

I wanted to give the solder a special ability which would allow him to quickly put his weapon into overheated state, without having to fire any shots first. Then I've added the soldier class to the game. Both ranger and rogue classes had this mechanism present already. This introduced a nice risk/reward mechanics in the game.

This is clearly displayed for the player: If an overload happens, the player receives damage.

The downside of having access to such powerful attack is that there is a risk of weapon overload. And basically insta-kills the big rat in this case. Rogue firing an overloaded shotgun, which shreds armor. What is more, such shot will deal more damage and is able to shred enemy armor (remember this part for later). They can risk taking a shot with an overheated weapon. Seems like a simple inversion of the ammo clips approach, right? Well, here's the main difference: When the heat reaches maximum, the player is not forced to reload. Weapons, instead of having ammo clips, have a heat indicator that goes up with every shot. As many of your might already be aware of, my game features a slightly different approach to handling weapon ammo.
