On the subject of destroyers - I was thinking, what if we make hunter-killers able to target in any direction, instead of just straight ahead? I've tested lock radii greater than pi, they seem to work just fine. We could make it just pi, in which case it would take forever to lock something behind, or we could make it say 99, so it would be nearly as fast to lock something behind as it is to lock something in front.
The upshot is that the pilot can focus on maneuvering his destroyer or IC frigate, and not have to worry about trying to aim at the interceptor boosting across his bow. That way he can actually escort another ship, rather than trying to hang back and target stuff. Yes, this is vastly different from the much-loved Rix destroyer, but missiles will necessarily be different: bullets can't be spoofed, and ideally they're easier to dodge at such long range. A missile without full lock will miss fairly often, but hopefully a fully-locked h-k will hit most of the time if not spoofed (I haven't used them enough to know).
For the record the
chance to spoof hunter-killer of any tech level (same as hunter 3) is:
CM1: 37.5%
CM2: 55.6%
CM3: 70.4%
If we assume that all missiles which are not spoofed hit, then the number of missiles required to get a 90% probability of a hit is -1/log10Pspoof:
CM1: 2.35, Phit for 3 is 94.7%
CM2: 3.92
CM3: 6.56
...assuming the target does not run out of countermeasures. Keep in mind that the number of missiles required for 100% Phit is infinite.
Now consider that for many small craft, two hits are required for a kill. Thankfully, the target should have (mostly) run out of countermeasures by then.
Since it takes 4 seconds to reload and 2 seconds to lock XRM 1, this gives us a means of comparison to other weapons:
XRM1 vs 4xCM1: Let's say 4-5 missiles to kill a typical small craft (not on average, but to do so reliably), and incidentally 5 is the number of XRM H-K per rack (still assuming unspoofed missiles hit).
2 seconds lock, 4 seconds reload, so 20-26 seconds spent killing a typical small craft, unless you suck at aiming, in which case lock time is longer. Removing the aiming requirement would keep lock time down, among other things.
How long does it take to kill a Hvy Int or Adv Fig with Lancer 1? Or for that matter, with one to three Skycap 1 turrets?