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id: wiki-2026-0508-modular-weapon-evolution-and-ski
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title: Modular Weapon Evolution and Skill Trees
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Weapon Mods, Skill Tree Design, Build Diversity]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, progression, weapons, skill-trees]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: csharp
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framework: unity-godot
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---
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# Modular Weapon Evolution and Skill Trees
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## 매 한 줄
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> **"매 weapon = base + slots; 매 build = path through tree"**. Borderlands / Path of Exile / Diablo IV 의 ARPG progression DNA. 2026 modern: data-driven mod system + procedural affix + branching tree 의 build diversity 의 driver.
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## 매 핵심
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### 매 component
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- **Base weapon**: archetype (sword, bow, SMG) + base stats.
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- **Mod slot**: socket (scope, mag, barrel) — typed, capacity-limited.
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- **Affix**: procedural roll (+15% crit, leech, elemental).
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- **Skill node**: tree position — passive bonus or active skill.
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### 매 design axis
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- **Power**: mod 의 raw stat boost.
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- **Identity**: mod 의 playstyle change (full-auto → burst).
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- **Trade-off**: pro/con — high damage / low fire rate.
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- **Synergy**: 매 mod combo 의 emergent build.
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### 매 응용
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1. Looter shooter: random affix + slot mod.
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2. ARPG: deep tree (200+ nodes) + gem socket.
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3. Roguelike: per-run modular evolution.
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## 💻 패턴
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### Weapon ScriptableObject (Unity)
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```csharp
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[CreateAssetMenu(menuName = "Weapons/Base")]
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public class WeaponBase : ScriptableObject
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{
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public string id;
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public WeaponArchetype archetype;
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public float baseDamage;
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public float baseFireRate;
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public List<ModSlot> slots; // Scope, Magazine, Barrel
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}
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public enum ModSlot { Scope, Magazine, Barrel, Stock, Underbarrel }
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```
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### Mod definition
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```csharp
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[CreateAssetMenu(menuName = "Weapons/Mod")]
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public class WeaponMod : ScriptableObject
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{
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public string id;
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public ModSlot slot;
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public List<StatModifier> modifiers;
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public List<TagAdd> tagsAdded; // "burst-fire", "ignite"
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}
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[Serializable]
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public struct StatModifier
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{
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public StatType stat; // Damage, FireRate, Recoil
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public OpType op; // Add, Mul, Override
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public float value;
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}
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```
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### Composed weapon instance
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```csharp
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public class WeaponInstance
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{
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public WeaponBase Base { get; }
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public Dictionary<ModSlot, WeaponMod> Mods { get; } = new();
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public List<Affix> Affixes { get; } = new(); // procedural rolls
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public float Damage => ComputeStat(StatType.Damage);
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float ComputeStat(StatType s)
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{
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float v = Base.GetBase(s);
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var add = Mods.Values.SelectMany(m => m.modifiers)
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.Concat(Affixes.SelectMany(a => a.modifiers))
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.Where(m => m.stat == s);
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foreach (var m in add.Where(m => m.op == OpType.Add)) v += m.value;
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foreach (var m in add.Where(m => m.op == OpType.Mul)) v *= 1 + m.value;
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return v;
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}
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}
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```
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### Procedural affix roll
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```csharp
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public static Affix RollAffix(int itemLevel, AffixPool pool)
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{
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var weighted = pool.entries.Where(e => e.minLevel <= itemLevel);
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var pick = WeightedPick(weighted, e => e.weight);
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float val = Mathf.Lerp(pick.minRoll, pick.maxRoll, Random.value);
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return new Affix { stat = pick.stat, op = pick.op, value = val };
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}
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```
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### Skill node graph
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```csharp
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public class SkillNode
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{
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public string id;
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public Vector2 position;
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public List<string> prerequisites;
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public List<StatModifier> passiveBonus;
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public ActiveSkill activeSkill; // null for passive nodes
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public int cost = 1;
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}
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public class SkillTree
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{
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public Dictionary<string, SkillNode> nodes;
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public HashSet<string> allocated = new();
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public bool Allocate(string id, ref int points)
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{
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var n = nodes[id];
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if (points < n.cost) return false;
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if (!n.prerequisites.All(allocated.Contains)) return false;
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allocated.Add(id);
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points -= n.cost;
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return true;
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}
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}
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```
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### Synergy detection
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```csharp
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public static List<string> DetectSynergies(WeaponInstance w, SkillTree t)
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{
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var tags = w.AllTags().Concat(t.AllocatedTags()).ToHashSet();
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return SynergyDb.All
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.Where(s => s.requiredTags.All(tags.Contains))
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.Select(s => s.name)
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.ToList();
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}
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```
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### Respec system
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```csharp
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public void Respec(SkillTree t, ref int points)
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{
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points += t.allocated.Sum(id => t.nodes[id].cost);
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t.allocated.Clear();
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}
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```
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### Build serialization (share builds)
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```csharp
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public string Encode(SkillTree t) =>
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Convert.ToBase64String(Encoding.UTF8.GetBytes(string.Join(",", t.allocated)));
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Casual shooter | 3-5 slot mods, no affixes |
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| Looter | Slots + procedural affixes (3-6) |
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| Deep ARPG | Slots + affixes + 100+ skill tree |
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| Roguelike | Drafted upgrades, run-scoped |
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**기본값**: ScriptableObject base + slot mods + 3-tier affix + 50-node tree.
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## 🔗 Graph
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- 응용: [[Build-Diversity]]
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- Adjacent: [[ECS]]
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## 🤖 LLM 활용
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**언제**: 매 affix table 의 generate, synergy combo 의 enumerate, balance simulation script.
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**언제 X**: 매 power-fantasy feel, animation game-feel — designer/playtest judgment.
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## ❌ 안티패턴
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- **Power creep**: 매 new mod 의 strict upgrade. Old mods 의 dead.
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- **Illusion of choice**: 100 tree nodes, 1 optimal path. Build diversity = 0.
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- **Reroll fatigue**: 매 affix 의 100 reroll 의 required = grind, not gameplay.
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- **No respec**: 매 mistake = restart character. 매 modern player 의 quit.
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## 🧪 검증 / 중복
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- Verified (Path of Exile dev manifestos, Borderlands 3 GDC talks, Last Epoch design notes 2025).
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- 신뢰도 B+ (game-design subjective, but established patterns).
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — modular weapon + skill tree systems with Unity patterns |
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