I think it would be better if the trees were set up in a star pattern. Each node expanding out from a central node and not entirely dependent on possibly inappropriate nodes.
I will admit to being incredibly frustrated with the tree method, especially the mobility tree. My Jenner feels completely nerfed. (It is possible that it is due to my lack of skill with skill trees though.)
I find the need to have hill climb before you can get to any of the other nodes frustrating. My light mechs are able to climb hills fine, especially if they have jump jets. There is no good reason for me to need hill climb for these wee beasties.
I'm not at the point where I will rage quit the game if/when this system comes in, but I'm not having fun under this system.


Star Patterns Versus Trees
Started by Heketon, Mar 08 2017 11:31 AM
3 replies to this topic
#1
Posted 08 March 2017 - 11:31 AM
#2
Posted 08 March 2017 - 11:43 AM
I don't care what the shape is. In order for the layout to even make sense and not be a total waste of time, nodes after to progress logically. That means all nodes of a similar bonus are lined up in order. Don't gate them with crap we don't need or want. Nodes need to be merged so there are fewer overall nodes. Skill points need to come down from 91. That number is ridiculous. I think 30 is more than enough, and merge nodes of the same bonus together to match accordingly. Delete c-bill cost, which is also ridiculous. If you want people to buy new mechs then you can't put them into debt on their current ones. Why is that so hard to comprehend?
#3
Posted 08 March 2017 - 01:24 PM
just posting it here also, as it fits perfectly with the title 
I had posted this tree below with similar increasing cost (per tier).
In the end, the layout is the only real difference between the Hex and the linear UI, but it might be easier to use "Role presets" with the hex layout.
If there would be a different cost in different "tiers", it could already limit the amount of total nodes (even with same # of SP available) and also provide more give/take for going deep into one branch vs only few nodes in all branches:

I had posted this tree below with similar increasing cost (per tier).
In the end, the layout is the only real difference between the Hex and the linear UI, but it might be easier to use "Role presets" with the hex layout.
If there would be a different cost in different "tiers", it could already limit the amount of total nodes (even with same # of SP available) and also provide more give/take for going deep into one branch vs only few nodes in all branches:
Reno Blade, on 06 March 2017 - 03:07 PM, said:
In general the radial all-in-one tree is not much different than the current split into different branches...
I added the tier-rings, but that can also be done by lines in the current branches.
theoretically similar to current full Elite = 2x basic skills
I would actually take no diminishing return, but 2x basic bonus for previous tier once unlocking next tier.
Let’s take the example here.

Skirmisher preset uses
5 red (operation) nodes unlocking tier3 operation bonus
3 white (sensor) nodes unlocking tier2 sensor bonus
10 purple (firepower) nodes unlocking tier4 weapon bonus
12 blue (mobility) nodes unlocking tier4 mobility bonus
you could have such levels:
Unlock first skill point (tier1) cost 1 SP
1% (node1) x 1 node = 1%
Unlock second skill points (tier2) cost 2 SP
1.5% x 1 (node2)
+ 1% x 1 (node1) x 2 (tier2 bonus)
= 3.5% for 3 SP
Unlock third skill point (also tier2) cost 2 SP and then the forth (first node in tier3) for 3 SP
2% (node4) x 1 node
+ 1.5% x 2 (node2 and node3) x 1.5 (tier3 bonus)
+ 1% x1 (node1) x2 (tier2 bonus)
= 8.5% for 11 SP
Now unlocking two more nodes (#6 in tier3 and #7 in tier4) for 3+ 4 SP would unlock the Tier4 bonus.
2.5% x1 (node7)
+ 2% x 3 (node4, 5 and 6) x1.2 (tier4 bonus)
+ 1.5% x 2 (node2 and node3) x 1.5 (tier3 bonus)
+ 1% x1 (node1) x2 (tier2 bonus)
= 16.2% for 18 SP
This is already some kind of diminishing return even with the bonus for tier unlocks.
Any further and you would spend a lot of SP to gain only 2% for 4SP (tier4).
Ofc there are more than one skill attribute to skill in each section which would make the larger % per node actually look fairly good, as it’s split between multiple attributes (e.g. operations using heat capacity and heat dissipation).
using current weapon tree, it could have tier levels, so it could lok like this:
I added the tier-rings, but that can also be done by lines in the current branches.
theoretically similar to current full Elite = 2x basic skills
I would actually take no diminishing return, but 2x basic bonus for previous tier once unlocking next tier.
Let’s take the example here.

Skirmisher preset uses
5 red (operation) nodes unlocking tier3 operation bonus
3 white (sensor) nodes unlocking tier2 sensor bonus
10 purple (firepower) nodes unlocking tier4 weapon bonus
12 blue (mobility) nodes unlocking tier4 mobility bonus
you could have such levels:
Unlock first skill point (tier1) cost 1 SP
1% (node1) x 1 node = 1%
Unlock second skill points (tier2) cost 2 SP
1.5% x 1 (node2)
+ 1% x 1 (node1) x 2 (tier2 bonus)
= 3.5% for 3 SP
Unlock third skill point (also tier2) cost 2 SP and then the forth (first node in tier3) for 3 SP
2% (node4) x 1 node
+ 1.5% x 2 (node2 and node3) x 1.5 (tier3 bonus)
+ 1% x1 (node1) x2 (tier2 bonus)
= 8.5% for 11 SP
Now unlocking two more nodes (#6 in tier3 and #7 in tier4) for 3+ 4 SP would unlock the Tier4 bonus.
2.5% x1 (node7)
+ 2% x 3 (node4, 5 and 6) x1.2 (tier4 bonus)
+ 1.5% x 2 (node2 and node3) x 1.5 (tier3 bonus)
+ 1% x1 (node1) x2 (tier2 bonus)
= 16.2% for 18 SP
This is already some kind of diminishing return even with the bonus for tier unlocks.
Any further and you would spend a lot of SP to gain only 2% for 4SP (tier4).
Ofc there are more than one skill attribute to skill in each section which would make the larger % per node actually look fairly good, as it’s split between multiple attributes (e.g. operations using heat capacity and heat dissipation).
using current weapon tree, it could have tier levels, so it could lok like this:
Spoiler
#4
Posted 08 March 2017 - 04:30 PM
In reading some of the other threads, I can see the need for not being able to boat weapons, but it seems as everything else should be more linear.
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