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As you probably know, Cogmind is big on balance, an emphasis achieved initially through adherence to carefully designed patterns and formulas. But then Cogmind is also always expanding with new content that needs to fit into the existing world, either closer to that core or somewhere out on the fringes. 

As far as core items go, simple stats are generally sufficient to enforce balance, but the tradeoffs and drawbacks required to balance more extreme fringe items may necessitate unique approaches. Some of the optional mechanisms to use for this purpose are more generic, such as giving an item limited uses, while others are item-specific, such as the Dirty Datajack being overall pretty awesome if 1) somewhat unpredictable and 2) eventually, inevitably blowing up in your face when it detonates a power source.

A quick overview of some special item balancing mechanisms:

  • Disposable (limited uses). Interestingly I didn't want traditional roguelike "consumables" to be an important part of Cogmind's design from the beginning, and they still aren't really, but technically all Cogmind items are consumable to a degree (they protect your core and have limited integrity), and later in development as I wanted to introduce more and more truly powerful items this was a good excuse to play the consumable design card. It's a useful one since it offers really tight control, but I prefer to avoid overusing it if there are any other options available, since it's kinda boring. Below is the new CPS Tube--you get two shots because it's mainly meant to be a one-shot thing, but you might miss ;)

  • Disposable-adjacent: Instead of a direct 1-to-1 use counter, an item's remaining usage is represented in more granular fashion based on other factors, for example the new ID Mask.
  • Item integrity loss on use: This concept is fundamentally similar to the disposable mechanic, although not quite the same thing since usage simultaneously weakens the item itself, making it more vulnerable to destruction, and for the same reason damage to the item directly reduces its remaining uses. The idea was pioneered by Vortex weapons, but you will occasionally see more of it where appropriate.
  • Core integrity loss on use: This one's pretty cool, although applying it generally requires good enough lore or tech reasons. There's a lot of room to play with core loss in the design, since it drains something you need to survive, but also tend to have a surplus of at various points on your journey, especially if you're otherwise doing a good job protecting your core. In this case, saving core indirectly supplies you with resources that can be redirected elsewhere That said, doing so could also be risky since the weaker your core the less resilient you are to later surprises! Balancing factors with deeper implications like this are great. We definitely need more core-eating items ;)
  • Deteriorating. An item could degrade/lose integrity for every turn that it's active. Although introduced in pre-alpha as a potential balance mechanism, this was only ever used for one item (Dirty Datajack!), and even that one was reworked along with the robot hacking system and deterioration is now a completely unused mechanic. It's kinda fiddly so I don't like it, but it technically still exists if needed one day. (There is a particular quest item that degrades over time, but that's a different mechanic since it can happen anywhere and you don't even have to attach it.) Below is an ancient demo image from Cogmind pre-alpha with a deteriorating item state, which funny enough as seen here was also used for burnout (even though they aren't the same mechanic).

  • Unique resource requirement: Unique resources can be a great balancing mechanic (be it via rarity, storage requirements, or other factors), and lots of roguelikes use them--think ammo types!--though in the past Cogmind hasn't done much in this area precisely because that most common manifestation was simplified into the amorphous energy/matter system (much more appropriate for a game with a vast array of unique weaponry). We did eventually get the Latent Energy Streamer from the Exiles, which takes unique resources to the extreme by adding a whole new geographical resource layer to the world. Honestly that resource should get more use, and definitely would if Cogmind is developed long enough (there are Plans). Looking ahead, one of the new Beta 13 items to come is powered by... other items.

Overall the more such levers we can add, the more interesting items and strategic/tactical considerations we can create, branching out into different design and gameplay territories. Everything on the above list has existed in some form or another for a long time, so it's not often that high-level non-item-specific balancing mechanisms are added, but there's a new one coming to Beta 13: chargeables.

We can already indirectly create "chargeable" items (and have :P) by simply giving them huge energy requirements, enough that only a small number of uses is feasible before having to generate more energy, though this approach is technically a bit of a fuzzy limitation that can be circumvented by storing massive amounts of energy in advance, so such items have to be designed taking that possibility into account.

What about an alternative item-centric approach that also essentially enforces a minimum time limit between uses? This way we know the maximum rate at which such an item can be used, plus this kind of item is likely more accessible to builds that don't have the capability to supply large bursts of energy at once.

Two different ways to implement the same general concept will be more appropriate for different kinds of applications, further expanding the pool of item design possibilities.

When adding any new feature, or in this case a balancing mechanism, it's important to ensure the UI can keep up with any needs. No big problems there, as charging is a fairly simple mechanic where you have charging and charged state, and it can only be used once the latter is reached.

While charging an item its charge countdown is shown in an adjacent part label, like so:

In this state the item cannot be activated, of course begging the question of just when and how it's charged. I originally imagined this to be something you could actively toggle, but that would require utilizing the third item state (overload style), which might have other uses for a chargeable item, so it's best to avoid that approach. Instead the charging happens automatically, as described in the state context help on the item's info page:

The so-called "charge rate" is specified in the item's description, which includes a phrase like "Charge rate: 20 energy * 35 turns" or whatever its energy/time requirements are.

When the item is ready to be used it'll play a charge up sound and you are free to blast away. It will also indicate that state directly in its name, in case you want to charge it up then store it away in your inventory for later.

That said, chargeable items don't have to be weapons! This just happens to be the first one I created. I wanted a weapon designed around a particular offensive concept but if made as powerful as planned it would be too ridiculous if used in rapid succession, but I also didn't want to make it yet another case of disposable weaponry and would prefer it become a long-term tool one could reuse again and again if you keep recharging it.

The other chargeable item I put together after this one, which I'll be sharing next time while discussing a different topic, is actually a utility.

This whole post started out with a discussion of balance, and while I'm sure this new mechanism has potential, I can't yet say I'm entirely sure just how the balance will work out with these brand new items. They will likely get some tweaks after playtesting, and purely from a theoretical design standpoint I think it may be necessary to at least require that charged items remain attached to retain their charge. We shall see. It also really depends on how they want to be balanced in the bigger picture, as well as how people abuse, I mean use, them :P)

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