Forward
This is an untested design that is made to show the big picture of what I am talking about. It is an untested build that is probably horribly unbalanced. If your comments are about the details of my post (i.e. specific costs, individual skill values, skills I should add/change/remove) then that’s interesting, but it’s not about the meat of the post, which is the big idea around this type of a skill tree I am suggesting.
Big Picture
- Linear skill trees that give us a choice in how we upgrade
- Increasing cost in those trees in terms of skill points
- Items that are binary yes/no (such as whether or not you have Advanced Zoom) are single-skill nodes with a higher cost associated with them
- Quirk system can mostly be replaced with additional skills
In the build, you’ll see a black box next to each skill. That isn’t the rank of the skill (well, in a lot of cases they match up), but rather the skill point cost associated with it. There would generally be no prerequisite to grab any skill, except within each line.
In the example, I assumed a Jagermech (or similar) with no Lower Arm Actuators and no Jump Jets, so you will see that Arm X and Jump Jet skills are grayed out. Keep in mind that the overall design here is just a way to visually show what a lot of people had suggested, and different visualizations of this design are perfectly okay.
As a quick example, let’s assume you have 30 skill points to spend, and you want to spend them in Defensive. You could get 2 of the 5-tier skills maxed (1 + 2 + 3 + 4 + 5 = 15) and end up with 15% armor and 25% structure. Or, you could get 3 skills up to Tier 4, and get 12% armor, 20% structure, and -4% incoming crit chance. Or you could get Tier 3 Armor Plating, Skeletal Density, and Reinforced Casing, Tier 2 of Quick Ignition, and Fire Control or Improved Gyros. A balanced build could get Tier 2 or 3 in a lot of things, while a focused build could get Tier 4 or 5 in a few things.
Now, before you say “mathematically everyone will spend 1-2 points in everything so they can maximize the maths”, remember that not every skill will be super useful to everyone. Lights may not need torso upgrades. Energy boats may not want cooldown. Dakka boats may not want heat efficiencies. If you would rather sneak up from behind enemies or use LRMs, you might not value defensives as much as firepower and mobility. So different builds would still want to focus on different things. What this does is make it so that if you value defensives, you have to choose how much you value them – do you want to put in 3 points, 4 points, or 5 points into the defensive abilities?
Applying Skills:
In the upper left corner (which is currently blank) there could be a readout with your currently used skill points, total skill points purchased, skill points available to purchase through XP, and an XP -> SP conversion button. You would purchase SP from XP up to (or more than) the amount needed for the skill you want, and then you could acquire it. Respeccing would mean taking a skill point off, which would refund the skill points, and let you reapply them elsewhere. (Notice how I didn’t say a C-Bill cost or an XP cost on re-applied skill points).
Binary Yes/No Skills
Binary yes/no skills (like Advanced Zoom, Seismic Sensor, etc) have a higher point cost associated with them. Currently I have them between the cost of Rank 3 and Rank 5 of any of the other skills. This is to reflect the varying values to which the community usually places on these particular traits. Maybe some of them should be more expensive, but like I said – this is an untested, unbalanced version.
Jump Jets, AMS, spotter weapons, and Capture Accelerator I put as 3-point skills as a kind of bridge-the-gap between the binary skills and the full-tier skills.
Elimination of Quirks
I think the quirk system solves the problem of underperforming Mechs, but if bonus points were given to those Mechs, we could do away with most quirks, especially modest weapon quirks. Now, mobility quirks I think give Mechs character, and possibly some armor/structure quirks as well to help reinforce specific components, but outside of Mechs that have absolutely horrible hardpoints (like the Spider 5V, 5K or the Locust equivalent) where you really need the help, quirks should mostly find their way into bonus skill points.
Bonus skill points would simply be free additional points that you could use on those Mechs when they are first purchased and/or periodically as they are leveled up, and the amount of bonus points received would be based on how badly the Mech underperforms, and if there are any chassis or variants that can do their job better (for example, a Stalker 4N would receive a bigger bonus than a 3F). Something in the Dragon chassis would have a significantly higher amount of bonus points than a Stalker (i.e. the 3F may get 3 bonus points, the 4N may get 8 bonus points, and a Dragon may receive 20 bonus points).
Skills Not Present
Some skills I have not included in this build. Those skills include (and reasons why they aren’t in there):
- Consumable Skills, because they feel like the game is going towards Gold Ammo (from World of Tanks)
- Crit Skills, because I thought they would be overpowered if universal, but too specific a boost if I left them under missiles
- Weapon Heat Generation, because they are redundant with Cool Run and Heat Containment
- Gauss Charge, because it doesn’t seem to be a very popular thing anyway (longer time before you can reset the charge on a miss)
- Magazine Capacity, because I forgot to put it in
- Arm Pitch, because arms tend to pitch off-screen already for me
- ECM Boosts, because I don’t think the effectiveness of ECM should be put behind a skill wall
Thoughts
- I haven’t actually figured out what a good skill point cap would be, although 60 sounds like a good number to me to start with.
- Increasing the starting cost (and total point cap, obviously) so the cost is 4-5-6-7-8 (for example), then getting a single 5-tier here would be 30 points, which would be enough to get 7.5 skills to Tier 1 or 3.33 skills to Tier 2 (as opposed to the 1-2-3-4-5 system in which a 5-tier skill is equal to 15 tier 1 skills or 7.5 tier 2 skills).
- As I mentioned above, this is just a way to visualize the basic structure. Which skills are included, what value each adds, the cost of each in terms of skill points, the total number of skill points you can get, how many tiers each has, how many bonus points each chassis get, the visual style of the chart, etc. etc. are all up for grabs.
- Simply removing the Rule of 3 and changing Pinpoint to a 10% armor buff or -5% crit buff (or similar), among some of the other changes this patch (i.e. mobility decoupling, crit changes) is still a viable option that will have a lot less testing and learning curve for players.
- This is my second version of an alternate skill tree that I have posted. The first was a big-decision tree based on WoW. I feel that was sleeker and easier to understand than this one, but this one offers more choice to the player than the current tree on the PTS, while still possibly being easier to figure out.
- MWO would be fine without a skill tree. The MechLab offers enough customization, and the C-Bill grind to get new Mechs, engines, and upgrades is enough to give people something to farm. Heck, I'd play it if we just had anything unlocked, because Mechs are fun to play.