What about being able to select the starting cell in a tree instead of being forced to pick the one at the top? Clicking any outward cell as the starting point (only one of course) to explore the tree would offer a lot more possibilities.
If everyone start from the top one then we will all end up with very similar builds on the battlefield.
1
Let Us Select Any Outward Cell As The Starting Point
Started by Rhialto, May 08 2017 08:58 AM
2 replies to this topic
#1
Posted 08 May 2017 - 08:58 AM
#2
Posted 08 May 2017 - 10:30 PM
Just giving us two starting points seems like it would help encourage a larger varity of skill selections
Edited by Dracol, 08 May 2017 - 10:32 PM.
#3
Posted 11 May 2017 - 09:14 PM
Given PGI's goal of gating more valuable skills (speed tweak, seismic, etc.) this is simply not feasible.
What you suggest would allow everyone to take only the most desired skills if they wanted in each tree, leaving most of the skill points to be spent where the player wanted them focused for that mech.
Fantastic for the players, and I'm not averse myself.
However, it would require a redesign of numerous functions and shapes of the tree (e.g., instead of only top down connections to access nodes, you could get it from any direction, that's a functionality change). PGI would move the more popular nodes to the center of a web, and we'd end up with, for the most part, the same thing we have now. Ugh.
What you suggest would allow everyone to take only the most desired skills if they wanted in each tree, leaving most of the skill points to be spent where the player wanted them focused for that mech.
Fantastic for the players, and I'm not averse myself.
However, it would require a redesign of numerous functions and shapes of the tree (e.g., instead of only top down connections to access nodes, you could get it from any direction, that's a functionality change). PGI would move the more popular nodes to the center of a web, and we'd end up with, for the most part, the same thing we have now. Ugh.
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