Yes, making it more certain. Still want some chance involved so might follow the BBRs in terms of 1D6 on Phase III = get instant tech and next turn/phase buy dice if didn’t happen.
Since the game only has 6-sided dice the % of chance is pretty limited. Adding the possibility of two hits, the second hit less likely, makes the tech worth doing. If used 8, 10 or 12 sided could adjust the %.
V1/V2 Rockets were more a terror weapon vs being able to target specific battles so I think hitting their bank of IPCs makes more sense, thus the “aerial convoy raid” concept. More like a cheap, one-time use submarine convoy raid.
Trying to make it more like Sid Meir’s Civilization Tech Tree and have multiple techs per game. Also want the ability of the enemy to disrupt your tech by bombing a research facility.
Anyway, this is not play tested that much, just one or two games. Needs some further refinement.
Welcome any more comments/suggestions/etc.