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Tag Archives: Balance

Rebalancing Cogmind

A decade of development into a huge project is almost unavoidably going to accumulate some amount of cruft. Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point […]

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Design Overhaul 4: Fabrication 2.0

The updates to Cogmind’s fabrication system aren’t exactly an “overhaul” to the extent seen with our other Beta 11 modifications in this series, and not like the one back in 2016 when the process was greatly simplified from its original early alpha form. As you’ll see this is more of a rebalancing, though it does […]

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Design Overhaul 3: Damage Types and Criticals

With fundamentals like storage and propulsion out of the way, it’s time to turn our attention to weapons! Originally there weren’t any plans for sweeping updates to weapons and I just wanted to rebalance them in a few areas, but as you’ll see here, a few smaller ideas ended up snowballing into something decidedly bigger… […]

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Design Overhaul 2: Propulsion

The previous design overhaul discussion covered storage capping and its changes to the core gameplay, but the first experimental build we played around with also included major changes to another even more fundamental aspect of any build: propulsion. Although not all of the experiments panned out in this case, after a number of revisions I […]

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Design Overhaul 1: Capping Inventory

Last time here on the blog we covered sensor changes and other new related utilities coming to Cogmind’s next major update. At the time I wrote: Cogmind’s next update (Beta 11) is taking years of play experience, feedback, and observations into consideration for a comprehensive review of the many items and their stats with an […]

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