So laser's secondary fire mode mechanism concept:
If RMB just clicked: fire little projectile that is half that powerful as the primary projectile (usefulk for small jumps and activating shootable switches without warning enemy, beacuse it's almost completly quiet)
If RMB held down, it charges with some graphical and sound effects that will make it easy to recognise, in what state of charging it is, making it possible to lauch a projectile of maximum 2x damage and force of primary projectile. 2x is the top limit of it's capacity, if held longer it starts to heat up, it light some warnings and give a little damage to the player (say: 3 per second) it can be held like that for some time (say: 4 seconds) and after that it dicharges and shots immidieatly to protect the weapon from self-destruction.
So laser's secondary fire mode mechanism concept:
If RMB just clicked: fire little projectile that is half that powerful as the primary projectile (usefulk for small jumps and activating shootable switches without warning enemy, beacuse it's almost completly quiet)
If RMB held down, it charges with some graphical and sound effects that will make it easy to recognise, in what state of charging it is, making it possible to lauch a projectile of maximum 2x damage and force of primary projectile. 2x is the top limit of it's capacity, if held longer it starts to heat up, it light some warnings and give a little damage to the player (say: 3 per second) it can be held like that for some time (say: 4 seconds) and after that it dicharges and shots immidieatly to protect the weapon from self-destruction.
If RMB just clicked: fire little projectile that is half that powerful as the primary projectile (usefulk for small jumps and activating shootable switches without warning enemy, beacuse it's almost completly quiet)
If RMB held down, it charges with some graphical and sound effects that will make it easy to recognise, in what state of charging it is, making it possible to lauch a projectile of maximum 2x damage and force of primary projectile. 2x is the top limit of it's capacity, if held longer it starts to heat up, it light some warnings and give a little damage to the player (say: 3 per second) it can be held like that for some time (say: 4 seconds) and after that it dicharges and shots immidieatly to protect the weapon from self-destruction.
So laser's secondary fire mode mechanism concept:
If RMB just clicked: fire little projectile that is half that powerful as the primary projectile (usefulk for small jumps and activating shootable switches without warning enemy, beacuse it's almost completly quiet)
If RMB held down, it charges with some graphical and sound effects that will make it easy to recognise, in what state of charging it is, making it possible to lauch a projectile of maximum 2x damage and force of primary projectile. 2x is the top limit of it's capacity, if held longer it starts to heat up, it light some warnings and give a little damage to the player (say: 3 per second) it can be held like that for some time (say: 4 seconds) and after that it dicharges and shots immidieatly to protect the weapon from self-destruction.
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain