How they can do this would be to allow you to put a large number of points into any given tree.
Lets have an example. You have 75 skill points. Skills trees have between 3 and 30 nodes each.
Survival:
-Armor and structure tree has 40 nodes, the first 20 boost structure, the last 20 boost armor, each node gives 2.5% total boost. In total it would allow for 50% more armor and structure once filled out, so for an Atlas 62 extra points of armor.
-Crit resist tree has 10 nodes offering 5% each, reducing crit chance down to 50% of normal crit rate
-AMS Boost has 3 nodes, giving it a max boost equal to the live server overload module
Movement:
-Acceleration, Deceleration, Anchor Turn, Torso Twist rate, Arm movement speed each have 10 nodes at 5% each, up to 50% and each would be separate trees
-Yaw limit has 5 nodes offering 5 degrees each, up to 25 degrees of twist.
-Pitch limit has 5 nodes offering 2 degrees each, up to 10 degrees of twist.
-Speed tweak has 5 nodes offering 2% weak, totaling the old 10% prenerf value.
Firepower:
-Cooldown and velocity have each 15 nodes offering 2% each, totaling at 30% cooldown or velocity rates
-Heatgen, laser duration, uac jam, missile spread, and LBX spread have 10 nodes offering 2% each, totaling 20% for each.
Sensors:
-ECM has 5 nodes, buying all nodes decreases ECM's targettable range to its current on live
-Radar dep and Seismic both have 10, buying all will get you 100% of live's effects
-Sensor range has 5 nodes offering 10% each, maxing at 50% more sensor range
-Target info gathering has 5 nodes offering 10% each, maxing at 50% max
-Target decay has 10 nodes offering 0.4 seconds each, totaling a 4 second boost to target time
Operations
-Heat Containment has 15 nodes offering 2% each, totaling at 30% heat cap boost
-Cool Run has 20 nodes offering 1% each, totaling at 20% faster cooling
-Quick Ignition, Hill Climb, and Improved Gyros have 5 nodes offering 10% each, totaling 50%
-Ammo Packing has 5 nodes, each one gives the same bonus has the ammo boosting on PTS
Jump Jets
-Lift Speed and Vent Calibration have 5 nodes each, with 5% each, giving a total of 25% faster lift speed or height
-Heat Shielding has 5 nodes, each offering 10% for a total of 50% less jump jet heat
Vectoring has 5 nodes offering 50% each, totaling 250% total forward vectoring (it looks high, but the forward value is extremely low to start with)
Auxiliary
-Each thing in the current version gets split into its own line
This leaves us with 313 different nodes left not counting the Auxiliary ones
So lets say you were building a brawler. You spend 40 points to get maximum durability, leaving 35, you put 15 into cooldown and 10 into heat gen, leaving you with 10 points left. You throw 10 into cool run so you can cool off a bit to continue your brawl.
You want great laser poker? 15 into cooldown, 10 into heat gen, 20 into coolrun, 10 into accel, 10 into decel, 10 into laser duration. You can't take hits well, but your goal is to not take many.
Try setting up skill sets for your own mechs and decide which things you would take. I purposely left out some of the skills in the current tree that are nearly useless, as they aren't really worth paying for. They could be included in MISC as a 1 point skill that gives the full bonus for things like fall damage and target retention if people want.
Do you like these ideas? If so then make sure PGI sees them and keep this thread going and tweet Russ.
EDIT:
Note: where I put multiple skills in one line separated by commas, I do mean each would have its own line unless stated otherwise, the only example of an otherwise would be the armor and structure tree, in which I stated structure first then armor. For example, LBX spread would be a different line than laser duration.
Edited by Dakota1000, 05 March 2017 - 01:27 AM.