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New Tech: Chargeables

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:

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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