Hello,
Would it be possible to adjust the trainer to make it add much, much smaller amounts of credits/resources to the existing amounts, rather than just setting a bazillion creds/resources when you push the button? Say, 1000 credits or 100 crystals or 4 logistic slots per press? (or just keep counting up while the button is pressed)
In Sins, the most expensive ships or research costs no more than a few thousand credits or a few hundred crystal, and most things cost much much less. When the trainer gives you 1000000 of these, it essentially means you'll pretty much never need to gather any sort of resource ever ever again, essentially shutting down that whole part of the gameplay.
I like having trainers for games so I can, say,
- give myself a starting advantage to offset some other challenge (ie: if I'm playing a tough map against more/tougher AI's than I'm used to).
- learn and explore the game mechanics at my own pace.
- if the game gets too hard/frustrating, to make it somewhat easier.
- especially to help get me out of a pinch, instead of reloading from an earlier save game.
I can't really do any of that without totally distorting the game when the trainer only gives 1000000 credits/resources. It effectively means I only have a choice of "too hard/frustrating" or "too easy".
Sure, sometimes it's fun to get a big gob of resources and kick butt, but it'd still be easy to do that with my suggestion - it just takes pressing the button a bunch of times (or just holding it for a while) to get what you need, instead of once. Is anyone really that lazy that they can't do multiple presses to get the amount of money/res they need?
Seriously - using a jumbo number makes the trainer far less useful than a small number would. If anyone really wants/needs the jumbo number, perhaps this could be made configurable in the trainer somehow. Perhaps like the hotkeys are configured, or just with a dialog allowing us to plug in our desired number when the button is pushed?
(Note also, that while I'm talking specifically about the Sins trainer, I believe my general point holds true for virtually every game trainer - giving the user a zillion of something they need is less useful than allowing them to add it in smaller increments.)
Side story: I once had a trainer for a SimCity game that gave you literally more than 1 billion (yes: 1000 million) dollars. It "worked", but insidiously broke the game because the game partly based hidden variables like "happiness" on your cash reserve, and those variables rolled over due to the huge number, and the city didn't quite work right anymore. There was no way to spend all the money to bring the total down to reasonable, so the trainer was unusable.