research mods

im looking thru the research subjects and going very interesting.  :d 
what fun i would have in making these bonuses higher
i was wondering though if i were to put such up for everyone

1. should i just raise the numbers without any side things (like costs/time)
2. or should i raise everything (cost/bonuses/time to research ect.)

i figure the fastest way to make things easier in game (without technically just cranking everything) is make the bonuses from research higher

and yes ive modded a game where my favorate side was uber and the other sides weren't, and i can say that its not much fun (cant have it since its rediculously obvious im ubermongering!!!!  :SURPRISED: )

take for instance

the first 2 rank vasari ability --fleet beacon--, a very very very nice ability if you ask me (ive used it and can say it does shift things to way easier once youve gotten it!)

1. its an instant with a cost in time,recharge,and antimatter
2. it has a set number of ships spawned based on the level researched
(if youve played you know this but bear with me)

if i raise all the numbers haphazardly without raising the costs would you use it (most would say no since that is as ive stated ubermongering)

and if i raise the cost of recharge and the time it takes to make the ships appear how much of a change should i make?

and since im jacking the number of ships (most important part) how many extra ships should i add per use?

looking for balance but looking to make a difference
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Reply #1 Top
I'd say just make your tweaks as you see fit then release asking for constructive criticism. You're the painter. Just paint. :)