Ok - here is the reworked system.
For all Spinals, 1DD = x 1000 No change.
A spinal weapon can only be fitted to a ship that is at least twice the weapon's size. New.
The maximum damage potential of any spinal is 10DD. New.
Remove the rapid-fire option (serious balance issues) New.
Spinal weapons use a number of Hardpoints equal to their tonnage divided by 100, rounding up. No Change.
All spinal weapons suffer DM-4 when attacking targets of 10,000 tons or less, and DM-8 when attacking targets of 5,000 tons or less. Spinal weapons cannot attack targets of less than 2,000 tons unless they are stationary or are caught in the blast by accident! No change.
Meson:
Base TL: 12
Range: Long
Size to Damage, Power & Cost: Per 10,000 dtons - 1DD, 1000 power, 2000 MCr
Traits: Radiation, Ignores Armour
Particle:
Base TL: 11
Range: Long
Size to Damage, Power & Cost: Per 5,000 dtons - 1DD, 1000 power, 1000 MCr
Traits: Radiation, Armour reduces damage
by 3% per point.
Rail Gun:
Base TL: 10
Range: Medium
Size to Damage, Power & Cost: Per 5,000 dtons - 1DD, 500 power, 500 MCr
Traits: Armour reduces damage
by 2% per point.
High Level Spinal Weapon Modifications:
TL +1: -10% tonnage and MCr cost.
TL +2: -20% tonnage and MCr cost.
TL +3: -30% tonnage and MCr cost.
TL +4: -40% tonnage and MCr cost.
P
roblems addressed:
a) <done!> Minimum weight - you will notice the minimum craft size to carry a spinal will not be lower than 5,000 tons. So you'll never have a spinal-using-ship that has a -8 to be hit by other spinals.
b) <done!> Chas' Mini-battle rider scenario: At best, the mini-battle rider carrying a TL15 particle (3000 tons), doing 1-6k points of damage will average 3500 damage. At TL15, we have to assume armour value of 15, which means 1,925 damage done. So on average, a 6,000 ton battle-rider (the smallest possible to carry a spinal), will not be able to 1-shot itself/similar craft. It will on average 2-shot itself (assuming it hits). With a lucky hit, it may 1-shot it self (rolling a 5 or 6 for the 1DD damage).
c) <done!> Matthew request: To make sure 75kish cruisers can 2-3 shot each-other. Lets say the 75k cruiser is somehow carrying 36kton spinal (near impossible, possible with Jump 3 and totally crippling your m-drive and so on). So this 6DD TL15 spinal will do, on average 21,000 hull damage, or
11,550 after you consider TL15 armour. A 75k cruiser has 30,000 hull (normal, not reinforced).
d) <done!> Matthew request: Super Spinals. Spinals can now go to 10DD. The largest spinal and most powerful raw damage spinal (paying no attention to weight) is a 10DD spinal. This allows for 35,000 hull damage on average. This ship will be one-shotting TL15 90,000 tonners on AVERAGE, with the potential to one shot things up to 150ktons (if extremely lucky). With only a little bit of luck... this thing will take out a tigress dreadnought in 4-5 rounds. On average, it will do so in 8 rounds.
e) <done!> Chas' Big Ship paradigm not lost!: As you can see - it is no longer trivial to blow up big-ships with just spinals. Trying to do so puts all your eggs in one basket and it is a very focused and vulnerable basket (whether it is to fighters, missiles, bays, etc). Also - with the advent of Large Bays (looking at you Matt!) changing to be better vs capitals, it will further create this symbiotic relationship between fleet ships, further encouraging diversity.
f) <done!> Phavoc's gradient of scaling spinals: Simple formula to produce whatever spinal you want
Ok - waiting on verification with Chas and Phavoc and/or recommendations

Gents?