
I'm not sure if this is possible but here is my suggestion. Have the skill tree reflect the actual load out of the mech. If I have this HBK-4SP loaded out with 2 Large lasers and 3 medium with 2 SRM4s, the skill tree should resemble that loadout. I shouldn't be forced to get something I don't want to get something I do want. Reduce the number of skill points one can assign, and for every positive attribute in one category lock out a compliment in another.
Example. Say that I have 4 ER large lasers and I want to play a roll as a sniper. You have 5 range options, 5 cool down options, 5 duration options, and 5 heat gen options.
1.) If I chose the first Range option, that should lock out the first heat gen option. Range should come at a cost of heat generation. Each successive range option I choose, locks out another heat gen option. And visa versa for the heat gen column.
2.) If I choose the first cool down option, That should lock out one of the heat gen or duration options. Being able to fire your weapon at a faster rate should come at a cost of either heat generation or beam duration. You could randomize this or make it a player option. The point is, being able to fire your weapon at a faster rate should have a cost and that cost is not being able to choose one of the other quirks.
3.) This goes for ballistics and other weapons systems as well. Choose one bonus and lose the ability to pick its compliment.
4.) You could even make this concept work for the other skill trees. If I want a mech with armor hardening, lock out a mobility quirk.
Boom! Balance!
Edited by DjPush, 01 March 2017 - 07:49 PM.