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Skill Tree Prefabs / Template Suggestions


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#1 CouchDweller

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Posted 17 May 2017 - 04:34 PM

I've been playing since open beta on and off, and only have 25 mechs. After trying out a couple games with the new skill tree, I must say the level of balance and customization is definitely a huge improvement. However, it feels like i'm the exception, seeing as there's many players with 100+ mechs who seem infuriated; I don't blame them, I spent 3.5 hours yesterday specing my skill trees and stopped when I had 4 left because I was starting to crash and had to work tomorrow.

Then it occurred to me that a lot of headache could be saved if the game made some simple analysis of what modules each mech is using, and make some basic pre-skill tree setup suggestions that the player can opt-in to using if he/she wants, that will select a lot of nodes by default that will replicate the effects the player was trying to achieve with the modules pre-patch.

Example: This Mech #1 had advanced zoom, an LRM cooldown module, and a laser range module. So the game would suggest unlocking a certain amount of nodes related to these module effects. The amount of nodes selected based on how high a level the cooldown and range modules are, and then upgrade straight to the node path needed to get advanced zoom.

I am by no means a game developer and have no knowledge of how difficult this would be to code, so I don't feel it's my place to say whether or not this should've been implemented already, but I feel like a solution like this would take a lot of that chore like feeling out of trying to re-spec everything by hand.





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