I'd be into keeping it easier to use by making energy levels increasing linearly, but stretch the time logarythmically.
[1]--->[2]--->[3]------->[4]----------->[5]------------------>[6]
0.0 --- 0.4 --- 0.8 --- 1.2 --- 1.6 --- 2.0 --- 2.4 --- 2.8 --- 3.2 --- 3.6 --- 4.0 seconds
Like this. Certianly that needs balancing by testing it
[1] - 0.50
[2] - 1.25
[3] - 1.50
[4] - 1.75
[5] - 2.00
[6] - 2.25 (?) can't hold it longer
Also - we don't need a duplicated 1.00 energy shot - it is already the purpose of the primary fire mode.
As for the "laser fires no matter what" - the seventh step - I would make it the sixth. The main condenser reaches it's maximum capacity and discharges immidietly.
Aiming this would be a hard thing, 'cos you would need to predict a long time before you shoot
[1]--->[2]--->[3]------->[4]----------->[5]------------------>[6]
0.0 --- 0.4 --- 0.8 --- 1.2 --- 1.6 --- 2.0 --- 2.4 --- 2.8 --- 3.2 --- 3.6 --- 4.0 seconds
Like this. Certianly that needs balancing by testing it
[1] - 0.50
[2] - 1.25
[3] - 1.50
[4] - 1.75
[5] - 2.00
[6] - 2.25 (?) can't hold it longer
Also - we don't need a duplicated 1.00 energy shot - it is already the purpose of the primary fire mode.
As for the "laser fires no matter what" - the seventh step - I would make it the sixth. The main condenser reaches it's maximum capacity and discharges immidietly.
Aiming this would be a hard thing, 'cos you would need to predict a long time before you shoot
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain