I also like the LRM inverse rule. It also triggered an idea concerning MRMs, MRMs at med have + 1. at short and long they have + 3 but only roll half their missiles to represent spread. More effective as a mussile shotgun
MRMs are supposed to be a saturation-fire weapon for poor pilots. What they actually are is...well, kinda crap, but you need good pilots to use them due to the -1. Or Apollo, which negates the "saturation" aspect to an extent.
My ideal fix for MRMs would be to have no firing bonus and no cluster bonus at short range, where you haven't got enough spread to help you if you hit, but God help anyone that you do hit. At medium range they get a -1 to hit, but take a small penalty to the cluster table - you're more likely to hit, but less likely to hit with everything. And at long, you get a -2 to hit, but a big penalty to the cluster table - so you can shotgun missiles out and have a decent chance of hitting, but you're not going to be able to rely on that to do a lot of damage.
With this change, it's 1) actually good for green pilots 2) good and arguably better at medium range, fitting the name "Medium Range Missile" and 3) has some interesting tradeoffs you can choose to make, making gameplay more fun.
I don't know what I'd do with Apollo, but I'll think about it.
http://bg.battletech.com/forums/index.php?topic=56323.0
Here was the idea I had, but I talked myself out of the turn to turn logistics of tracking locks.
Imagine those Target locks counters found with the Star Wars Wing game.
This is sort of how TAG works with SG ammo, but with some significant differences. I've experimented with various other ways to fix LRMs, and the issue with the ones that sort of resembled this is that it doesn't scale well - my Archer couldn't go 1v1 and expect to do much, and if I have half a company dropping missiles on your head, there's not much you can do about it either.