1) linear trees
2) number of nodes in tree decided by value
3) reduced total nodes/reduced SP, presumed
4) last node in path greatest effect
5) combine Duration/Velocity into an 'all weapons' buff
6) separate idea, remove model quirks, roll in as skill bonus
I still strongly support the idea of a Skill Tree system and appreciate PGI's efforts. The improvement to decel is welcomed. A couple of matters were not taken on in PTS 2. The sheer number of nodes and having to traverse "undesirable" nodes were part of the original concerns expressed by many players. Offered here is an example remedy. Some of the ideas are mine, many have been suggested by forumites.
(Almost) All trees become a straight progression. The popularity/effectiveness of a skill determine the number of nodes in its tree. Speed Tweak or Range might have five or six nodes while Hill Climb may have only one or two. "High value" skills cost more points; low value skills less. As can been seen in the example, this approach is more direct and intuitive. Overall the number of nodes would be reduced, perhaps by about a quarter. The limiting factor would still be available Skill Points which would be reduced in line with fewer nodes. In most cases, as an irritating enticement, the last node in a tree is most potent.
Following on PGI's idea to consolidate weapons charateristics in general, and in order to more strongly support diverse buildouts, Duration and Velocity are combined here into a buff for all weapons (except flamer). All Weapons Basic nodes would benefit all weapons. Mechs which are nearly compelled to mixed loadouts should appreciate this.
Individual weapon type improvements are moved to "Weapons Special" which is also a rare example of gating in this system. A number of nodes of Duration/Velocity must be traversed before weapon specialization is opened.
Trade-offs would come into play through SP exhaustion. There's nothing to stop a player from bee-lining straight to those buffs he most adores. But with the number of nodes/SP being adjusted, he may have to give up Torso Yaw for full Speed Tweak.
An entirely separate idea is folded into the chart. The notion is to eliminate all model quirks and replace them with Skill Tree bonuses. In the example, the Victor 9K is receiving a Weapons Basic bonus of 10%. So if he Skills his range to +10%, he actually receives 11%. The bonus would apply to all Weapons Basic buffs. The upside to this is that quirks can removed entirely (I think). The downside is that lackluster mechs would lose those stock compensations they get through quirks. An under-performing mech would be a real dog until Skills kick in. However, with strong Skill Tree bonuses such Ugly Ducklings could grow into really mean Swans.
Notes about the chart: The numbers are mostly from PGI's total buff number in a skill. The example is not focused on exact numbers. Not all Skill Trees are included and those included may not be complete. The chart is IS, of course.
					
					
	

						
				





						
				














								

