I'm in the talks about making a new difficulty mod for FF7, but I won't go into detail. All I want to know are these things:
What do you consider to be a normal high level for the end of the game? By "end of the game", I mean when you beat Ruby and Emerald weapon.
If there were bosses
other than Ruby and Emerald weapon at the end of the game, would you power level to level 99? Would you want hardcore bosses that are meant to be beaten alongside Ruby and Emerald weapon (or even after) to be balanced for level 99 characters or, say, level 70-80 characters?
This question can be applied to normal hardcore mods. Do you want bosses during the game to be beaten at a normal level (Hojo being meant to be beaten by a level 50~ party, for example), or do you want to have to level up in advance in order to be able to beat the boss (having to reach, say, level 60 before being able to beat Hojo)?
Thanks.
Update:
I think I've decided what level I'm going to revolve my mod around. Rather than the huge level window I had to think about before, I've narrowed it down.
Balancing the game for such a huge level window would've been impossible. Enemies would've been too difficult for people on the lower spectrum, and if I try to balance it evenly the game would be too easy for high leveled folks.
I think I'm going to balance my new mod around level **. (Top Secret)

(of course, I'm most likely not going to balance the mod around stat maxers who have 255 in each stat. That wouldn't be fair to sane people)
With this mod, there will be a slew of balancing for equipment, materia, and spells, similar to Gjoerulv's difficulty mod (in fact, many of the same changes will be in place). I've edited one scene file so far and have tested it. It's fun.

Now to put some light rules in place as to balance some overpowered things about FFVII (otherwise, it'd be impossible to balance anything in this mod) and we'll be good to go.
I'm almost done with the kernel.bin. Next will be the scene.bin and, finally, kernel2.bin.
Sorry for thinking out loud.
