Right now, AMS works by doing literal damage to missiles- X amount per second, and enough AMS systems can obliterate small flights harmlessly. Likewise, large salvos are then forced into use to stuff so many missiles down the pipe that AMS chokes on it, the infamous 60-missile death clouds spewed by assault 'Mechs and overdoing-it Catapults alike.
In tabletop, AMS was pretty similar. You'd roll a die to see how many missiles went FOOM in midair, another one for how many shots it took, and then if the reduced flight hit, you'd check to see how many unmolested missiles actually landed on the 'Mech vs. dirt.
This was changed later. Rather than AMS blowing a random number of missiles away, it simply reduced the roll for how many hit- that is, a single AMS engaging an LRM 20 would reduce the maximum number to 12. Two would reduce it to 9. Three, to six.
However, a flight also could not be reduced below a "2" result on the 2d6 roll for "number of missiles hitting"- each AMS flight puts a -4 on the roll, to a minimum of 2. This meant that no matter how many AMS engaged, an LRM 20 would be in effect an LRM 6 at worst. A 15 minimally became a 5. A 10, 3 missiles, and a 5, one. Any number of missiles could be determined using said chart- in MWO terms, there's a listing for anything from a 2-missile shot up through a 40, though since missiles are reduced per launcher, 20 would be the realistic maximum needed.
Rather than complex DOT voodoo, a missile flight in MWO could simply be given 4 "health". Each AMS engaging it will take away 1 to a minimum of 1 "health", reducing the flight size accordingly (whittling it down toward the "center" core of missile(s) )- and expending X amount of ammo in the process. AMS would still have it's tics to engage each flight, but would only shoot at any given one once.
Voila. AMS no longer utterly neuters smaller flights of missiles yet remains potent against bigger launchers as well.
Edited by wanderer, 21 March 2014 - 07:56 AM.