One way is an auto-fill. You know how when you deselect a skill it will automatically remove all skills below it that it was acting as a prerequisite for? That's a great idea, but it should also work the other way.
When a player selects a skill at the bottom it should automatically back-fill all the skills above it that get you to that skill. Then the player can go back and deselect the one or two skills he may not want or need. So instead of clicking 20 times in a single skill tree he may just have to click 2 or 3 times.
One final thing that I think will improve this process is to highlight the skills that will be added when you hover your mouse over a skill lower down. This "Hover preview" will give the player a better idea of where to click without having to actually click and then deselect.
Question: What do you do if there are multiple paths to one skill?
Answer:
One option is you just fill out all paths to that skill. Remember deselecting toward the top will auto remove all the prerequisite skills below. So you may only want to go down half the skill tree even though it selected 90% of them. You simply deselect one skill toward the top and it removes all skills it was acting as a prerequisite for.
Another option is to create some method for the game to get you to that skill using the least number of skills based on skill tree and skills already clicked. This would be a cleaner approach, but I don't know how technically challenging it would be.
We need a way to not only cut down on the confusion of navigating such complex skill-trees as the weapon one, but also a way to cut down on the time it takes to assign 91 skills for every mech. This would allow players to say to themselves: "Ok I am running UAC/5s I want those Jam-Chance skills whatever the cost." Then he clicks those skills that are at the bottom and it back-fills the rest.
Edited by Jman5, 04 March 2017 - 09:35 AM.