I came up with a way of making this work, but it's only effective for missiles that don't spend too long en route to their targets. My missile system is based around a few standard warheads, which are loaded onto stages for long range. A salvo will consist of stages loaded with both warheads and decoys, which release at a predetermined range. This allows me to tune the decoys to be slightly faster than the warheads, so they will be fired on first, both by AMMs and beams. There's a <10% chance (I forget the exact figure) that the decoys will arrive an increment early, negating their protection against most beams. I haven't tested it against serious defenses yet, but the idea shows promise.
SVM-1 Striker (warhead)
Missile Size: 1 MSP (0.05 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 10
Speed: 144000 km/s Engine Endurance: 4 minutes Range: 31.1m km
Thermal Sensor Strength: 0.114 Detect Sig Strength 1000: 114,000 km
Cost Per Missile: 2.9812
Chance to Hit: 1k km/s 1440% 3k km/s 480% 5k km/s 288% 10k km/s 144%
Materials Required: 1x Tritanium 0.0672x Boronide 0.114x Uridium 1.8x Gallicite Fuel x162.5
Development Cost for Project: 298RP
SDM-32 Dazzler (Decoy)
Missile Size: 1 MSP (0.05 HS) Warhead: 0 Armour: 0.26 Manoeuvre Rating: 10
Speed: 144200 km/s Engine Endurance: 4 minutes Range: 31.3m km
Cost Per Missile: 1.8675
Chance to Hit: 1k km/s 1442% 3k km/s 480% 5k km/s 288.4% 10k km/s 144.2%
Materials Required: 0.065x Tritanium 1.8025x Gallicite Fuel x100
Development Cost for Project: 187RP
Yes, it is a rather high-tech game. However, the change to .01 MSP increments in 6.3 will make it a lot easier to implement. Steve, please hurry.