

I think with a bit of tweaking you can get exactly the results you want. You can use a common event for this (if actor has skill "cure 2" then remove skill "cure 1"). but this can easily be done, you dont even need a script. i mean, you have to manually replace "cure 1" with "cure 2" once you learn it. The only thing you have to do yourself is removing the old skills again when you reach another tier. so only the skills from your current tier will be available to learn (the script will only show the available skills in the "learn skills" window). Next, you group your skills in level tiers: 1-10 is tier 1, 20-30 tier 2 and 30-40 is tier 3. More important: you can add requirements to each skill, this allows you to build a skilltree or tiers of skills with dependencies (learn fire 2 only if you already learned fire 1), you can also have multiply requirements (learn high level fire spells only if you mastered all low level fire spells). It allows you to manually learn skills by spending gold, exp or job points. but here we are and DPS builds can double dip in higher stat gear. The Commander looks down on the battlefield and issues orders, places structures, collects resources, researches technology, and deploys abilities.

but anyways, I find it funny that a skill build user has to spec so much into a semi acceptable skill build and still deal marginally less damage overall than pre WONY. Natural Selection 2 is a First Person Shooter and Real Time Stategy game rolled into one Each team, alien and human, has a Commander. Not sure If i understood correctly, but maybe this helps: This single system is mainly the biggest issue with Gear 2.0 minus the removal of ALL holstered talents.
