So, this week I've been working on the energy system.
At first, the game had one health bar / number that was used for both health
and powering weapons. I wanted to have one pool for both systems, similar to how F-Zero X had a boost system that used up your health, but it didn't create the gameplay tension I was looking for because you usually wouldn't let your health get that low, as you could also just return to earlier areas of the map and recharge it.
Now, I've separated the health and power into to numbers, bars, similar to dark souls. The combat is now about managing that power bar, so you never get to low and become vulnerable, where as the health measure overall damage. Also, the only way to get health back is to exit the robot you have hacked, which destroyed it. I think this gives a stronger decision making element to the health system and also makes the power system a bit clearer to the player.
Here is the power and health systems working:
And here is the player recharging his health by exiting a robot and hacking an energy panel