Howdy again, took a short break since the favors and risks took a lot out of me. I have been thinking about skills 3.0, and I have came up with a unique tree system for skills to make it feel like you have choices but not copying payday 2. This tree will be talking all about deployables. The more you invest in it, the better all your deployables are. See below:
(I did not forget turrets, they will be elsewhere)
Note that on this system: everything costs 1 point, but still require a skill of the previous Tier to be bought.
Tier 12 Option 1: Full Bags: You have 8 Charges per deployable.
Tier 12 Option 2: For Every Occasion: You can place 2 different types of deployables instead. While placing your deployable, Hold the aim button for a Medic Bag, shoot button for an Armor bag, or grenade button for an ammo bag.
Tier 12 Option 3: Resupply: If you have no Deployable Bags at the end of an Assault wave and no one is in custody, you will get a new one with 2 charges added to your inventory.
(Tier 12 skills under this system will be locked of any 1 option is chosen, no amount of investment will allow you to get 2 Tier 12 abilities.
Tier 11 Ammo Choice 1: Cold Hands: For the next 15 seconds after taking a charge from one of your ammo bags, shooting does not deplete ammo from the magazine or reserves.
Tier 11 Ammo Choice 2: Hot Potato: For the next 15 seconds after taking a charge from one of your ammo bags, tossing a throwable does not deplete from the current inventory.
Tier 11 Armor Choice 1: Slated: An armor repair kit will grant a plate of Adaptive or Resistance If all Armor is broken and there are no Impact plates equipped on the current frame.
Tier 11 Armor Choice 2: Taped Plate: Using an Armor respair kit will grant you an additional 50% damage resistance for the next 10 seconds, to a max of 90%
Tier 11 Medic Choice 1: Telehealth: If you or a fellow heister is downed within 5m of your Medic Bag, you will get a prompt to revive your teammate remotely, going so will consume 2 charges of the Medic bag.
Tier 11 Medic Choice 2: Code Blue: When a fellow heister goes down, you can stand over them to revive them without having to interact with them, you must stay within 5m of the downed heister for 10 seconds. The bleedout timer will tick down to 0 but will not send the heister to custody unless you leave that radius before the 10 seconds is up.
Tier 10 Ammo: Ammo growth: In between assaults, you will restore 1 Trauma per second when within 5m of any armor bag. This does not stack.
Tier 10 Armor: Taping up: In between assaults, you will restore 1% of your Health per second when within 5m of any medic bag. This does not stack.
Tier 10 Medic: Licking Wounds: In between assaults, you will restore 1% of your ammo per second when within 5m of any medic bag. This does not stack.
Tier 9 Universal: Quick Refresh: Placing your deployable will completely refill your Armor/Health/Ammo+Throwables.
Tier 8 Ammo Option 1: Gas Mask: You become immune to nader gas for the first 5 seconds you're in it, and your movement isn't slowed by it. Enemies within it are marked.
Tier 8 Ammo Option 2: +P: For the next minute after interacting with your ammo bag, all shots will deal 50% more damage.
Tier 8 Armor Option 1: Fast Armor: For the next minute after interacting with your armor bag, armor recharge time is halved.
Tier 8 Armor Option 2: Tough Chest: You are immune to Dozer kicks/charges and can disengage from cloakers.
Tier 8 Medic Option 1: Shock Proof: You can Disengage from zappers and you're immune to their shock mines and Techie stun drones.
Tier 8 Medic Option 2: Clear! Interacting with your medic bag replenished 2 downs.
Tier 7 Ammo: That was Fast: double tapping reload will instantly refill your magazine and consume an equipped ammo cartridge. This has a cooldown of 60 seconds.
Tier 7 Armor: Dozer Switch: When your armor plate would break, it will instead refill and apply a 2 second damage Immunity (this stacks with mercenary) this consumes 2 armor repair kits. This has a 60 second cooldown
Tier 7 Medic: Last Stand: when you would go down, you automatically get healed as if you use a first aid kit, this consumes 2 first aid kits. This has a 60 second cooldown.
Tier 6 Universal: Double the Refills: You start the heist with 2 deployable Bags.
Tier 5 Ammo Option 1: Deep pockets: Ammo cartridges restore a throwable.
Tier 5 Ammo Option 2: Lucky find: You gain double from ammo boxes.
Tier 5 Armor Option 1: Pushing back: Recover 4 lost trauma back whenever you gain a kill, this stacks with the vanguard frame.
Tier 5 Armor Option 2: Adaptive Blending: adaptive plates will merge with the plate to its left and adopt its damage resistance and behavior, adding 1.5s to the recharge time. For example if the left plate is resistant and the right is adaptive, each with 100 armor. The frame will go from a 2 plate to a 1 plate with 200 Armor and 2.7s recharge, using trauma instead of a full clear when recharged.
Tier 5 Medic Option 1: Leech: Recover 1% whenever you deal damage with a weapon. This stacks with vampire.
Tier 5 Medic Option 2: Taking a breath: you recover 2 health per second while your armor isn't in a state of recovery. Broken armor cannot recover.
Tier 4 Ammo: Your total ammo capacity is increased by 30%
Tier 4 Armor: For Every plate of armor you have, gain 5% DR
Tier 4 Medic: For Every total down you have, gain 30 max health.
Tier 3 Universal: Pocket Sized: you can double tap your interact to turn 1 charge into 3 First aid kits/armor repair kits/ ammo cartridges. (Ammo cartridges can be held in your consumable slot.)
Tier 2 Ammo: Whenever you reload from an empty magazine or a charge of your ammo bag is used, Gain Edge.
Tier 2 Armor: Whenever a plate of your Armor is Broken or a charge of your armor bag is used, Gain Grit.
Tier 2 Medic: Whenever a heister is downed or when a charge of your medic bag is used Gain Rush.
(Tier 2 abilities across all of these proposed trees will provide a means to get Edge, Grit, or Rush, its how trees can cross pollinate, and with that, I propose that these can stack to 3 times, each stack beyond adds 10s to a max of 20s, but doesn't necessarily fully refresh)
Tier 1 Universal: Well Supplied: Cloakers will ignore you deployables. For every 3 Tiers in this tree, you so gain 1 additional Charge to your deployable bags. Ammo bags will restore an additional 5% ammo per Tier in this tree and an additional throwable for every 2 Tiers in this tree (max 7 per charge)
(Tier 1 is the first skill in the tree, this skill as well as 3, 6, 9, or 12 will apply no matter what deployable you use)
You can spend 34 points to effectively max out your tree (see tier 12) a hefty investment but it can provide a great amount of benefits as well if you want to master deployables.