Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Author Topic: Beam Weapons - Max Beam Duration  (Read 4493 times)

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Beam Weapons - Max Beam Duration
« on: June 12, 2011, 12:36:43 AM »

Without using the Flux mechanic, is there a way to specify a duration for a beam weapon? With the intent that the beam weapon will automatically shut off after that duration has passed?

If not, is there a way to make a weapon look like the above, perhaps a pulse weapon or similar? I'm trying to create a point-defense laser that resembles a beam but will only fire in very short bursts, say 0.10 to 0.20 seconds each, with a short chargedown in-between.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: Beam Weapons - Max Beam Duration
« Reply #1 on: June 12, 2011, 12:39:15 AM »

If Alex ends up putting that in, he might as well also go the full distance and include some way of having a chargeup beam sort of like the Freespace 2 beam weapons, where the beam charges up like a pulse cannon and then jumps to 100% on and then goes back to 100% off when the trigger is released.
Logged

Mercurio

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Beam Weapons - Max Beam Duration
« Reply #2 on: June 12, 2011, 09:27:23 AM »

The pulse lasers already have a charge-up thing.. You can hold the fire button and they charge up before they unload a big beam on the enemy (sounds kinky  :P) , or you can rapidly click the fire button and it spams little laser pulses all over the place..

I think a beam that can connect with other beams to combine with them and create an even bigger beam might be epic...
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24111
    • View Profile
Re: Beam Weapons - Max Beam Duration
« Reply #3 on: June 12, 2011, 09:36:43 AM »

Even though I have not played Freespace 2 (*gasp*?), nearly this exact beam weapon mechanic is on the longer-term "add this when we have the chance" list :)
Logged

Mercurio

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Beam Weapons - Max Beam Duration
« Reply #4 on: June 12, 2011, 09:50:59 AM »

So will those chargeup-oneshot-beams be blockable by shields like the steady but weak beams are now? Would be nifty to charge the beams long enough so they can punch right through the shields and overload the enemy when he was expecting to be able to vent the flux right away...
Logged

tinsoldier

  • Commander
  • ***
  • Posts: 144
    • View Profile
Re: Beam Weapons - Max Beam Duration
« Reply #5 on: June 12, 2011, 10:24:16 AM »

It'd be cool if slower beams could be added (maybe they are already possible? who knows!)  Specifically I am thinking of the plasma beams used by the earth ships towards the end of Stargate SG-1.  It's like a long beam-like projectile rather than a beam traveling at the speed of light.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24111
    • View Profile
Re: Beam Weapons - Max Beam Duration
« Reply #6 on: June 12, 2011, 11:13:13 AM »

So will those chargeup-oneshot-beams be blockable by shields like the steady but weak beams are now? Would be nifty to charge the beams long enough so they can punch right through the shields and overload the enemy when he was expecting to be able to vent the flux right away...

Hmm... they'd probably be dissipatable, but do much more damage than usual for a beam while they're active.

It'd be cool if slower beams could be added (maybe they are already possible? who knows!)  Specifically I am thinking of the plasma beams used by the earth ships towards the end of Stargate SG-1.  It's like a long beam-like projectile rather than a beam traveling at the speed of light.

You could mod that in. The beam speed is configurable (both for true beams and beam pulses), it can be as slow as molasses if you like :)
Logged

tinsoldier

  • Commander
  • ***
  • Posts: 144
    • View Profile
Re: Beam Weapons - Max Beam Duration
« Reply #7 on: June 12, 2011, 11:54:59 AM »

You could mod that in. The beam speed is configurable (both for true beams and beam pulses), it can be as slow as molasses if you like :)

Does that control just the head of the beam of the tail as well, for instance, could you have the beam traveling through space disconnected from the ship that fired it?  If so, that's perfect.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24111
    • View Profile
Re: Beam Weapons - Max Beam Duration
« Reply #8 on: June 12, 2011, 11:58:04 AM »

Yeah, that's what weapons like the "Pulse Laser" do.
Logged