Thank you
Before beginning work on Cogmind, one of the very first questions I asked was "2D or 3D?" Referring of course to map layout, not 3D visuals. As important as that factor would be to just about everything, it had to be decided at the start. (The reason I even thought to ask that question was that the 3D environment works extremely well in one of my other games,
X@COM.)
I decided that limiting maps to a flat plane with no interaction between planes would enable a wider variety of balanced mechanics, especially considering that "flying" is technically a very valid and common way to move. I didn't want it to get out of hand and create an almost completely alternate side game (fast flying already involves quite different gameplay than confrontational strategies as is).
That said, Alpha 3 does come with a new feature that adds a bit more "verticality" to the game. You'll have to discover it on your own
Not to mention light management with sources of light, infrared vision associated with the heat generated by the robots. Well I am not sure at all it would be coherent with all your design, it could be totally inappropriate. But I would be glad to read your opinion about all this.
Having an infrared view as a general mechanic was something I considered very early as well (even back during the 7DRL), but it doesn't add enough meaningful variety to the gameplay to justify its existence
as a general mechanic. However, I do have an idea for an IR trails mechanic that might make it into the game eventually, implemented instead in combination with utilities.
Light mechanics would, I think, overcomplicate the game, so the knowledge factor is best simplified to a few types of sensors. As you might be be able to tell from examining a list of in-game parts, I like the idea of
optional sensors that provide extra information in various forms, something that my vision for a new IR sensor would be compatible with, but adding too many "universal" mechanics changes the feel of the entire experience.