Dracous said:
I have also been wondering about the relative uselessness of missiles, but have been approaching the solution from a slightly different perspective. I have started toying with the idea of of increasing the damage of the missile based on the final velocity when intercepting the target.
The idea is that a missile is essentially a device the explodes and sprays small fast peices of shrapnel (micro-meteors) across the hull of your ship, and the kinetic energy of those particles is the main driver for the damage.
With that in mind, I was thinking that the longer the missile has been accelerating, the shrapnel will have overall higher kinetic energy when striking the ship.
So for each velocity difference of 10 (round down), add +1 to the damage of the missile.
If you are not using vector based movement in your combat, you can use the range table on page 146 of the core rules to determine the modifier. Divide the "thrust to change" column of the table by 10, round down, and you have modifiers to apply to damage.
Adjacent - 0
Close - 0
Short - 0
Medium - 0
Long - 1
Very Long - 2
Distant - 5
Now it becomes advantageous to stand off at distant range and shoot the target with missiles, because the longer acceleration times cause them to do more damage. I'd also like to add a couple more range bands to the table, have not worked out the "thrust to change" on the extra bands yet.
Still have not worked out the kinks, not sure how to apply the mods in barrage damage for capital ship combat. But I like the idea of making missiles the weapon you use when "standing off at range".
Since they are effectively a directional 'kinetic kill weapon', your idea makes a lot of sense.
As velocity increases, the chance to hit should severely decrease, thus missiles should taper their relative velocity at some point to some optimum probability to hit vs damage.
At least against a ship with a functioning maneuver drive.
I also apply sensor hit modifications to non-smart missiles:
I apply a -2 to the missile hit roll after the first sensor hit.
All non-smart missiles in flight loose targeting if the sensors are disabled from a second sensor hit and no non-smart missiles can be launched.