Firstly, @Theyain, please don't triple post; it clutters up the forum. If you want to reply to multiple people at once, hit "Reply With Quote" and copy and paste the quoted text as you go.
Theyain wrote:This is far too simple. It has no style, does not match the look of the any of the other models or concepts...
This is what you call a concept. Moreover, it's a concept realized in 3d, which is not as readily mutable an artform as, say, a piece of paper (unless you're sculpting, which webshinra clearly isn't doing). I do agree that it is currently a bit bland, but I think the intention was to get the basic shape down, and it certainly accomplishes that.
Theyain wrote:... [it] looks far from being able to fit in the size of the old Tesla's bbox.
I think it would be foolish to assume that the bounding boxes for buildables should remain exactly the same. Also, for sake of visual coherency, I think a move to something other than simple axially aligned bounding boxes is in order some time in the future.
As for the science behind the Tesla. I was going to point out some of the flaws in what both of you, @webshinra and @Theyain, were saying, but in the end it really doesn't even matter.
Consider the Gravity Gun from the Half Life 2 franchise: for every one player who got their trousers in a bunch over how it could possibly have worked, there were another 99 players mad with glee over the sheer amount of fun it was to use, who probably could've cared less about how something like it could work. No, they were far too busy tearing zombies in half with giant, rusty saw blades flung with such force as if by magic.
Remember that we're making a game whose objective is to be fun. Some percentage of that fun is achieved through cool effects, and, for most players, almost nil from thinking about the science behind the weapons. Therefore, I think the best course of action would not be to model the tesla (or equivalent) until after we've decided what we'd like to use for an effect of it firing. Of course, testing effects in-game is a very tedious process, so playing with effects in Blender is a much better route. Once we have a solid concept for the firing effect (that everyone can agree on), then we can work on getting the same effect working in-game and modeling something to fit.
To that end, @webshinra, are you interested in playing with creating a cool effect (without regard to how it works)? Otherwise, I suppose you could continue working on the concept you have here, but understand that your time may be ill spent if it doesn't match whatever effect is finally decided upon.