Doctor Dinosaur, on 02 March 2017 - 11:47 PM, said:
Definitely.
The reason I don't like that tree system, and all the other similar ones that have been posted, is that their tree structure is irrelevant. They have removed so many restrictions that it becomes a pointless aesthetical representation, which effectively gives you total freedom, with a few minor exceptions. Check out these different paths on Andi's skill tree:
Max range (10) = 10 skill points, of which 0 are mandatory points
Max heat gen (8) = 10 skill points, of which 2 are mandatory points
Max cool down (11) = 12 skill points, of which 1 are mandatory point
Max velocity (5) = 8 skill points, of which 3 are mandatory points
Max laser duration (10) = 13 skill points, of which 3 are mandatory points
Max missile skills (12) = 16 skill points, of which 4 are mandatory points.
Also, the mandatory points are usually completely random. For example, if I want max missile skills, then I have to take range and heat gen skills to get the shortest path. If I want ballistic skills, then I have to take 1 range and cooldown.
Why is cooldown the path to ballistics, while range is the path to missile weapons? What if my missile boat needs cooldown more than range, what if my ballistic carrier needs range more than cooldown? Then I have to take more mandatory skills.
I want a system that doesn't force me to take all these tiny mandatory skills with their tiny bonuses, filling up my list of quirks. Like "30% heat reduction... and 1% extra range, 1% lower cool down, 1% extra velocity and 1% smaller missile spread". That's annoying to me, personally.
Zeleglok, on 02 March 2017 - 11:52 PM, said:
I don't like both, they're zero variety. The only difference is that you spend more points in PGI version, which is probably better, since other branches require points as well and it might result in having to actually choose what branch to unlock.
The idea would be that no branches should require you to take pointless skills, relative to whatever role you want to play. You may not get the very best skills immediately, but you shouldn't be forced to take pointless skills. For example, if I want to have the fastest mech on the battlefield, I shouldn't have to take arm pitch skills before I get speed tweak. Maybe I have to take acceleration skills, which are related to speed, in order to reach speed tweak skills, which are more valuable. But I shouldn't have to take 5 random skills in order to get the one I want.
That's my take on it, anyway.
In reality, by forcing people to spend more points on random skills, you're reducing variety, you're not creating variety.
WolvesX, on 03 March 2017 - 12:07 AM, said:
This is soo much better!!! LIKE
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On a side note... why have links between the nodes at all?
You can go with the Witcher 3 structure that Angry Spartan has suggested, in order to eliminate the need for nodes. But I'm not sure PGI would go for something so radically different. After all, they already paid some graphical UI designer to make those hexes, so I'm sure they are determined to use them.
AngrySpartan, on 03 March 2017 - 12:23 AM, said:
That's not completely in line with PGI "tree" aand it's so called "structure". Yet, I'll leave it here, since my suggestion does exactly this:
https://mwomercs.com...le-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.
Image:
Mobility tree example:
Tier 1:Acceration, Decceleration and "junk" nodes opened all the time.
To open Tier 2 (Twist speed, Turn speed, Torso Yaw+Pitch, etc.) you have to spend unlock 8 nodes in that tree
To open Tier 3 (Speed tweak) you have to spend 24 nodes in that tree.
Nodes are not connected, number of skill points is reduced, all "junk" nodes have 1-3 levels max.
I would be very happy with this, if PGI was up for it. However, I don't see why you need Tiers. Why not put skill barriers for each individual skill? E.g. you need 5 skill points in mobility to unlock torso twist, but you need 10 skill points in mobility to unlock speed tweak. This makes it easier to balance the system.