1. Current Hexagon tree has no distinct structure
2. Current tree has no flexibility for balancing different nodes to each other
3. Not user friendly, bulky and difficult to navigate UI.
4. It gives no freedom to customize your mech, instead forcing you to unlock "junk" nodes.
5. It's overcomplicated because it has too many nodes with low values (e.g. noone cares about 2% sensor range,whereas 15% will be different story)
Alternative - Witcher 3 style structure of a skill tree. Main Idea - to get to the most desirable nodes, you have to unlock more nodes in a respective tree.
To the topic (open images under Spoiler for better understanding):
Brief description and image for those who missed the Witcher (shame on you!):
1. 4 branches (different colors at the very top of the image = Trees in MWO terminology - firepower, protection, etc.)
2. Each branch has a line-up of 5 skills groups (vertical lines) - not relevant for MWO
3. Each branch has 4 "Tiers" of skills (horizontal lines), each consecutive "Tier" unlocks after you've spend enough points in the branch (e.g. 5 for Tier2, 10 for Tier3, etc.)
4. Each skill has several (1-5) levels - same as MWO's nodes (e.g. Velocity 1-10)
Image:
How to translate this to MWO:
Option 1. Direct translation:
1. Stack nodes the way module unlock worked before (e.g. Acceleration 1-10 is a single node with 10 lvls)
2. Arrange different nodes into Tiers (e.g. Arm speed, Acceleration and Decceleration is a T1, Turn speed, Torso twist speed is a T2, Speed tweak is a T3, etc.)
3. Set unlock thresholds into each tree (continuing with Mobility tree example: to unlock Torso Twist speed 5 nodes have to be unlocked, to unlock Speed tweak 30 nodes have to be unlocked). Non-linear increase in the thresholds is essential, cause it gives an incentive to specialize in a tree.
Something like this (Warning! Bad drawing):
Option 2. Indirect translation
1. Stack nodes into linear trees (e.g. Acceleration 1-10 arranged vertically into a column)
2. Arrange different nodes into Skill levels (e.g. Arm speed has 1-3 level, Acceleration and Decceleration has 1-10 lvl, Turn speed, Torso twist speed has 3-8 lvl, Speed tweak has level 8-10, etc.)
3. Set unlock thresholds into each tree for different skill levels (continuing with Mobility tree example: to unlock level 2 skill you need to unlock 2 nodes, to unlock level 3 skill - 4 nodes, level X skill - Y nodes, etc.). Non-linear increase in the thresholds is essential, cause it gives an incentive to specialize in a tree.
Something like this (Warning! Bad drawing):
How's it better than current hexagon abomination:
That's it. Hopefully, my English was fluent to explain the idea.Please leave a comment if you like the idea more than current PTS structure and even more important leave a comment why you don't like it.
Edited by AngrySpartan, 02 March 2017 - 07:57 AM.