just as the title says,
what if you could only spec into 4 of the 7 Skill Trees?
lets also assume all Trees where Streamlined into a max of 30points,
(this means Merging some Nodes)
ex.
(weapon Tree we can see Duration and Velocity Merged)
this would make hard choices, as you can only spec into 4 trees,
this would allow Nodes to be Linear with out worrying about people Cherry picking,
as you would have to commit to a max of 4 Trees,
so of the 7 Trees,
Firepower / Survival / Mobility / Jump Jets / Operations / Sensors / Auxiliary,
but you can only choose 4,
Firepower + Survival + Operations + Auxiliary= Tank,
Firepower + Operations + Sensors + Auxiliary = Support
Firepower + Mobility + Operations + Sensors = Skirmisher,
Firepower + Survival + Mobility + Operations = Brawler,
Mobility + Jump Jets + Sensors + Auxiliary = Scout,
Thoughts, Comments, Concerns?
Thanks


What If We Could Only Choose 4 Of The 7 Trees?
Started by Andi Nagasia, Mar 07 2017 08:15 PM
7 replies to this topic
#1
Posted 07 March 2017 - 08:15 PM
#2
Posted 07 March 2017 - 08:26 PM
Not a bad idea, but that doesn't address the problem of redundant nodes, or useless ones.
#3
Posted 07 March 2017 - 09:03 PM
cazidin, on 07 March 2017 - 08:26 PM, said:
Not a bad idea, but that doesn't address the problem of redundant nodes, or useless ones.
the idea is at 30Linear Nodes Per Tree & 4 Trees you would have 120 Possible Nodes but only beable to fill 75%,
most trees only have 22-27, so some trees would have to be expanded some but thats not much of a problem,
Firepower = 73 Nodes, this needs to be Trimmed down alot, Merging can help alot of this,
(Merge all Spread Quirks(Missile/LBX), Merge Duration with Velocity, Merge Gauss Charge + Cooldown + UAC Jam,)
Survival = 22 Nodes, can be expanded some, +4Armor Nodes & +4Structure Nodes,
Mobility= 40 Nodes, can be Trimmed down some, merge some Nodes, remove Speed Tweak(will come back)
Jump Jets = 20 Nodes, can be built up some, adding in JJ Fuel Efficacy(+5Nodes) & JJ Height +2m(+5Nodes)
Operations = 25 Nodes, can be built up some, add in the removed Speed Tweak(from Mobility Tree),
Sensors = 27 Nodes, add 3 more Nodes to expand what already exists in the Tree,
Auxiliary = 27 Nodes, add 3 more Nodes to expand what already exists in the Tree,
make all Nodes have 30 Points, and stream line the system so it works with hard Choices,
#4
Posted 07 March 2017 - 09:06 PM
What if there were only 3 trees with ~18 nodes each and you could only pick two of them with a total of 30 skill points?
#5
Posted 08 March 2017 - 12:29 AM
Some kind of limitation might be helpful.
Currently we limit by total # of SP, but the only real limitation currently comes from the large branches with spread nodes (where ppl have to "waste" SP).
If there would be a different cost in different "tiers", it could already limit the amount of total nodes (even with same # of SP available) and also provide more give/take for going deep into one branch vs only few nodes in all branches:
Currently we limit by total # of SP, but the only real limitation currently comes from the large branches with spread nodes (where ppl have to "waste" SP).
If there would be a different cost in different "tiers", it could already limit the amount of total nodes (even with same # of SP available) and also provide more give/take for going deep into one branch vs only few nodes in all branches:
Reno Blade, on 06 March 2017 - 03:07 PM, said:
In general the radial all-in-one tree is not much different than the current split into different branches...
I added the tier-rings, but that can also be done by lines in the current branches.
theoretically similar to current full Elite = 2x basic skills
I would actually take no diminishing return, but 2x basic bonus for previous tier once unlocking next tier.
Let’s take the example here.

