Ah, right, the number of points on a given line that can be hit by a beam. We do that a lot, too (in AI War and otherwise). What we (mainly Keith) can tell you from experience is that depending on the number of targets, even just detecting the best target in 2D space to hit the most targets with a thin line is very CPU intensive. Our method is to just get a list of targets in firing range, do a cast to each one and see how many total targets are hit, and then hang on to the one with the most hits. With a few hundred targets in a small area, it was bloody expensive. And that's without having anything like blocking walls or whatever.
Personally, depending on your CPU target requirements and the complexity of the scene you have, I think you are barking up the wrong tree trying to have volume on this beam. It's pretty common to have something that LOOKS like it has volume actually just be a simple ray in shooter-style games. Particularly if you are talking about AI targeting, for instance, I think you are getting into the "good enough for government work" territory. That last 10% of improved accuracy might be 90% of your CPU load, and a programming pain in the rear, too.
Personally I would try it with just a ray, see how it goes, and if later it "feels wrong," then look at more computationally-expensive models. But where you can shave CPU costs, or think you even might be able to, it is always a good idea in my experience, heh.