Lucas:
Yes, some folks have experimented with teaching the AI to 'missile dance'. Unfortunately, it simply makes missiles a 'trump' card and pigeon-holes players (and AIs) into researching them and PD weapons up every game. IMO, it detracts from replay value as you know that EVERY game you have to research this stuff or lose. I much prefer options to requirements.
And yep, my first testing was done with stopping movement after firing a seeking weapon, but direct fire weapons didnt suffer the same penalty. It worked well. But I figured why not make it pertain across the board and remove the 'hit and run' problem as well?
Its really not to difficult for anyone to test what it feels like. Simply use the combat simulator and play both sides. Try it out both ways and see what you think.
The difference in 'penalty' by ship class was simply for flavor. I'd like for small ships to have some sort of 'maneuverability' advantage over the capital ships and this is nice, simple and abstract way to represent it.
Thanx for the input.
Talenn