sideranautae said:
Until you hit the limits of physics. Which have been reached for that sized missile in Trav. Mounted Calvary went away because of this. They could no longer adapt to the weapons used against them. So, history doesn't show us that a better trap always comes along in the SAME package. The calvary had to switch to HUGE tanks. Missiles would probably have to switch to becoming huge, small craft sized nuc drones to survive energy weapon fire.
With speed of light detection and ranging coupled with speed of light weapons, a missile will NEVER be able to maneuver enough at extremely close range to evade. No more than a person can dodge a laser beam once fired.
I'm simply eliminating internal rule inconsistencies & mistakes. Should have been done as part of the evolution of the game.
With energy weaponry it's even more important because if you miss by a millimeter, you miss completely. Calvary stopped because of machine guns. The first tanks were very slow, but they could be armored and therefore were able to ignore the killer of the time - machineguns. But let's keep using tanks. Tanks put on thicker armor, anti-tank guns got bigger, or more muzzle velocity. So tanks got sloped armor, guns got bigger again. Then we got really, really BIG tank guns and anti-tank missiles. Tanks got chrobram (sp>) armor. Missiles came into play with HEAT rounds, then tanks got reactive armor. It's always been balance, counter balance.
Let's go with the the "never will be able to maneuver close enough to evade" idea. If we go with the Traveller rules, then it comes down to a ship not having to worry about firing arcs (not reality, but lets run with it). A missile is small, with extremely high agility and a very small target-facing footprint (it's what, MAYBE 12" cross-section?).
If you are going to be "fixing" the missile aspect, why not fix it on both sides? Traveller missile launch rules are a joke. I used to be MLRS, and we could launch 12 rockets in less than 60 seconds and cover an entire 1km by 1km area with sub-munitions, and that's with having the LLM (launcher loader module) having to move between rounds. Modern missile fire on naval vessels is the same way. A VLS system can launch a rocket per second. Hell, with the right software you could probably launch two per VLS, assuming they didn't interfere with their exhaust plumes. Missiles really should, if you are going to use them, be swarming targets downrange. The only limitation would be ammunition stowage. If you are firing at long-range you could even use tactics like delayed ignition on your missiles to double, or triple the amount of missiles that would be hitting in a single round.
If you are eliminating inconsistencies and mistakes, at least take a holistic approach and fix it totally - gatling lasers for point defense, VLS launchers, increased throw-weight, staggered launches, anti-missile missiles, decoys, etc, etc.