I'd like to address two things. First, I know a lot of time, effort and deliberation went into making this skill tree, however, I believe it's format leaves out an important categorization element. The old system had Basic, Elite, and Master skills which could have been implemented into skill tree node system as tiered prerequisites leading up to more advanced upgrade choices. The master nodes could have been where specialized customization could have taken place. Perhaps X number of basic nodes would have to be taken before advancing to the elite nodes with the same kind of requirement needed to advance to the master nodes. Also, separating out the old skills from the modules and new upgrade paths would have minimized the feeling of being arbitrarily forced to invest skill points that are unnecessary. To reiterate: all or most of the basic and elite skills from the old system could have been arranged in such a way as to be prerequisites to the advanced customization options found in the old modules (like radar deprivation) and new upgrades (like armor hardening) rather than leaving everything completely open.
It would also be nice to have equipment slots (similar to the modals system) where advanced equipment could be mounted. There could be advanced jump jets from different manufacturers (from lore) that have different properties. The same goes for engines, weapons, targeting computers, actuators, etc. It would be pretty cool to be able to say that I bought my fusion engine from Majesty Metals and Manufacturing and be able to say, "I went with this particular manufacturer and modal because it focuses on speed and acceleration over torso twist and turning radius, and that's what I wanted for my locust."
Well, that's my two cents for now.
Edited by Katastrophe Kid, 17 May 2017 - 03:20 PM.