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What If Mech Trees Were Similar To Talent Trees From Wow?


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#1 Phoenix Branson

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Posted 17 January 2013 - 05:49 PM

What if the mech tree in the pilot lab was similar to the talent tree from WoW? Basically, there would be a separate mech tree for each weight class: Light, Medium, Heavy and Assault. When you gain experience, you get points to spend in various weight trees. You could choose to put all your points in one tree to specialize or you could spread the points around to be a jack-of-all trades. Each mech tree would have three tiers of progression (Basic, Elite, and Master), and to get deeper in the tree (unlocking), you would need to purchase a new mech of similar weight class. The skills available in the respective tree would reinforce the role...

The Four Mech Trees (X Points Left)
Light Class: Skills reinforce scouting and speed.
Medium Class: Skills reinforce a balance of speed and power.
Heavy Class: Skills reinforce long range fire support.
Assault Class: Skills reinforce firepower.

Tiers
Basic, Elite, Master

Posted Image

Edited by Maverick01, 17 January 2013 - 05:58 PM.


#2 Phoenix Branson

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Posted 17 January 2013 - 05:56 PM

Thoughts/Opinions?

#3 One Medic Army

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Posted 17 January 2013 - 06:02 PM

Well, I have nothing against more complex pilot trees, but I hate WoW with the burning fire of a thousand suns.

#4 Mercules

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Posted 17 January 2013 - 06:03 PM

Mech Weight Class =/= purpose of mech.

There are Medium mechs designed for Fire Support. There are heavy Striker/Flankers... even an Assault 'scout' mech in the Charger. So my thought and opinion is... no, it doesn't make sense.

#5 Wales Grey

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Posted 17 January 2013 - 06:06 PM

  • Don't bump your own post. If people cared at all, they'd post.
  • A Hawken-esque "mech optimization tree" would be a nice alternative to the piloting skills system we have in place now.


#6 Davers

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Posted 17 January 2013 - 06:08 PM

Mech trees usually don't work well. Instead of providing variety they end up with one good branch that everyone uses.

#7 Budor

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Posted 17 January 2013 - 06:09 PM

Although i really love the idea of constant progress it imo wouldnt work in a game like mwo. The loadouts already fill the role of specialization in ranged/close or jack of all combat.

If its a really "deep" (purchase/play lots of mechs from one weight class to unlock everything) tree it further increases the gap between new players and vets.

I would like progress on the cosmetic side though like ranks, name icons like the founder ones in the engame tab, titles, patterns that can be bought with mc but are tied to your rank etc.

#8 Zylo

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Posted 17 January 2013 - 06:09 PM

I don't think this is a good idea.

It would just lead to all the serious players taking the "best" choices anyway. Leave mech role specializing to the mechlab + module choices.

#9 80sGlamRockSensation David Bowie

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Posted 17 January 2013 - 06:17 PM

WoW's trees are deceptive, in that if you choose a Class / Role, there is an absolute best / optimal build in your talent tree where if you don't do this build in the tree, you're Class Build is actually weaker in comparison to everyone else with that build.

It doesn't offer choices where you can either have these "talent trees" or not, you NEED them. There isn't a choice, you either have them or you suck. This is NOT what I want to see happen to MW:O.

In that regard, the idea behind the tree is to add optional, non-essential quirks or perks to your mech that won't make a cut and dry "you need this or your build sucks" mentality that WoW does.

Now, that is not to say a more complex tree is a bad thing, but it must be done right or it will result in the illusion of choice kind of garbage Blizzard churns out.

-2cents

Edited by mwhighlander, 17 January 2013 - 06:18 PM.


#10 Taizan

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Posted 17 January 2013 - 06:20 PM

Ahem ... these are the old WoW talent trees, Blizzard themselves have moved away from this strict "path" talent system, in WoW as well as in Diablo 3.

I think we are seeing something similar like this with the modules, the mech skills are just like different proficiency levels not really comparable to talents but more to baseline skills that improve over time (character level). If any one of you played DAoC you might know at what I am hinting at.

Edited by Taizan, 17 January 2013 - 06:21 PM.


#11 Solis Obscuri

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Posted 17 January 2013 - 06:25 PM

'Mech efficiency unlocks aren't intended to be pilot talent trees. They're a small carrot for trying different variants of the same chassis.

#12 Biglead

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Posted 17 January 2013 - 06:30 PM

http://mwomercs.com/...e-warfare-cont/


P.S. you're welcome.






