It's been tried with the ECO chaingun variants. I believe it turned out the sheer amount of projectiles was a bit problematic on people with lower end graphics. There is an alternate in the works though.
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There's a few ways to make beam weapons. The way you're suggesting (I think - lots and lots of really fast refires, to create the illusion of a beam) would crash the server. This was a problem with the old chainguns, which used to generate lag like crazy when they had the original refire rate. They were 32.00, I think.
By the way, the alternate technique works. Broken Bonds already has it implemented as a working weapon, lag free. We're just getting over teething problems with beam coordination, really, but that's mostly a hardpoint thing. I think.
You guys use the weapon flash combined with a null projectile for that as well then?
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
fact is - we can make beam weapon effects without rediculous high weaponspeeds or so
but it still leaves the question - "what weapon does it suit?"
in a world where most weapons are "bolt" weapons - a beam like weapon is special and shouldn t be "wasted" - but since we do know how to create the illusion of a good beam - finding a good weapon to use it for is the smaller work.
Characters Alan Markson: The Hellfire Legion's Lord Commander The Perihelion: Freeport Four's guardian, and yet much more. Missing and assumed Lost with all hands. Eric Dresmund: Junker, smuggler, thief. Last seen drunk on Beaumont Vayrn Wyard: IMG Recon pilot turned Neo-Terran Captain. Last location unknown