- most self-guided missiles are preprogrammed to respond to specific images (video camera/sensor mounted in the nose of the warhead), or specific heat or radiation levels which clearly identify the enemy.
The idea of a camera mounted in the nose of a missile made me remember this gem: http://unreal.wikia.com/wiki/Redeemer
It involved a person remote-viewing the missile's line-of-sight (I believe via a camera inside the launcher) allowing them to choose targets that they were not aware of upon first launching the missile.
Since nose-mounted cameras are already a thing, I'm wondering what ideas people have for existing mechanics that could firstly allow a character to view what the missile is viewing, and secondly allow a character to override the programming and choose its path instead.
Normally, it seems like the only input you have on a self-guided missile's target is pre-launch, I'm looking for post-launch control similar to the Redeemer.
Presently there is one system already set up for this, the NE-300 OMAV Combat Pod on Mercenaries 128, which can control via vid screen up to 5 NE-010 Destructo-Drones (pg 126) but their 3D6x10 (once on par with 2 LRMs, the Plasma/Heat (Heavy) and Nuclear (Heavy), only inferior to the 4D6x10 available from Proton Torpedo (Heavy) and Nuclear Multi-Warhead) didn't get a CWC/RUE boost to missile damages to x100 tier, so it seems less worth the 1/4 million price tag.
Could psychics present another route? For example if you were within 5 feet of a machine to initiate Telemechanics (RUE 183) prior to launching it, would that let you see its computer feed for 10 minutes?
Regarding an actual over-ride, I'm not clear whether (184) Telemechanic Mental Operation or Telemechanic Possession would be appropriate. I'm leaning to Possession but that would make it a pretty dangerous tactic, since you'd lose 1/3 your HP if someone shot the missile down, or if you didn't evacuate in time before it exploded on your chosen target.
If you did have to evacuate before impact, I wonder if that should incur some kind of strike roll penalty since you can't make any last-minute adjustments? You could always make last-minute adjustments with the Redeemer.
Outside of the Super Psi, I'm wondering if touching a missile and using Machine Ghost (RUE 173) would allow you to see what the camera sees...
Also in terms of range limitations, since Machine Ghost allows you to 'mentally enter' and 'project into' the machine, I'm thinking that you would qualify as being Range: Touch for it, allowing you to wait until you see something interesting to activate the appropriate Super Psi control powers. This would also mean being able to use Telemechanic Paralysis against any missiles targeting your smart missile to shoot it down, since it has a 40 foot range. This could also be used to shut down a robot just before you have your missile hit, perhaps shutting down a protective force field and preventing them from dodging or doing a block-sacrifice.