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One-size-fits-all solutions end up making everyone slightly dissatisfied, instead of everyone satisfied. Let us decide how we play with the tools you give us, while giving us the ability to tweak the variables to our own preferred optimum.
@legodude17 / @OscarPotocki Do you have a policy against taking commissions for specific additions to a given VE mod?
I think I could probably make a decently-implemented balance patch mod for group B eventually*, but it seems to me like you (who actually developed it) could make such a patch mod (or add config options to the main mod) much more easily and effectively.
*after doing some reading about more advanced modding and digging through the files for this mod for ages
I want to use brainpower to think about what kind of solution there could be to overcome the obstacles of the game, not having a lot of solutions available and limiting myself to not use the obvious ones.
One way to balance things would be to create psycaster specific threats. Events that render powers useless could cripple a colony that relies on them too heavily. Basically, make it a risk to put all your eggs in one basket.
Part of the reason why the mod feels unbalanced/not in line with the vanilla game is that in vanilla, psykers are a commitment of time and resources. It takes a LOT of time to get to lvl 6 through the empire, even for just one pawn. For tribals it's easier, but it still requires quite a bit of time investment to grow the Anima grass, as you can't have everyone meditating all day.
However, with the mechanic of meditation XP in place, it's VERY easy to get everyone the 8 Honor or 20 Anima Grass in order to gain Psylink, and then level them up through XP.
A possible solution: Separate levels gained through Psylink Neuroformers/Anima Grass (I'll call these "Real levels,") and levels gained through meditation XP (I'll call these "XP levels.")
Each Real level should grant an XP level and some stat buffs, and XP levels should grant upgrade points. Then, limit XP levels based on the amount of Real levels, with 6 Real levels allowing for unlimited further XP levels. And tribals past 6 Real levels should be able to level up through an increased amount of Anima Grass.
As long as this mod change comes in the form of mod options which you can flick on or off, I agree. If you would like to impose this change on other players which like the mod as-is, FORGET IT.