Skirmisher preset uses
5 red (operation) nodes unlocking tier3 operation bonus
3 white (sensor) nodes unlocking tier2 sensor bonus
10 purple (firepower) nodes unlocking tier4 weapon bonus
12 blue (mobility) nodes unlocking tier4 mobility bonus
you could have such levels:
Unlock first skill point (tier1) cost 1 SP
1% (node1) x 1 node = 1%
Unlock second skill points (tier2) cost 2 SP
1.5% x 1 (node2)
+ 1% x 1 (node1) x 2 (tier2 bonus)
= 3.5% for 3 SP
Unlock third skill point (also tier2) cost 2 SP and then the forth (first node in tier3) for 3 SP
2% (node4) x 1 node
+ 1.5% x 2 (node2 and node3) x 1.5 (tier3 bonus)
+ 1% x1 (node1) x2 (tier2 bonus)
= 8.5% for 11 SP
Now unlocking two more nodes (#6 in tier3 and #7 in tier4) for 3+ 4 SP would unlock the Tier4 bonus.
2.5% x1 (node7)
+ 2% x 3 (node4, 5 and 6) x1.2 (tier4 bonus)
+ 1.5% x 2 (node2 and node3) x 1.5 (tier3 bonus)
+ 1% x1 (node1) x2 (tier2 bonus)
= 16.2% for 18 SP
This is already some kind of diminishing return even with the bonus for tier unlocks.
Any further and you would spend a lot of SP to gain only 2% for 4SP (tier4).
Ofc there are more than one skill attribute to skill in each section which would make the larger % per node actually look fairly good, as it’s split between multiple attributes (e.g. operations using heat capacity and heat dissipation).
using current weapon tree, it could have tier levels, so it could lok like this:
I added the tier-rings, but that can also be done by lines in the current branches.
theoretically similar to current full Elite = 2x basic skills
I would actually take no diminishing return, but 2x basic bonus for previous tier once unlocking next tier.
Let’s take the example here.

Skirmisher preset uses
5 red (operation) nodes unlocking tier3 operation bonus
3 white (sensor) nodes unlocking tier2 sensor bonus
10 purple (firepower) nodes unlocking tier4 weapon bonus
12 blue (mobility) nodes unlocking tier4 mobility bonus
you could have such levels:
Unlock first skill point (tier1) cost 1 SP
1% (node1) x 1 node = 1%
Unlock second skill points (tier2) cost 2 SP
1.5% x 1 (node2)
+ 1% x 1 (node1) x 2 (tier2 bonus)
= 3.5% for 3 SP
Unlock third skill point (also tier2) cost 2 SP and then the forth (first node in tier3) for 3 SP
2% (node4) x 1 node
+ 1.5% x 2 (node2 and node3) x 1.5 (tier3 bonus)
+ 1% x1 (node1) x2 (tier2 bonus)
= 8.5% for 11 SP
Now unlocking two more nodes (#6 in tier3 and #7 in tier4) for 3+ 4 SP would unlock the Tier4 bonus.
2.5% x1 (node7)
+ 2% x 3 (node4, 5 and 6) x1.2 (tier4 bonus)
+ 1.5% x 2 (node2 and node3) x 1.5 (tier3 bonus)
+ 1% x1 (node1) x2 (tier2 bonus)
= 16.2% for 18 SP
This is already some kind of diminishing return even with the bonus for tier unlocks.
Any further and you would spend a lot of SP to gain only 2% for 4SP (tier4).
Ofc there are more than one skill attribute to skill in each section which would make the larger % per node actually look fairly good, as it’s split between multiple attributes (e.g. operations using heat capacity and heat dissipation).
using current weapon tree, it could have tier levels, so it could lok like this:
Spoiler
#6
Posted 08 March 2017 - 04:58 AM
I think this is the only way to make things work.
https://mwomercs.com...tree-soluition/
if you unlock trees then each tree could have a max number of nodes to unlock as well.
https://mwomercs.com...tree-soluition/
if you unlock trees then each tree could have a max number of nodes to unlock as well.
#7
Posted 08 March 2017 - 05:14 AM
? That's how I'm building most of my mechs on the PTS now.
Operations, mobility, sensors, anything left over goes to firepower OR defense OR auxillary.
A hard limit of 4 branches, would just ensure that I don't take the single auxiliary node that I have taken on a few builds.
I'd prefer a system where instead of "wasting" 24 useless nodes on the 4 branches I am taking that I could use those nodes on useful features somewhere else, but that's just me.
Operations, mobility, sensors, anything left over goes to firepower OR defense OR auxillary.
A hard limit of 4 branches, would just ensure that I don't take the single auxiliary node that I have taken on a few builds.
I'd prefer a system where instead of "wasting" 24 useless nodes on the 4 branches I am taking that I could use those nodes on useful features somewhere else, but that's just me.
#8
Posted 08 March 2017 - 04:19 PM
I'd prefer fewer but more meaningful choices, and less 'waste' nodes.
I think the 'only 4 of 7 trees' could accomplish that if designed properly.
I think the 'only 4 of 7 trees' could accomplish that if designed properly.
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