Maybe I observed the enemy targeting my own crappy useless missiles then in VB6? It's been years and memory is imperfect...
Anyway, back to C#. After some min-maxing I came up with the following AMM for current campaign. I'm still pretty early on but I have researched a couple of the early missile improvement techs (nothing above 3000 ish RP if memory serves):
Missile Size: 1.0000 MSP (2.50000 Tons) Warhead: 1 Radiation Damage: 1 Manoeuvre Rating: 22
Speed: 6,600 km/s Fuel: 1 Flight Time: 19.5 seconds Range: 128,700 km
Cost Per Missile: 0.640016 Development Cost: 64
Chance to Hit: 1k km/s 145.2% 3k km/s 48.4% 5k km/s 29.0% 10k km/s 14.5%
Materials Required
Tritanium 0.25
Gallicite 0.390016
Fuel: 1
My design process for this missile was as follows:
1. Start with minimum warhead (0.25), fuel (0.0004), and minimum engine size (0.1).
2. Add agility until chance to hit starts to decrease or missile exceeds size 1.
3. If missile size > 1, reduce agility until below 1.
4. Now reduce agility by 0.1 and increase engine by 0.1. If this reduces chance to hit, go back to previous best design.
5. If step #4 increased chance to hit, raise agility to maximum allowed for size 1 missile with engine size produced in step 4..
6. Check if step #5 produced a missile with better chance to hit than previous best. If not, start over.
7. My result is above based on my existing technology.
I have yet to combat test this design. However, I have finally encountered an NPR near one of my mining colonies, so the time for testing may be soon.