you can retain the original hit strength of the weapon, and pretend the damage are two instances... Or in case we lowered the damage from bonus 100% to 50%, it would be one and a half instances?
The effect would be very rare, as only officers with elite Ordnance Expertise would be able to use it. Or ships with a specific hullmod, which wouldn't exist in average if any variants, similarly to DTA.
The people in TF2 hate that mechanic, because high end players enjoy pwning noobs for 20 minutes, without giving them any chance of actually striking back. As they spam rocket launcher shots from behind a corner with a pocket medic holding a quick-fix for them. Whilst 20 f2p engies defend currently uncontested control point.
the argument that you can't tank a missile that is designed for high explosive damage is ridiculous. This would make more sense in case of the Sabot. Or a Heavy Needler. But that is precisely the point. The player should be living in constant fear of things always going the wrong way. The game becomes static in that often when you engage enemies, the fights are very similar, because there isn't enough randomness. Not enough maps. Not enough wacky effects. Not enough ship, build variety. And if there is variety, it usually feels weak. Mostly because ships are designed with an op budget that is significantly restrictive. Only opening up through the usage of s-mods. Kinda... Not all of them. Remnants for example have very varied slots, allowing them to equip a strange variety of weapons. But the situation there is slightly complicated.
A situation of tanking a Reaper with a shield and then getting overloaded... This mechanic would partially fix the issue of the fact that the AI doesn't understand how missiles work in terms of opportunism. Validating their short-sighted behaviour as there is always a minor chance for them to achieve something... But then again, this would only exist if a ship has an elite Ordnance Expertise effect. Meaning that the chance of this occurring would be very rare. Especially for fleets that prioritise Missile Specialisation from my understanding.
Also, messed up the title of the post? Seems fine to me? Even in your response it seems fine? What are you talking about?
ps:
On the topic of Team Fortress 2 the random crits' purpose is to help players break chokepoints. Otherwise forcing them to rely on stuff like Ubercharge or maybe sniper or spy picks. Though in the latter that can be very difficult.
The alternative of breaking chokepoints are the mechanics of ultimates the Overwatch introduced, it being an attempted successor of TF2. Something I kinda despise. As it kinda made a random stupid thing that was meant to introduce some chaos into the game into a somewhat polished neatly tied up feature. Which actually proves really boring and makes games extremely predictable.
To reiterate, I'm not sure if I had stated this. The point of this mechanic would be to make enemies more unpredictable and combat scenarios far more difficult to control. Especially in the case of Remnants, which would be the primary utilitant of this mechanic. Hmmmmmmm... Most likely making DPS races far more viable strategy of defeating Remnants than camping with an Astral and a bunch of Warthogs... Or something... No offense to those latter strategies. They are quite impressive.