Right now the balance of builds is all tilted towards making many small craft except for the critical hit table which I do not believe does enough to address the issue. If we take:
1 x 300,000 ton dreadnought vs. 15 x 20 ton cruisers
The small cruisers will always win. No matter how you try to optimize the dreadnought, the cruisers will have an equivalent option. The dreadnought looses fire power efficiency with a big spinal vs. multiple small and the overkill issue. The big cruiser has to start using bays once the spinal taps off, while the cruisers are still mounting spinals immediate difference in firepower efficiency again. Hard point to hardpoint there's no difference.
The only way the dreadnought wins is if it is all bays and plays the sniping game - which is not really an argument here. That's a game design issue which we are trying to address. If we allow spinals to hit at very long range the dreadnought immediately loses.
If the game was just bays vs. bays, then the critical hit rules would be enough in themselves to force the builds sizes up. However spinals, which we want to keep and need to make relevant, remove that pressure, and in fact drive the build size down such that your best build is the smallest ship you can efficiently fit your linear scaling spinal into, the 2DD version.
Then there are the issues with the spinal miss table. This is fine in itself, it is something we want, but when we have small capital ships and riders for spinals, we then have a swarm of small designs driving different builds below the 10K, 5K and then bay, torp and spinal 2K. So there will be a mass of ships in a fleet up to around say 20 or 30K, and nothing there after.
1 x 300,000 ton dreadnought vs. 15 x 20 ton cruisers
The small cruisers will always win. No matter how you try to optimize the dreadnought, the cruisers will have an equivalent option. The dreadnought looses fire power efficiency with a big spinal vs. multiple small and the overkill issue. The big cruiser has to start using bays once the spinal taps off, while the cruisers are still mounting spinals immediate difference in firepower efficiency again. Hard point to hardpoint there's no difference.
The only way the dreadnought wins is if it is all bays and plays the sniping game - which is not really an argument here. That's a game design issue which we are trying to address. If we allow spinals to hit at very long range the dreadnought immediately loses.
If the game was just bays vs. bays, then the critical hit rules would be enough in themselves to force the builds sizes up. However spinals, which we want to keep and need to make relevant, remove that pressure, and in fact drive the build size down such that your best build is the smallest ship you can efficiently fit your linear scaling spinal into, the 2DD version.
Then there are the issues with the spinal miss table. This is fine in itself, it is something we want, but when we have small capital ships and riders for spinals, we then have a swarm of small designs driving different builds below the 10K, 5K and then bay, torp and spinal 2K. So there will be a mass of ships in a fleet up to around say 20 or 30K, and nothing there after.