Quote
Right. So, we're back to what I said earlier: the solution is to actually make all the available skills worthwhile. If a skill can't be made worthwhile, take it out of the game. If it can be, make it useful. If needed, add new worthwhile skills. But the net result needs to be "make all the skills worthwhile."
The solution is to subdivide the skill tree into different roles. For example, lets say 3 roles like command/support, striker/assault, recon/skirmisher. And each role would have its own unique skill tree.
You then force players to pick one role per mech and they can only put skill points in skills belonging to the chosen role. That forces a meaningful choice on the player and makes sure that no single player has access to every skill. Which in turn reinforces the teamwork aspect of the game because you have to rely on other players for skills you cant use. A system like that is also impossible to min/max because no matter which role you choose youre missing out on 2/3rds of the other skills (assuming 3 different roles).
A skill tree that doesnt force meaningful choices on the player is really no different from a progression tree. Once people figure out how to min/max it, the skill tree were getting will be no different than what we had before; aside from the fact it will be needlessly overcomplex and cost way too much xp/cbills. Again what we need is actual role warfare with meaningful choices, not an expensive and huge progression tree that will just get min/maxed to the point where everyone takes the same skills.
Edited by Khobai, 12 March 2017 - 11:47 PM.