Well, you're responding now! And you're not even calling me names. Kind of you.
Why would we not use Raz's suggestion? two fold: his suggestion doesn't resolve the issue of missile size / HP / Speed. His suggestion covers how much stuff something can hold which is intentionally out of scope of this suggestion.
1. His idea invalidates the need for missile size. You could just peg missile capacity to craft size and power of weapon, then move on with your day. Badda bing. You're right that it doesn't talk about speed, but I didn't say that it did.
In most situations .45c is already fast enough as ships will still only get 'one turn' of shooting at them unless they are moving directly away from the missiles.
Assuming they can shoot the projectile down at all, OK. But we've talked before about
setting a limit, and it's usually resulted in getting nowhere. We've had trouble just
getting ship speeds down to regular. In the past, that's required Fred to help too. He puts in the work.
Why add sizes to missiles? I think we've touched on that a few times: because we could use some standardization, because no one really knows what size a missile should be that does X damage, because it makes for a very streamlined and easy to use ruling. Because it also answers the question of how much HP a missile should have.
1. We left HP behind. We don't have that anymore. So your desire for a missile HP is invalid. It's defense should be matched between what the designer puts down and what the GM needs. That's reasonable and follows letter AND spirit of v3. Consider as well one of
Fred's more definitive posts on the matter.
2. No one knows what size a missile should be that does X damage because we have factions of various tech levels using various warheads of various delivery. Standardizing that isn't required by v3 and, by the spirit of it, isn't quite encouraged. Standardizing the various projectiles in the site
is wikiwork and that's not something that we have to do, nor should we have to do. Let missiles be tailored by the submitters to do what they need to do.
For instance, the
Marlin does one thing and is a certain size. But the
Flatfish isn't sized, and the regular
Curbstomper torps are.
They all work just fine without needing any modification in
size. I'd like to know the Flatfish's size, but it's also an older submission. I can guess it's 3 meters or smaller, and that's enough. The "how many can it carry" gets answered by the size of the launcher, and now also gets answered by how much damage the munitions are meant to do.
3. Submunitions already are handled by v3. They're factored into how much damage the weapon is meant to do, but their effect is meant to be cinematic at the GM's choosing.
Last, but not least, 4. I realize that the setting mods now aren't always groovy with it, but sometimes
there are no rules to follow. And you have to think big, consider your options and
make a ruling for the site. That's what you sign up for. That's how it works. Their rulings become how things will go from then on, and that's part of the game. If we keep track of them on the wiki, even better. I see no reason why they shouldn't continue doing so, if it's even called for.
To wrap up:
What size should missiles/torpedoes be?
Whatever size the designer wants to get the job done and the NTSE thinks is acceptable. If the NTSE needs help, they can, should and do ask.
What speeds are acceptable for missiles/Torpedoes?
Not really necessary to know, but if we're going to do it, let's focus on that. I'm game to help; we have enough projectile types to spread the wealth around.
What is an acceptable amount of defense for Torpedoes/missiles to have?
GM fiat. That is the point of v3.
How do we deal with sub-munitions?
Exactly how v3 suggests we do when weapons fall in the same tier — one can be more deadly than the other.
How many missiles/torpedoes can something carry? (Not ACTUALLY answered here, but the size limitations will make it a bit easier on NTSE staff for obvious reasons.)
If we tied this to power, it'd be an easier answer. We have DR on everything; we don't have sizes on everything, even if we should. Not to mention that it won't solve your issue when we have weapons in the under-10-feet range that can wreck a capship's day. That's why rating things by DR is far more useful.