You might be advised to invest your resources into simply developing more efficient warheads. This is one of the primary weapons of my space empire.
Voodoo class Fighter-bomber 390 tons 1 Crew 116.975 BP TCS 7.8 TH 28.35 EM 0
10384 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.9
Maint Life 5.06 Years MSP 19 AFR 12% IFR 0.2% 1YR 1 5YR 19 Max Repair 23.625 MSP
Intended Deployment Time: 0.1 months Spare Berths 9
Magazine 26
Kaleni Shrouded Fusion Thruster (3) Power 27 Fuel Use 104.82% Signature 9.45 Exp 13%
Fuel Capacity 5 000 Litres Range 2.2 billion km (58 hours at full power)
Rocket Hardpoint (2) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Photon Bomb Hardpoint (2) Missile Size 10 Hangar Reload 75 minutes MF Reload 12.5 hours
Concordance Targeting Computer (1) Range 5.8m km Resolution 10
Neon Rocket (2) Speed: 50 000 km/s End: 0.3m Range: 0.9m km WH: 10 Size: 3 TH: 250/150/75
Photon Bomb (2) Speed: 45 000 km/s End: 2m Range: 5.4m km WH: 50 Size: 10 TH: 165/99/49
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
Even a small move forward in warhead design is a BIG gain for pow power. One alien race I'm playing against goes for a slow heavily armored strategy of some kind, and even these things don't make a dent in their capital ships unless I attack with squadrons of 8 or more. In general, I am a fan of big missiles because it makes the game feel more like an actual space adventure.
"Captain! The Star Ranger has been struck by a missile!" should be cause for alarm and immediate action, not mild concern."