I think I'd like to see it but I don't want it to displace the practicality and ease of destruction of the kinetic weapons. Any kind of energy based weapon should have a very different mechanic and while it should be usable it should have distinct disadvantages in its design to the projectile / kinetic counter parts in the game as those are what make Hawken special.
Well, in most games I've played both on the tabletop and on computers/consoles, the mechanics of energy weapons are much like those of ballistic weapons, though with tradeoffs.
Ballistic weapons are cheaper and lighter than a ballistic weapon of similar damage output, and usually have more versatility due to the ability to fire different types of munitions and "switching clips" when you need a different mix of damage, penetration, and blast radius. Their downside is that they are utterly useless once the ammo bins run empty.
Energy weapons major advantage is that they are able to fire as long as they are supplied with power, and generally once the power supply is gone, you have bigger issues. I mean, in most games (Hawken included) the powerplant is located in a heavily armored area and supplies power to things like the drivetrain and fire control computers; if your engine is taken out, odds are that you're already dead anyways. Their tradeoffs are cost and heat generation, though the latter is often compensated for by making them bigger and heavier to accommodate a cooling system sufficient for operation.
Missile weapons are even simpler and cheaper than Ballistic weapons, though their ammunition is far more costly. often more limited, and their "projectiles" travel slower. But at the ranges involved in Hawken, both Ballistic and Energy would be hitscan, with the possible exception of plasma-lobbers which could plausibly be modeled as Missile weapons as far as how it goes from the gun to the target.
Basically, the only way they would need different treatment is if we wish to add ammo counters to weapons, and I feel confident in saying that we don't want that. But without the ammo constraints, the only way I see it being handled in a reasonable manner is if we treat the whole ballistic/energy thing as a special effect or "bit-o-fluff".
Weapons are fairly simple in most games, Hawken included. You just need to answer a few simple questions;
1) How fast does it travel?
2) Does it travel straight, or in an arc?
3) How much damage does it do per hit?
4) Does damage drop decline with range? If so, how quickly does it drop off?
5) Does it have AoE (and self-damage), shotgun spread, or does it just do damage to a single point?
6) How fast does it reload?
7) Is it guided or dos it just go for the crosshairs?
8) How accurate is it? How much dispersion does it have?
9) How much heat is generated per shot?
10) Is it a mine? If so, what are the conditions required for detonation?
That's it! It doesn't matter whether it's a rifle, laser, chicken chucker, or snot rocket as those are just special effects; those affect visuals and lore, but not game mechanics. And there are many paths to the same destination. Answering those 10 questions can give you almost any weapon in Hawken, extrapolate new ones as needed, and require no additional mechanics to be coded in because we already have the mechanics for Hellfires, Grenade Launchers, EOC pucks, and hitscan weapons (both regular and flak), so I see no mechanical issues there that need resolving.
The only weapons that actually break that "Ten Question" thing are those with special effects like the Breacher's shield piercing ability or the M4MA B3AR's heat generation, but I think that such weapons should be rare and those functions handled by items. I mean, I would HATE facing EMP guns with unlimited ammo! For anything used as a primary or secondary weapon in Hawken, those ten questions pretty much cover all the bases unless you want to change Hawken from a fast-paced shooter into a carnival.
Still recovering from a neurological incident, spent a couple months learning how to walk without a cane,
figured I'd try a fast-paced game to see if I could get my reflexes back to where they were.
Garage:
A - Infiltrator, Reaper, Technician, Scout
B - Assault (x2), Predator, Raider
C - Brawler, Vanguard, Incinerator