The foundation of BCS is the set of weapons/spinal mounts.
Every ship as built around a central weapon(s), or central payload, and clarified by mission.
Spine Requirements
Let's assume a Spine at a minimum requires
Weapon Type
Its own independent power source
Some sort of an effect generator with or without an enhancer (the "tube")
Some sort of control mechanism and operational crew.
If required, a fuel source
If required, a Magazine with reloads.
Let's also assume that we can define the output of the Spine in some terms of Damage or Effect at Space Range= 7.
Define the Standard Effect of the Weapon associated with a Size and its other minimums.
That is the Standard Weapon. Make sure it all works with Range Changes and with TL Stage Effects. Ideally, a sophisticated Spine (higher TL effects) at a lower Space Range = 5 or 3 or so produces the Smallest of Spines. If you set that at 2,000 tons, you make it not installable in an ACS ship.
...and you have standards to work from for the other size ranges.
Modifiers
Size. "VSmall" small, medium, large, extra large, etc. Pick a range of sizes. Perhaps a series of modifiers for the sizes, giving us a strange series of Large-Vsmall, and medium medium.
Other Identifier. Double Barrel, Fore and Aft (Janus, I like that). etc.
e.g.
/4 Tiny
/3 Vlight
/2 Light
x1 Standard
x10 Heavy
x100 Vheavy
x1,000 Gigantic
x10,000 Colossal
Stage Effects.
Range Effects.
Mount.
Primary Weapon Standard Sizes
There is a lot to think about. We need to think this through in detail. We have to be able to build a viable spine that fits onto a 2,500 ton minimum BCS ship, or a weapon for the Death Star (or even bigger: if we allow really-high-tech 900-mile-diameter sphere structures, then we're talking about 100 quadrillion tons in which to seat a truly gargantian weapon... and then there's jump-capable worlds, ringworlds, dyson spheres... aieeee).
We need a set of standard sizes for Primary Weapons from A to Z, actually from 0 or 1 to Z.
We need to then assign capabilities to these primary weapons (and power requirements, if any).
I believe that Dreadnought all-big-gun style ships are probably superior, but we need to allow other building strategies.
A single ship with multiple spinal mounts, either in parallel, or pointing in many directions.
A single ship with multiple sizes of weapons, perhaps a Main Spinal and many smaller "spinals."
A million-ton planetoid hull could easily manage many 10,000 ton spinals pointing in many directions.
A single ship may need multiple spinals just to be able to bring to bear Stasis/Jump Inducer/ etc other effects as it needs them.
An efficient ortillery ship is more efficient if it has multiple guns to fire.
An efficient seigecraft benefits from having several railguns firing in tandem.
Or is it better to have each tube an individual ship?
Benchmark
The "Smallest Of Spines" -- the "0" spine that gains the miniaturization benefits of a short range and high TL -- is probably 2,000 tons.
Assume that's "Fighter Range" and "Tiny". "Standard" is therefore 2,000 x 3 (Range) x 4 (Size) = 24,000 tons... perhaps the sort of weapon you'd install on a heavy cruiser or battleship?
Assuming each spine increment is 24,000 tons, and range goes up to DS (tons x 3) and size goes up to Colossal (x10,000), then the maximum volume would be 24,000 x 34 (Spine Z) x 3 (DS) x 10,000 (Colossal) = 24 billion tons.
Not enough for a Death Star, perhaps, but maybe we can rely on "ganged" spines at that point.
Every ship as built around a central weapon(s), or central payload, and clarified by mission.
Spine Requirements
Let's assume a Spine at a minimum requires
Weapon Type
Its own independent power source
Some sort of an effect generator with or without an enhancer (the "tube")
Some sort of control mechanism and operational crew.
If required, a fuel source
If required, a Magazine with reloads.
Let's also assume that we can define the output of the Spine in some terms of Damage or Effect at Space Range= 7.
Define the Standard Effect of the Weapon associated with a Size and its other minimums.
That is the Standard Weapon. Make sure it all works with Range Changes and with TL Stage Effects. Ideally, a sophisticated Spine (higher TL effects) at a lower Space Range = 5 or 3 or so produces the Smallest of Spines. If you set that at 2,000 tons, you make it not installable in an ACS ship.
...and you have standards to work from for the other size ranges.
Modifiers
Size. "VSmall" small, medium, large, extra large, etc. Pick a range of sizes. Perhaps a series of modifiers for the sizes, giving us a strange series of Large-Vsmall, and medium medium.
Other Identifier. Double Barrel, Fore and Aft (Janus, I like that). etc.
e.g.
/4 Tiny
/3 Vlight
/2 Light
x1 Standard
x10 Heavy
x100 Vheavy
x1,000 Gigantic
x10,000 Colossal
Stage Effects.
Range Effects.
Mount.
Primary Weapon Standard Sizes
There is a lot to think about. We need to think this through in detail. We have to be able to build a viable spine that fits onto a 2,500 ton minimum BCS ship, or a weapon for the Death Star (or even bigger: if we allow really-high-tech 900-mile-diameter sphere structures, then we're talking about 100 quadrillion tons in which to seat a truly gargantian weapon... and then there's jump-capable worlds, ringworlds, dyson spheres... aieeee).
We need a set of standard sizes for Primary Weapons from A to Z, actually from 0 or 1 to Z.
We need to then assign capabilities to these primary weapons (and power requirements, if any).
I believe that Dreadnought all-big-gun style ships are probably superior, but we need to allow other building strategies.
A single ship with multiple spinal mounts, either in parallel, or pointing in many directions.
A single ship with multiple sizes of weapons, perhaps a Main Spinal and many smaller "spinals."
A million-ton planetoid hull could easily manage many 10,000 ton spinals pointing in many directions.
A single ship may need multiple spinals just to be able to bring to bear Stasis/Jump Inducer/ etc other effects as it needs them.
An efficient ortillery ship is more efficient if it has multiple guns to fire.
An efficient seigecraft benefits from having several railguns firing in tandem.
Or is it better to have each tube an individual ship?
Benchmark
The "Smallest Of Spines" -- the "0" spine that gains the miniaturization benefits of a short range and high TL -- is probably 2,000 tons.
Assume that's "Fighter Range" and "Tiny". "Standard" is therefore 2,000 x 3 (Range) x 4 (Size) = 24,000 tons... perhaps the sort of weapon you'd install on a heavy cruiser or battleship?
Assuming each spine increment is 24,000 tons, and range goes up to DS (tons x 3) and size goes up to Colossal (x10,000), then the maximum volume would be 24,000 x 34 (Spine Z) x 3 (DS) x 10,000 (Colossal) = 24 billion tons.
Not enough for a Death Star, perhaps, but maybe we can rely on "ganged" spines at that point.