I see two competing problems;
First is the TT/Wordplay problem, in TT, they are treated as 'guided' so long as you have a lock, but can be direct fired with no guidance. The wordplay of missile vs rocket is complicated and depends entirely on intent; Missiles are technically any object propelled toward a target, but in military speak it usually means a weapon with a fuel based engine that is guided in some way, whereas a rocket is almost always the same but without any sort of guidance beyond stabilizing fins and maybe a flight timer.
The second is gameplay balance. If SRM's are allowed to achieve a lock and then be fired at short ranges, you're looking at 12 damage per salvo, per launcher, for an SRM6. A Dervish (winner of medium mech poll) outfitted with 4 SRM6 and 2 Med lasers can pump out it's own tonnage in damage with a full lock, easily relegating other close range configurations to the scrapheap. Some level of inaccuracy is kind of necessary, but how do you institute failed locks/missile trajectory going crazy/etc at close range with short flight times without just frustrating the hell out of the player?
I think the best overall solution to the problem is have SRM missiles be considered listen-kill missiles that don't have a lock from your mech's guidance system, but from the missile itself. An Artemis IV system can still boost the accuracy of the missiles (since it's like a laser designator) but they have to search for their own targets and some may or may not find a target depending on player's ability to get the missile oriented before firing. Streaks would actually have a lock on your end, and prevent firing without it.
Comparatively, LRM systems can use Artemis IV in direct fire mode while dumbfired or locked, but can also lock independently of this allowing indirect fire.
Essentially - the SRM/LRM missiles would operate as active radar missiles when fired, with their own ability to find/track/hit the target, when equipped with Artemis IV they would act as semi-active missiles, receiving guidance from the Artemis IV device, and with a lock LRM or Streak Missiles would act as Heatseeking missiles that receive a lock before firing and maintain that throughout the flight on their own. I'm using current day military comparisons here (hope they are accurate, not an air force guy myself). The only thing after that is that LRMs can get indirect locks from friendlies, making them capable of indirect fire.
For Clarity -
Standard SRM - Point at target and fire - the missile locks the target in flight. Better aim = more locks/higher probability of each missile locking.
Standard SRM w/ Artemis IV - Point at target and fire - if you keep the target painted with your Artemis IV or targeting reticle, the missile follows it to the target upping your chance of a precise hit.
Streak SRM - Fires only after a full lock on is achieved, locks quickly, and almost guarantees a hit. Incompatible with Artemis IV or Indirect fire.
LRM - Option 1 - Point at target and fire, same as Standard SRM but has arming distance/longer overall range.
Option 2 - Wait for a lock. This allows you to fire indirectly if the lock is provided by a friendly, and requires less precision on your part.
LRM w/ Artemis IV - Option 1 - Same as Standard SRM w/ Artemis IV - point and fire, but if you keep on target your missiles have a better chance of a precise hit.
Option 2 - Same as non Artemis IV equipped LRM, wait for a lock and either fire directly or indirectly, but if you are direct firing your missiles can hit a tighter area if you can keep the target in the reticle.
Edited by monky, 07 May 2012 - 03:03 PM.