Proposal for streamlining the Skill trees:
I can understand to use more Skill Points instead of fewer, as it means smaller steps to the next advancement. So you can get some reward without having to wait for the next big XP cap. I'm OK with that.
What I do not like are these big spreadsheets for skill-selection without any sense. Why do we Need x-time the same skill skattered over the whole sheet ?
How do Players actually select skills ?
They aim for a bonus they like and will find out the "cheapest" route getting most of it.
So what options do we have: Either harden this attempt by placing useless skills in between, or just give them the freedom to actually chose the options they like.
Going road one you will just annoy most people because there is absolutely no reason fo doing so. All people have the same access to the same skill trees, so there is no disadvantage for anyone if you make it plain and simple. So the only People who will not be annoyed by this are the ones who do not face unwanted Skills for their chosen path.
If you go road two and just make the bonuses available straight Forward, there is no longer a need for such wide spread trees. There is only one hex needed for i.e. Laser Duration but you do have the option to sink multiple Points into it until you reach the maximum bonus allowed.
You can still "block" out some more valuable Skills behind others. i.e. you can only Access the extra UAV after you already taken at least one point either in UAV-Range or UAV-Duration. (if that's neccessary for balancing).
Easy thing and the skill tree would be easily understandable for everyone.
This Option would also open another opportunity to actually make this system more diversive without making it more complex:
The implementation of negative Skills.
For some skills it might be an option to actually make reducements available, to free some extra skill Points (definately not for all skills, as it should not be possible to take negative quirks that actually do not have any impact on your mech).
This would have to be limited of course (i.e.: you can only pick up to 8 negative quirks to free 8 extra points) and the negative quirks must be of impact to actually matter (i.e. it will block the corresponding positve quirk completely and all the skills that might be locked behind it and the negative effect you are taking will be far more than what you would get if you take the positive variant, like factor 3 or more).
Maybe there also should be a limitation that gained Points may only be available for the same skill tree the negative quirks came from.
Quick example:
Jump Capabilities
The heat shielding quirk gives you a 6% Heat reduction per Point spent.
The player would like to free some extra Skill points to spend in this tree and decides that he is willing to take more heat, if he could get another 3 Points to max. out the Lift Speed of the mech.
So he takes 3 negative quirks for the Heat shielding (but as it is a negative quirk the factor is x3 for the effect) which will bring a negative effect of 54% extra heat when using the jump jets, but enables him to buy the missing 3 Points for Lift Speed, he wanted so bad.
Edited by Shu Horus, 06 March 2017 - 11:29 AM.