A Branching Skill 'tree' To Skill Columns


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#1 YaKillinMeSmalls

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Posted 15 February 2017 - 12:18 AM

Playing around with the new skill tree, I see two issues:

1.I am forced to take a lot of points in things that I don't want or need (or can't even make use of, like arm speed/pitch on a Cicada 3M) in order to get to things that I actually do.

For example that fits both of the above, my Bushwhackers generally use SRMs and MGs, so target info gathering is what I want for that mech. None of my weapons come anywhere close to the max sensor range that I start with, so there is no reason I need to be putting points into increased sensor range. Also, as I am not using any lock-on weapons, advanced target decay is likewise something I should not be forced to take points in.

On one of my LRM boats, like my Hunchback 4J, I would want that sensor range increase and target decay to hold my locks better, but as LRMs can't be aimed at specific components, target info gathering isn't much use on this mech.


2.Once I unlock what I want, the end result is almost identical to what a different mech and loadout will have.

Using the same two mechs as above, once I've unlocked what I want on both mechs, I may have a slight difference in the amount of target decay versus target info gathering, but they are 80% identical in their sensor unlocks.


I would like to propose that each skill has it's own column that goes straight down without any detours into other skillsets, (e.g. not having to spend 1 point on TIG, then 1 point on TD, just to be able to put a second point in TIG).
That way we don't end up with a lot of mechs with skill unlocks that are virtually identical except for which weapon we put points into.

#2 Champion of Khorne Lord of Blood

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Posted 15 February 2017 - 12:23 AM

Seconded

#3 BenWhiskeyjack

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Posted 15 February 2017 - 07:16 PM

Thirded....this has been stated many other times in many other threads, but it can't hurt to say it again.

(And I'll add that for those that think this wouldn't enforce choices, there are still many options to do that (most scattered through other threads here, so I won't spend time listing them out)

#4 Vitade

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Posted 15 February 2017 - 10:16 PM

+1

#5 Chound

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Posted 16 February 2017 - 01:54 AM

In the interest of time, I suggested that the "skills tree" should look like the pilot skills tree in the current system you have different catagories and you pick the skill you want to unlock M Laser cooldown, velocity range, MPlaser cooldown velocity range so forth. that would be much faster to implement. since it's already set up they just have to change the graphics. They can use the same display to unlock or lock a skill.. The most important part is getting rid of the rule of three, so we can master one mech at a time. They need to increase the number of nodes to encougrae diversity in weapons.

Edited by Chound, 16 February 2017 - 01:56 AM.


#6 n00biwan

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Posted 16 February 2017 - 03:54 AM

Something that looks more like Diabo 2 skill trees would do nicely... maybe less points, whatever, make it fit...

Not this web that traps you into buying the same old **** for every mech regardless of role and capabilities.

Woo! Customisation! Yay freedom! Woohoo! Variety and flexibility!
Oh no, wait, it's the exact opposite of those...

+1 for chuck the old system in the bin though, there is more fun than can be had than that. Posted Image

Edited by n00biwan, 16 February 2017 - 03:54 AM.






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