rmx256, on Feb 11 2005, 10:45 PM, said:
Are there any ways to make a beam/weapon that doesn't stop advancing after it hits something? Like a large area-of-effet beam weapon that hit all ships that were in front of it?
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Yes, it would require submunitions and invisible weapons with extremely long proxsafeteys. You set a bunch of invisible weapons, with variable range and high inaccuracy, to all submunit to an explosion type weapon (to look like the 'fire' or whatever you want the effect to be). The first set of weapons would all pass over the ships, and then the second would ignite wherever it happened to be, simulating area of effect damage.
Another method would be to use a few tiers of invisible weapons with 180 degree innacuracy, that bounce around a few times before igniting. This yields more randomness, but would always look sort of circular. You could make molatov cocktail weapons this way, i suppose.