This is what I envision could work as a viable skill tree for MWO. Hopefully the image gives plenty of information for how I can see it working, but I'd like to give a big description of my plan.
Basically, MMOs like World of Warcraft used to have complex skill systems, and have gone the way of going instead for big-decision trees. For example, you might get a choice between different ways to freeze an enemy, or you might get a choice between a constant damage increase, a skill-based damage increase, or a burst damage increase. The idea is make it so you only have 6-7 talents out of 18-21 instead of 80+, but you also get a big bang for your buck out of each one. Now, personally, I wish for a bit more customization than that in an MMO, but as MWO already has the MechLab, I don't see it as a big issue. We can already fine-tune the amount of heat sinks and ammo we have, what we need is a system that would allow us to select our role.
In my example, I have created a 6-tier system, where you can put 1 point into each tier with 3 options, and 2 points into each tier with 5 options. I tried to keep the options fairly generic (i.e. not limited to a particular build), but I understand most Gauss builds will get advanced zoom and anyone who doesn't have AMS, ECM, TAG, or NARC will get Capture Assist because that point won't do any good anywhere else. While that isn't ideal, it's also not too big a problem, as there is still customization everywhere else.
You'll also notice the Bonus Points. How I envision these working is a combination of the Elite bonuses, as well as the quirk system. It also allows you to focus on an area (i.e. you could use multiple bonus points in Firepower if you want to get the most firepower) or to pick up a second option in a tier you weren't really expecting to get.
Every Mech would get a bonus point at 8/8 points spent. Mechs that are heavily quirked now would get bonus points at other levels as well. For example, a Stalker 3F, 5M, or Misery might get 1 bonus point (the default), a 5S might get 2 bonus point, and a 3H or 4N might get 3 bonus points (assuming quirks are going away). Something more heavily quirked, like a Locust 1V, might get 7 bonus points.
XP costs would scale up as you spent more. For example, your points could cost:
- 750
- 1500
- 2500
- 4000
- 5000
- 7500
- 15000
- 25000
Bonus Points would be granted at specific points. In the case of a Hunchback 4G that gets 4 bonus points total (as an example), it might get them at 1, 3, 6, and 8 points. That means after spending 750 XP and placing a point, you can place an additional point. After spending 2500 XP on the third point (or 4750 total) you get another bonus point, and so on. Some Mechs might get a bonus point at 0.
Respec costs would be in XP. Respeccing any point, whether it is a standard point or a bonus point, would be 1000 XP per point. This is enough to make you play a little bit with the Mech, but not so much as to be punishing.
C-Bills and MC should be kept out of the leveling experience. The rule of 3 should also be removed to give new players who do not have a lot of Mechbays a chance to compete.
A quick look at each tier and why I chose what I chose:
- Firepower is designed to increase your effectiveness against the enemy. The options here are for higher burst DPS (fast fire), higher sustained DPS (Cool Run), or to simply have an easier time hitting the enemy (because misses do 0 damage).
- Mobility is designed to affect how you can move around. Agility and Dexterity are strong because they're up against Speed Tweak. Someone who gets legged a lot or has trouble on maps like Alpine and Canyon might want Dexterity, while someone who peeks a lot, backpedals a lot, or wants to be unpredictable might prefer Agility.
- Defensive gives you the option between simple damage padding, sensory defensiveness, or a reduced chance of losing weapons or dying to ammo explosions.
- The purpose of each utility option should be obvious. Capture accelerator would be the default if none of the other apply to you. This is the tier I am honestly least proud of, and I wanted to find ways to put in improvements to consumables, and possibly a Tracking buff (i.e. +2 seconds to how long it takes after you shoot someone before they can start capping a resource point again). However, I couldn't figure out how to balance it without increasing to a 5-point tier, which would then allow you to get 2 points, and then half the team would likely have Capture Assist and Tracking.
- The Sensory Tier replaces most of the common modules, so it's fitting that you can get 2 of them. I combined Target Info Gathering and Improved Sensor Range, although either or both of those could be combined with others, as could 360 targeting. I just felt combining them in any other arrangement would make another one too powerful.
- The Flexibility Tier is there to allow you to control how well you can move. Torso Twist would be good defensively, turn speed for mobility, torso pitch if you have a lot of torso-mounted weapons, arm movement if you need it, and improved gyros if you find you have trouble staying on target.
- Too expensive C-Bill wise
- Too long to level a Mech
- Respec Costs
- Too easy to get all the defensive, mobility, and sensory skills
- Individual Weapon Skills encourage boating
- Cookie Cutter builds ignore roles and desired gameplay strategy
- Nerfs to torso twist
- Too big to fit on the screen
- Too complex for newer players
- Loss of quirks
Edited by Skribs, 19 February 2017 - 02:12 PM.