// in the fire function, "self" is the player
missile.rockettime = self.rockettime;
...
// in the explode function, "self" is now the rocket
T_RadiusDamage (self, self.owner, self.rocketdamage, other);
Animation frames are a great way to show that you're charging. You could also attach a model or sprite to the weapon muzzle to show the charging effect, if you're using a newer engine & model format. In addition to .scale, good ways to show that the rocket is super-powerful include using a different model for each charge level, changing the projectile's .colormod (change the color w/ new engine feature), doing custom explosion effects (either with a new sprite, or spawning more explosion effects/sprites in random locations around the boom to make it more fantastic looking, or by using new engine effects), and firing multiple rockets with a spread instead of 1 powerful one.
You could even do cool stuff like make the rocket bounce off walls, exploding each time, and/or split into more rockets on bounce. Charging ricochet rockets FTW!

Have fun! And let us know when you have it working, or if you get stuck somewhere.