Karl Berg, on 25 April 2014 - 12:59 AM, said:
Ok, since this directly ties into what is most important to me, and the info Paul stated about the Clan weapons being burst-fire, can you talk more about the burst-fire "overload" on the system you mentioned a while back? For reference:
Karl Berg, on 13 April 2014 - 09:20 AM, said:
I'm not an expert on the weapons systems, but I think this might be a bit troublesome. Alex is also hugely supportive of this model for AC's, as it's actually much closer to lore.
Here's the gotchas: The highly rapid-fire weapons, like machine guns, act as trace-fire weapons similar to lasers. The AC's all simulate with somewhat more physical accuracy, they spawn an actual projectile which has velocity, simulates over time, is affected by gravity, etc..
So while we could shoot off a pile of rapid-fire projectiles, that would have knock-ons that would require additional investigation at the very least. Increases in network traffic, increases in processing time and collision detection costs. Or, we might consider turning AC's into trace-fire at the cost of simulation fidelity. The shells would then fire with effective infinite velocity, no longer have gravity falloff, etc.. That's not necessarily a tradeoff we would like to make.
Essentially, what are the technical/server issues related to making autocannons burst-fire as far as amount of rounds (and explosions as a result) being fired down range?
Have there been any discussions about making this the norm for IS weapons as well (i.e. Is this a test run?) and if so, are there any sort of technical limitations involved in making manufacturer variants of weapons to allow us to finally mount a ChemJet AC20 or Pontiac 100 AC20 as our playstyles prefer? (See the link in my signature for more details on that)