I like your chart, but i think you're waving this off a bit too much.
Final fire has a peak, but as long as there are good enough sensors and launchers, a competent AMM defense is almost entirely attritional in nature. That is to say, its very difficult to breach an AMM umbrella of equivalent technology until it runs out of missiles.
Well the beauty of the above formula is that it applies one per-time basis, just as much as on an attrition basis. I formulated it as X, Y, and Z being the number of missiles
per minute that can launched/shot down/get through. If you assume that Y >Z, then you get into an attrition situation. Let’s put the argument differently then: Let z be the number of missiles that can be shot down by the enemy
in total, z be the number of ASMs you can launch
in total, then x=z-y is the number of missiles that get through
in total. So it’s the same formula (unless we would start considering beam weapons), and importantly the number of missiles launched enters the formula just the same way.
One difference is of course that on a per-time basis, the number of missiles that can be launched goes with the inverse
square of the missile size. E.g. one might be able to launch one size-2 missile every 10s (from one launcher) or two size-1 missiles every 5s (from two smaller launchers), giving either 1 or 4 (=2^2) missiles per 10s. In total one is limited by available magazine capacity, and thus the total number of missiles that can be launched goes with the inverse (not squared) of the missile size. E.g. one can either store one size two missile, or two size-1 missiles.
Thus while the formula stays the same, the variable takes a different value, and on an attrition basis smaller missiles do not look as good as on a per-time basis. I.e. by halving missile size one can only double z, while Z could have been quadrupled. But as you point out nicely, even on an attrition basis smaller ASM provide a significant benefit. Also, just to point this out I was being conservative when I made the graph and only used same-magazine size number of missiles. I.e. I compared nine size-1 missiles to one size-9 missile, while on a per-time basis one could also have compared eighty-one (!) size-1 missiles to one size-9 missile.
In other words the chart
is based on the assumption of attritional missile warfare.
This attritional problem is why I don't like to use tiny missiles. They kind of break the missile balance, even without looking at how hard final defensive fire sucks against them. The final nail in the coffin is that they are almost free to research while big missiles are hella expensive.
Well, from a game-design point of view I would hope that some economies-of-scale factors are included in missile designs. Right now you could do the equivalent of taking a present-day real-world ICBM and just scale it down by a factor of 1000, and get a miniature ICBM with the same individual characteristic (speed, range). That’s weird. For instance one could make the warhead more-than proportional to the Missile size points assigned to it, and thereby provide an inventive for larger missiles.
This is getting VERY nice! Thanks for that chart! I shall see to never using anything other than WH:4.
Glad you like it. One point though: The graph depends on the rather arbitrary weighting of damage caused to different layers. This weighting is not based on any analysis, but simply a number I assigned based on subjective experience (spell: made up). As an anecdote: I once encountered an enemy that apparently liked to use two layers of armour. Against this enemy a size-9 warhead will cause internal damage with the first hit. This internal damage could be on battle-critical systems, and I actually had a first hit cause a magazine explosion that ripped the whole thing apart. So in this case layer-3 damage should be valued much higher than in my previous example. Actually this drove me to use a weighting of 25-5-1 for damage to layers 3, 2 and 1 respectively. And this weighting resulted in favour of warhead-9 missiles (which were awfully slow due to my short-term launcher size restrictions, but still performed extremely well, often causing engine damage with the first few hits, resulting in the enemy battle line falling apart).
Just to add more about AMM fire:
There are three factors that determine what gets through an AMM envelope.
1) Hit Rate against your missiles.
2) AMM range vs missile speed (aka. number of interception chances)
3) AMM ammunition count.
Tiny WH:1 ASMs win on number 3. They launch faster and in more numbers than AMMs can intercept them. Fair enough, they break the game. For getting through the most damage through a contemporary AMM umbrella, size 1s win hands down.
Now let's talk about the other two. This is why speed is so important.
Take the Tanto;
47800km/s, maneuver 32. It has 19% vs an 80 000 km/s missile and about 38% vs 40 000 km/s.
However, it also has a range of 7 million km.
