Frankly I don't see that there is a major problem with smaller missiles. This is just my opinion, but if you find yourself being overwhelmed by defensive missiles being used in an offensive mode you've done something wrong. It could be any number of things from blundering into a defensive zone unawares to a lack sufficient offensive missile strikes to give those defensive missiles something to do other than target your ships. At the very least you've given tactical initiative to the OPFOR.
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On the other hand, smaller missiles
- have greatly increased firing speed (best illustrated by the fact that a size 1 and a size 2 missile launcher have equal dps if you just scale the missile accordingly)
- require twice as many AMMs (minimum) to be stopped
- have better utility as they double as AMMs themselves for reduced logistics overhead (this probably offsets the extra few damage points worth of missiles you need to shoot to kill something)
The first and third points above are mostly correct and function as designed.
The second point is not necessarily accurate. It's more of a function of missile design decisions. If both small and larger missiles use the same proportions for engine (to include min/max power multipliers), fuel, and warhead then they should result in missiles with the same speed. With the same speed they have the same probability of intercept. If the design choices give the intended ASM less engine and thus slower, then said ASM is proportionally easier to intercept.
But here is the kicker. It is actually functionally possible to design a larger missile that is more difficult to intercept by the simple expedient of allocating more engine than the small missiles can. As long as the larger missile design using reduced msp allocation for a component that the smaller missile can't (example warhead) then it can actually be faster and more difficult to intercept. Keep in mind that allocation of missile armor can also influence this at a level that smaller missiles can not match.
So to balance things, we just need to limit their advantages.
Reduce firing rate of smaller launchers relative to larger launchers (bring them closer together).
Reduce the speed of smaller engines, making AMMs rely on agility more than speed to intercept targets. This makes all intercepts against them easier.
Possible idea to allow a 'partial' warhead of 0.5 which does 1pt of damage to internals and unarmored missiles but no damage against armour.
It's evident that I disagree.
If anything, larger missiles should have a proportionally longer cyclic rate instead of a linear one.
Smaller missiles are already proportionally slower and can consistently use more agility than previous versions. This is a result of the change in missile engine msp granularity changing from 4 decimal precision to 1 decimal precision. At first blush this results in longer ranged small missiles. But with some design considerations you can get a good amount of agility added for a small price in range that results in a much better intercept missile.
Don't see Steve going with a warhead that does different damage depending on variations in the target. He has steered away from this kind of approach in the past for the sake of programming consistency. Something to note here. In much older versions missiles with 0 warheads could successfully destroy missiles while doing no damage to ships. This loophole was deliberately closed.
Nor do I see changing the missile damage mechanic to that of Newtonian Aurora. That level of complexity is exactly what Steve is after in Newtonian, but in Standard my opinion is that he should stick to a more KISS principle.
I'm not saying that current missile mechanics don't have areas that need updating/improving. Notably missile armor is one that does need attention. But functionally hamstringing small missiles isn't one of them. This is my opinion, your mileage can and will vary.