Use energy to limit sustained fire
Separate short bursts from sustained damage
Set capacity and regeneration
The tank stores 12 energy and starts full, energyRegen uses the engine regeneration rate rather than an assumed per-second unit, measure recharge time in the game
[core]
energyMax: 12
energyStartingPercentage: 1
energyRegen: 0.03Charge energy for every shot
energyUsage:2 costs two energy per shot, a full charge could fund six shots if regeneration were absent, regeneration can occur during combat so verify sustained behavior in game
[turret_main]
x: 0
y: 0
projectile: shell
energyUsage: 2Compare three phases
Record the opening burst, sustained output near depletion and recovery after firing stops, evaluating only the first burst hides long-fight weaknesses
Separate repair from energy recovery
The engineer restores health while the tank regenerates energy through energyRegen, repairs do not refill energy in this project, describe the restored resource clearly to players
[core]
isBuilder: true
canRepairUnits: true
canRepairBuildings: true
nanoRange: 100
nanoRepairSpeed: 0.3Try it yourself
Compare two capacity and regeneration settings over a 30-second fight