VS the 40kkm/s missile
The first interception occurs around 3.5 million km range. 2nd is at 1.75 million, 3rd at 875 thousand, 4th at 440 thousand, 5th at point blank.
So it generates 38% chance to hit, across 5 chances to hit it. At 3v1, the leak rate of this umbrella is ~24% per interception = 0.07% getting through all interceptions.
This is the reason why my fleet suffered exactly one hit.
VS the 80kkm/s Wakizashi
The first interception occurs around 2.33 million km. 2nd is at 777 thousand, 3rd at point blank.
So it generates 19% chance to hit, across 3 chances. At 3v1, the leak rate is 53% per interception meaning a whopping 15% go straight through! Even at 5v1, the leak rate for all chances is still at 4%.
You are quite correct in your analysis of the trade-of between the
relative distribution of missile size points between the warhead and the engine. But, just to iterate this it does not touch on the optimal
absolute size of the missiles. You can have large or small 80kkm/s missiles, and you can have large or small 40kkm/s.
Also you are assuming that the enemy can “use” all theoretical interception points. That might be true for the Wakizashi (with its indeed impressive ability to both dodge missiles and grant few interceptions). Assume the enemy devotes roughly the same space to AMM launchers as we do to ASM launchers. We are able to launch one Saya from the size-5 33%redction launcher at a time, while the enemy would be able to fire 3 AMMs from size-1 launchers (roughly the same space). However the Saya would only be fired every 500s, so the enemy would only ever face one salvo at a time. By the time the first salvo arrives at the target, the second salvo has not even reached the outer range of the AMMs.
Now consider the smaller missiles. These are not only launched in greater quantity, but also much more frequently. Indeed a new salvo can be launched every 5s. Consequently, every five seconds a new salvo will enter the engagement range of the AMMs. A salvo that contains just as many missiles as the enemy has AMM-launchers. So what does that mean for the number of interceptions? Funny, but the enemy will only ever be able to launch one AMM against each incoming ASM in the long run! So in fact, the expected number of interceptions is 1 in the long run! With only one missile!
So the Wakizashis are engaged by an average of 9 AMMs (as you nicely show), meaning that 15% get through at 19% individual hit chance. Yet the 40kkm/s missiles are only engaged by 1 AMM, meaning 62% get through in the long run! Funny, eh? (Ok, the long run means after an infinite number of salvos, which takes a while. But even with only two salvos, the average number of interceptions drops from 5 to 3 – the same number as with the Wakizashis). Of course this is not an effect of the lower speed (which is detrimental), but solely of the small size – the miniature Sho-Wakizashis would enjoy a similar effect.
… Going below size 4 means you will see diminishing returns on range … The flip side is that your smaller ASM's lack speed, which is killer…For example, if your facing an opponent using the small missile doctrine, range WILL be an issue…
No. Small missiles do
not have a disadvantage in range. The range of a missile is determined by the fuel efficiency technology and the
percentage of missile space devoted to missile size. A missile with x% of mass devoted to fuel will have the same range, regardless of whether it is size-1 or size-10.
In other words, a large missile can be reduced in size by decreasing all components by the same amount – and it will go just as far. Therefore range is never an argument for using smaller or larger missiles. Except, of course for warhead-1 missiles which can not be decreased in size.
It’s quite human to fall for this trap by saying “oh I could add 1 MSP of fuel to this missile to make it go further, but it will increase the missile size from 4 to 5”. So it
looks like there is this trade-off between size and range. But there were really two things that were changed when 1 MSP was added to fuel- the
size of the missile and the
relative proportions of the various components. And it was the later, not the former, that made the range go up. You could again reduce all components by 20% and remain at the same range. So getting more range is a question of the relative proportions of components – but not of the total size. In other words: Range must be balanced against the size of the warhead, the attainable speed and manoeuvre ratings- but not against the size. Roudnign can be an issue, but it can go both ways.
Range is not the only variable with this behaviour. Speed and maneuver Rating are also functions that are only dependent on the relative proportions, but not on the absolute size of the missile. Something that does not share this is the active sensor bit. Indeed there are good arguments for making self-guided missiles rather big. And this is a good reason for the size of your designs, as well as the rounding issues. But not for range purposes.