P.S.S. If you ever suggest making this game more like WoW again I'll place an in game bounty on your mech... Forever.

#13 GalaxyBluestar

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Posted 17 January 2013 - 06:31 PM

not keen on these sort of gimmicks for a sim based game. your knowledge and building capabilities is what counts, one of the reasons why trials are ruined is because they are a base in a game dominated by mech tree perks. so the format is already killing the game's own content. i prefer equipment and skills on the field deciding battles not i'm starting this new mech and oh no i've ran straight into mr elite wizard who can fire more last longer firing and can move so much more faster not because his engine's better than mine but because he's filled out a whole load of perks.

so with something like elo and bv what's the point of perks? you'll be matched up with similler levels so it kinda defeats the purpose of getting the perks in the first place. then just making the point of heat dispertion less and less relevent with perk upgrades?

what we have as a mech tree/modules is more than enough cause if it carries on we'll have atlas running around at 90kph making 180 degree torso twists and never having to shut down with duel ppcs and ac20 alphas.

in short... no thanks.

Edited by GalaxyBluestar, 17 January 2013 - 06:33 PM.


#14 Kaspirikay

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Posted 17 January 2013 - 06:40 PM

Well then we'd have to rename this game into World of Mechcraft.

#15 Sandslice

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Posted 17 January 2013 - 06:40 PM

Even WoW abandoned that system: instead, in Mists of Pandaria, they went with this system.

There are six tiers, unlocked once every 15 levels. At each tier, there are three talents (efficiencies) that give you different ways to improve a certain aspect (mobility, self-healing, crowd control, etc.) You pick one at each tier, and the other two are denied to you.

In MWO, such a system might look like this:

BASIC EFFICIENCIES
Heat Tier:
+15% heat sink efficiency; +15% heat capacity; -10% to all weapons' heat generation.
Turret Tier:
+25% torso twist range; +15% torso twist speed; +15% arm traverse speed.
Mobility Tier:
+15% acceleration; +15% deceleration; +7.5% acceleration and deceleration.
ELITE EFFICIENCIES
Speed Tier:
+10% top speed; +20% top speed at 10 heat per second, active; +20% top speed while heat is above 75%
Defence Tier:
+25% shutdown and startup speed; +50% component health; -25% internal structure damage while in heat override mode
MASTER EFFICIENCIES
Master Tier:
Extra Module Slot; ??; something cool and variable by chassis or class, such as reducing ground-caused damage for lights

Just a quick kludge for how WoW currently does it.

#16 soarra

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Posted 17 January 2013 - 06:43 PM

no, just no.

#17 Protoculture

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Posted 17 January 2013 - 06:45 PM

View PostBiglead, on 17 January 2013 - 06:30 PM, said:

http://mwomercs.com/...e-warfare-cont/


P.S. you're welcome.






P.S.S. If you ever suggest making this game more like WoW again I'll place an in game bounty on your mech... Forever.


Well, that's interesting but a year old post. How about a "Where are they now"?

#18 Solis Obscuri

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Posted 17 January 2013 - 06:47 PM

**** your ninja pandas

#19 Eddrick

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Posted 17 January 2013 - 06:47 PM

I don't like World of Warcraft because they were making everyone very much the same with thier philosophy, "Bring the player, not the class".

The pilot tree we have now reminds me of the AAs frome Everquest. It works like talents from World of Warcraft. But, you can take everything. It just takes an eternity to get them all.

As for the pilot trees being broken into specializations. I'm a little torn on that. It re-enfoces the, "Role Warfare". Which can help with balance and make everything usefull. But, it also restricts customization.

The role I play and what I am best at is: "Direct support fire". Which can also fall into the classification of a "Sniper". It's just less specific. The role is one that is a second line attacker. Attacking the enemy at it's most valnerable points. Mostly, weakened enemies and priority targets. They are also, a counter for artilery (AKA, Indirect support fire).

In MechWarrior Online, Direct Support fire is also a counter for ECM. They help focus direct fire weapons (ACs, PPCs, Gauss Rifle) at a priority target. Direct fire weapons are not effected by ECM.

#20 One Medic Army

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Posted 17 January 2013 - 06:49 PM

Add on top:
What if I have a hot running build on my mech, but I then decide to rebuild it, and the result is much cooler but needs speed and maneuverability more.

If we're focused to specialize each chassis, then it starts punishing players for trying new builds.





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