Jump to content

Skill Organization


1 reply to this topic

#1 Jikil

    Member

  • PipPipPip
  • The Covert
  • The Covert
  • 83 posts

Posted 26 April 2017 - 02:05 AM

I know a lot of people think 91 skill points is far too many. We should only have 45 or 30 or whatever.
But in reality you could have 1000 skill points and you could make it work if the layouts of the skill tree were a little more visually friendly.
That jumbled mess of a skill tree isn't exactly intuitive to use just based on its visual layout.


My solution is combining all like skills into one slot and locking the amount you can put into that Skill by the number of Skill Points in the tree.

Now we have a skill unlock that is cooldown 0/5 like how the weapon modules work.

So for instance lets say that the first rank of cooldown reduction requires 0 Skill Points in the firepower tree and you decide you want that skill on your mech. The second point requires 5 total points in the tree so you add 5 more SPs into other skills you want. To get the full 5/5 Cooldown reduction skill you have to have at least 31 points into the firepower tree to unlock. Of course the tooltip on the skill would have to reflect the total cost required in the tree for the next rank.


In essence you preserve all the intended ideas about forcing people to pick up auxiliary skills in order to max out the ones they want to focus on.

I agree with the give and take nature of the skill tree, and it should be a choice if you want to run a heavy duty srm brawler or a fast flanking mech. Forcing people to make choices is good but if the visual layout is super confusing then it creates an unnecessary barrier for use.

With less skill points to look at but the skill unlock amounts being the same it would only be a small visual and functionality change on the skill tree that would make it seem much less daunting.

#2 Wibbledtodeath

    Member

  • PipPipPipPipPip
  • 169 posts

Posted 26 April 2017 - 02:13 AM

Noooooo. Not that its a bad suggestion (I have seen this work in other games, mostly RPG's)- but it would take PGI forever to get it down right. Its very similar to what PGI are doing- mostly just a different visual approach, a good idea early on but probably not worth a total reimplementation at this stage.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users