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Suggestion: Vital Changes To Skill System


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#1 Tiantara

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Posted 17 February 2017 - 07:52 AM

- As soon as I got free time I go to check and test new Skill System brought on PTS and... well I think there is some problems which make that Skill mechanic less friendly to new and average players. Maybe sometime even not good for veterans.
But... let's see suggestions like a list:

1. All nodes which can't be used with current weapon\component load must be colored in yellow color or have warning icon on it (same as warning icon in corner of skill tree). That prevent most of players from spending SP on skill which have no use in current mech build or make mistakes too often. Also, if loadup changed - change color or add warning icon on those nodes which no more bring bonuses to mech due load changes.

2. Add 2 scroll arrows at left side (near Firepower" to have ability to scroll from Firepower to Sensor and Auxiliary Skills more free. Right now both Sensor and Auxiliary can be missed too easy and that not good. Or put it in same menu line as Mech Operations (like Mobility have - upper\lower chassis and JJ skill tree)

3. Auxiliary must have not only warning about loadup but also have message about consumable modules. And which of skill use consumable (also mark them by yellow color or warning icon by your choice)

4. Target Decay 4 must be connected with Target Decay 5 or leave possibility to take Sensor Range 5 after taking Target Decay 4. Also possibility to take new nods after taking lower one make tree more flexible and useful. Especially when some of them just cant work on mech at all anyway.
I check some nodes in other tree and that mechanic allow (for example) take Uac Jam Chance 3 right after Uac Range 4. And I dont see any problem to take off such restriction like - take only down-way connected nodes not up-way connected.

5. Fall Damage 2 can be moved to Armor Hardening 2 and Armor Hardening 2 to Fall Damage 2 place. That make better balance in presented skill nodes - 50% armor and 50% of fall damage... Because mech less fall from high places and much often takes shots from enemy. Also that make mech more strong and game a bit longer.

6. Mobility - Upper Chassis... there must be placed warning message about mech without weapon in hands and all nodes which give bonuses to arms also must have warning icon and\or color for mech which have no weapons in hand by load or by model

7. Magazine capacity must have message about change of ammo capacity per ton. Or it's looks incorrect.

8. Speed Tweak 1 must exchanged for Hard Brake 3 and Hard Brake 3 must be placed on Speed Tweak 1 node place. That give player some speed bonus a bit earlier.

9. C-bill cost must be lowered from 100.000 to 30.000 at least. Because when your team loose you have low c-bill reward and some light-medium mech have no rewards for their "Intell-work" (no tag damage, no narc damage, all teammate miss UAV and do 0 shots). So lowest possible reward from 1 game nearly 30.000. Also first 3 nodes of each skill tree must be for free.
Re-Spec cost... I think re-spec must cost 5.000 c-bill or 3 mc. Even with that price PGI have enough income and also don't loose too many newcomers.

10. Whole number of Skill Points must be changed from 91 to 96.

11. Since we have no modules slots - each mech must have at least 3 slots for consumable.

12. Skill Point in GXP must cost lower than XP. Because player have as reward much less GXP than XP for mech and in new system we (seems) have no old difference like before. So if:
1 SP = 1500XP
1 SP = 500 or 700 GXP
Or GXP reward must be leveled up for some in game activities (like scouting, covering, assisting and so on what drive players play as team not solo commando). Right now many games ends with only 20GXP... It's too expensive to spend whole 1500 for one single node. Really.
In same time - make all nodes with 5-th level available only for GXP - right idea.
Like if you want have radar deprivation level 5 you can get it only for GXP not XP.

13. Seismic Sensor useful only against running near enemy and when you stay still. Well. Most mech which used for scout - light. They don't stay on same place longer than 1 seconds or they die. So - Seismic Sensor just won't work on them. But mech based on longrange weapon - like Gauss, LRM, ERLL, ERPPC - must have that sensor to be not killed from back. So:
Must change Seismic Sensor 1 for Target Retention 2 and place Target Retention 2 to Seismic Sensor 1 place.
Or change whole Skill Tree and make 2 logical branches for light mech and for heavy slow mech which use heavy longrange support weapon. Right now that Sensor skill tree looks awful and messy.

14. Enhanced NARC 2 must be moved to UAV range 5 and UAV range 5 to Enhanced NARC 2 place.




Now... seems that all for now. I can go test skills further. And add some new suggestion to that post as I always do.

Edited by Tiantara, 17 February 2017 - 08:29 AM.


#2 Monkey Lover

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Posted 17 February 2017 - 07:56 AM

Some good ideas here. I will 2nd the speed tweak coming in sooner. This is a must for most light pilots. It will help the grind for them.

Edited by Monkey Lover, 17 February 2017 - 08:02 AM.






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