Many games have Skill Trees. Most use them to add an RPG element to the game where the players use the trees to enhance the role they want the character to play in the game. As MWO is primarily only a FPS and only truly has one goal for the Mechs to achieve it becomes a little more difficult to enhance the RPG aspect of the game.
Therefore, the only roles that may vary is the way you go about killing and surviving. Players have defined ways to play the game that can be considered player developed roles. Those would include:
Brawling
Skirmishing
Sniping
Assassins/Harassment
Damage Support
There are certain attributes (skills) that will enhance each of these roles.
Where the current Skill Tree fails (IMO) is by not making players make hard choices to tailor their Mechs to a specific role. The current Tree is simply too generous with Skill Points. It tries to counter that by adding a lot of skill nodes and making you choose less desirable nodes to eat up some of the excess Skill Points. Unfortunately this is ineffective and has led to frustration and resistance from some of the player base.
In my opinion, the Skill Tree should force hard choices. The trees should be more linear. Eliminate the trash skills and thereby reduce the number of Skill Nodes. Reduce the number of SP that can be invested drastically. Raise the cost for each SP if necessary.
And then, limit the number of individual Skill Trees where a player may invest his Skill Points to three(or so) of the current trees.
Want maximum Firepower for your Brawler? OK, but then you may have to pass on one or more of Survival or Sensors or Operations or Jump Jets or Auxiliary.
Want maximum Armor and Structure? OK, maybe you will have to take stock firepower or stock agility or stock cooling.
Want good jumping ability? OK, you have to sacrifice Mobility or Sensor or Auxiliary or Survival.
Want to be a great assassin? Well, you need stealth so the Sensor Tree is a must have and the Mobility tree will need a big investment. Firepower is important for the quick strike damage. You will have to sacrifice Operations, Jump Jets and Auxiliary.
This is the way you create and enhance roles. Many games do it successful by allowing a character to choose one or two paths or one or two branches of a skill tree. MWO simply allows too much freedom and too much access to everything good. Only by forcing choices will the Skill Tree succeed in enhancing certain roles for certain Mechs and players. As it stands right now, it is just a means to blanket enhance nearly every aspect of a Mechs performance.
I know some players will disagree with this. They simply want every Mech they play to be super powerful and want the Skill Tree for that reason. Others are FPS centric players and see no place in this game for RPG elements.
I can live with the Skill Tree as it stands right now but if you really want it to accomplish its stated goal and help to define Mech roles then it is not where it needs to be at this time.
Edit: After some very valid feedback from some people who do not want to be locked into specific roles and want to build a general all round Mech, I have given the idea some more thought. I still feel that it would be good if players had to make hard choices when enhancing their Mechs performance. Towards that end, I am presenting an idea that I offered up during PTS2. That would be the creation of an Elite Skill Node at the bottom of each Skill Tree. This node would be a type of Super node which would enhance all the nodes in that tree. For example, a final node that gives a 50% value increase to every node in the tree. The "OR" comes in when the player that wants to use this node would have to fully invest in the tree to get to the bottom of the tree AND would only be able to chose one Elite Skill Node for each Mech.
This would allow players to still have a a general build Mech or they could have a Mech that specializes in a role. Either way they could choose to enhance one specific aspect of performance to a greater degree but would not be limited to investing in only a couple ideas like the original idea above..
I would still like to see a bit more linearity in the tree and less Available Skill Points but the Elite Skill Node could be successfully added to the tree as it stands with a little tweaking of Skill Node values for the non-Elite nodes in the tree.
Edited by Rampage, 06 March 2017 - 05:25 AM.