With all the "information warfare" hype, guided missle behavior should be erratic for some percentage affected by "counter" equipment. Especially IS manufactured missiles. As quality of missiles and counters grow together, better missiles would have multiple chances to acquire a target after a singular "defeat." This would mean missiles launced at a mech with every glorious electronic counter would lose lock, then try to reacquire along the path of least resistance. If another enemy mech(s) is less than 150m away and possesses less counters, the missiles might lock on to the easier target.
Also, there would be duds. This is IS tech and starting tech should be the worst. Manufacturing, shipping, handling, and loading should all contribute to the possibility of "dud" in some form of obvious failure. Loss of guidance ( they become deadfire projectiles ), loss of proximity detection ( blowing up a few meters before OR after hitting ), or just pure failure to detonate at all should become factors. There should be various grades of the same ammunition with costs tied to "expected" performance level. You want "Randomness" in MWO? Guided missiles vs missile counters should do the trick. Turning on your ecm or other counters should make your friends without them want to stand very far away from you. Missiles want to lock onto something, if they can. ALL of the above options should be seen as some percentage of behavior.
Edited by Insidious Johnson, 27 February 2012 - 12:04 PM.