I agree that individual weapons need to get a more distinct look to their rays. They already have differing fx, but I am going to tweak the colours and width of the beams. I do not want them to be overly different from each other though, as I'm trying to maintain a uniform look. I also like that they may confuse an enemy (i.e. the player that fights against them). It shouldn't confuse the player controlling the Zorg. After all, the weapons have descriptions of their roles. One simply has to memorise which weapon does what.
so, to help further, maybe some suggestions ? apart of color of course.
#1 : make exactly like in star trek, phasers arent continuous, they charge up, do a beam that lasts for a few seconds then stops to recharge.
#2 : a beam that actually travels slowly. okim did something like that for his ironclad mod. it felt weird which is a good thing here
#3 : add special visual effect to the beam's chargeup/down sequence to give it more uniqueness.
number 1 and 3 just came to me while watching that little clip you linked yourself moreover ! im sure a greater mind than me can do much better
@ #1
Not sure I understand. The concussion and disruptor rays already function like that, with a charge up and a charge down of several seconds. Or did you mean something else?
@ #2
Thanks, I'll look into that.
@ #3
I'll just try and see if I can't come up with a unique fx for a few of the weapons.
Right now we have the...
Handler Ray; which is a very useful PD tool and also acts as a secondary combat weapon. It has a thin continuous beam, doesn't use up much flux and a decent range of 1000.
"The handler ray is a cutting-beam used by the Zorg. It resembles an industrial tool. Though it has proven devastating versus conventional military targets. It is fast, precise, long range and can quickly cut apart a spaceship when used in numbers."
Disruptor Ray; main combat weapon, fairly high damage vs hull and shields. Also deals some EMP damage. Naturally the disruptor is more effective against unshielded targets because of the added EMP. High flux, very long range at 2000 and a wide beam. Charges up for 5 seconds and then powers down in 1. Long enough for the sound effect to be played fully.
"The disruptor ray fires an EMP beam that can overload and destroy or disable ship hardware. The best defense against a disruptor appears to be strong shields. It is a fast and incredibly long range weapon. Flux build up on Zorg ships increases significatly after a disruptor is powered up. The disruptor appears to be unable to fire in rapid succession."
Concussion Ray; basically the other side of the Disruptor coin. Fairly low damage but very high EMP damage. Best fired when a target's shields are down. The beam is as thick as the disruptor's but has a different effect. Fairly long range at 1500. Same charge time as the disruptor but less flux cost.
"The concussion ray appears specifically designed to overload a ship's hardware and systems. It lacks the destructive side-effects of the disruptor. Drones can be encountered fielding a concussion ray instead of a disrupter. These Drones are at a tactical disadvantage when faced alone. However, in a support role they may pose a very real threat."
Adaptor Ray; only has a range of 1000. A continuous beam, like the handler ray. The adaptor is meant to help bring down a target's shield as it does kinetic damage.
"The adaptor ray reconfigures itself to allow for maximum energy damage versus shields. The ray is only efficient within close proximity of the coordinating Zorg vessel. Otherwise the vessel's instruments will not be able to properly read the target's shield configuration."
Transmitter Ray; not really a weapon. The transmitter simply sends a flavour sound across the battlefield, telling the enemy to surrender. It doesn't use up much flux and it does nearly no damage. It has a long charge time though, so it can't be fired repeatedly. That would be annoying as it would spam the same message over and over.
"The transmitter ray seems designed to interact with its target, informing it of the Zorg's intentions. Although the transmitter is a tool of communication, the sheer amount of flux send through the ray ensures collateral damage."