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"circular" Layout For Weapons Tree


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#1 Joe Ego

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Posted 27 April 2017 - 09:03 PM

Layout the tree in a circular format with the first node in the center. Each type will then border the other types which will better allow for pathing between any two different types.

Right now Energy and Ballistic are not near each other which increases the points needed to skill up in both areas relative to skilling up in Energy & Missile or Missile & Ballistic.

#2 Omi_

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Posted 27 April 2017 - 09:13 PM

I completely agree that circular trees would work better, even just in presentation. If the whole system as designed were reshaped to a circular system I'm sure the readability of each tree would be improved substantially. That's not even mentioning the opportunities for better traversal options which you bring up.

Edited by Omi_, 27 April 2017 - 09:14 PM.


#3 Chound

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Posted 27 April 2017 - 11:43 PM

View PostOmi_, on 27 April 2017 - 09:13 PM, said:

I completely agree that circular trees would work better, even just in presentation. If the whole system as designed were reshaped to a circular system I'm sure the readability of each tree would be improved substantially. That's not even mentioning the opportunities for better traversal options which you bring up.


a node in the center maybe generic quirks in the cener and then type specific spokes energy balistic,and missle with brances for type specific nodes as secondary spokes. when they do the arrangement the nodes should be TOGETHER in one place so all the laser duration woulde have four nodes right after another, then maybe PCC velocity but lined up one after the other node 2 here and three there. Sesmic sensors is two nodes near the bottom of the tree on both sides. you would have to have all those other nodes for target info gathering target retention active because if you unequp them the trailing nodes go dark and become unuseable.

#4 Reno Blade

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Posted 27 April 2017 - 11:49 PM

I had posted this in the last PTS session:
https://mwomercs.com...ranch-like-this

Reposting this part about radial tree:

I would actually take no diminishing return, but 2x basic bonus for previous tier once unlocking next tier.
Let’s take the example here.
Posted Image

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).

Command preset uses
12 red (operation) nodes unlocking tier4 operation bonus
1 white (sensor) nodes
4 purple (firepower) nodes unlocking tier3 weapon bonus
13 yellow (defense) nodes unlocking tier4 defense/survival bonus
10 green (command) nodes unlocking tier4 command bonus (incl. aux and other module improvements)
Posted Image





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