Actually, we're making something in particle colliders that may resemble a black hole if we were to somehow upscale the effect by a ridiculously large amount. So we're not making black holes, just the reaction needed to potentially create one. Furthermore, even if it was somehow possible to implement a mine dropper that spawns mini solars with a radiation zone around them (which is very unlikely, as solars need to either be built manually and placed within a system, or generated through mission scrips like in the base killing missions; it would require somehow having the weapon generate a mission on the spot with the mine as the base needing to be killed, which would add to server lag by a huge amount, especially if you have 10-20 players using this in a group fight; the other way would be to have a script that generates a solar at the position of the mine, however that would require constant server updates just for one mine, thus adding to the lag problem drastically, even more so than for the missions; there is also the fact that last I checked, mission solars only spawn for the player or group doing the mission, thus making this solution completely impractical), it would be rather hard to balance, as you'd have something that continuously attacks the hull, ignoring the shield.
tl;dr - Impossible without source code modifications or a genius FLHook plugin.
EDIT: This is probably the longest string of words I have ever put in brackets. Oh well.
How about then.... a gun that shoots and when it hits hull directly it does small initial damage but then builds up?
So its not a in-space thing but only for that ship...
That would actually kind of make sense when put into context. The more you damage something, the weaker it gets. So each time you hit it, it should technically take more damage as it becomes structurally weaker. However, that should only be valid for hull, not shields.