Okay, I know we're all bored of this topic, and the chances of FFG just straight up changing a rule seems slim (let's ignore the Cloaking rule), so realistically this is just for house rules.
Clearly FFG is trying to fix this obvious issue by adding cards, munitions failsafe, the new one coming out that gives them two charges etc. I think those are good ideas, but should be in addition to lower points costs and a complete revamp in munitions.
The best ideas I've seen on here are:
1. 10% of your points, rounding up, can be used on munitions.
2. Munitions can be fired when outside of your firing arc.
3. Action to reload your munitions.
1. I like the first one because, hey, doesn't matter how much they suck to use, everyone will take them! It does mean that every list will pretty much have to include a ship that can take them, otherwise you're playing at a 10 point disadvantage.
2. Thematically this is great. I feel missiles should be fire and forget. It adds a lot of versatility to them, and would almost make me consider Y-wings as viable torpedo platforms!
3. This is how it's done in Attack Wing, I believe. I like the idea! It still takes up a turn requiring an action so it's not just total missile spam. Cool.
And finally, the entire reason for this thread (aside from boredom, and me mentally prepping for a tournament by getting in the right headspace by Sunday), my own idea.
Any critical hits rolled from munitions, ignore shields (the way a proton bomb does).
I think my rule is pretty good, obviously!
Thoughts?