Walt Something like missiles have 3 hit points and PD does between 1-3 damage. That way there's still some variability, but it never takes more than 3 hits to kill a missile.
I think this is a good idea. Right now a lot of the PD complaints are all about the theoretical missile that survives infinite PD. Aside from reduced RNG being better for the game in general, I think that this change would make it easier to judge missile-pd balance.
Plus, this is a slight buff to PD strength (from exactly 2 average shots to kill to ~1.8 average shots to kill), which most people agree PD needs.
Are you open to a combined PD strength and cost increase? I know you don't want to raise the actual part cost too high, but there's a lot of other ways to raise cost with things like requiring more crew, power, or utility parts. Most people (including me) agree that a single PD block should be more effective than it is right now, and I still think that PD is way too cheap for how much it does.
SpaceCat Because exactly that is the problem with missiles - single missiles have hardly any effect/chance but missile-swarms are overpowered!
IMO it depends on what cost level you're talking about. 1m? Anyone can beat a missile spammer. 5m? It's doable, but not easy. 20m? Nothing even comes close to beating a missile spammer.
Regarding missile kiters: once railguns come out kiters become vastly less of an issue, even if the ROD was turned off completely. Railguns also provide a competitor for missiles at very high cost levels, since they're highly surface-area efficient. IMO developing the railgun is the most important missile balancing tool right now.