cavebear said:No need to cover a ship in weapons at all. In-fact, too many people (especially those building 3D models of spaceships) put way too many weapons on a ship to the point that they are getting in each others way.
As calibres became standardized, accuracy improved, rate of fire increased and damage inflicted improved, less was better. You could have just a couple of guns with more ammo in ready storage but these weapons had a much better "to hit" capability and would do greater damage to an opponent.
There was less equipment that could go wrong and it was harder to actually hit them whereas if you had a ton of weapons on deck, you had a very good chance of losing a bunch every time you got hit and you would also lose the crews manning them.
Crew sizes could be reduced as well. Now you could have a short (guns), medium, (ship to ship/air missile), long (over the horizon missile) weapons mix and be a much more effective fighting force.
During WW2 warships sprouted AA machine guns and cannons wherever they could mount them - in some instances AA emplacements were placed atop gun turrets and forward/aft of them. Emplacement which would have been impossible to man if the main guns were to engage the enemy (even the smaller 8in turrets could suffer the same fate). Older sail ships also sometimes ended up with multiple decks of the main cannon while the upper deck and the forward/aft sections had smaller anti-personnel cannons mounted to them.
Players, of course, typically look to cram as much firepower onto their ships as is possible, and then look for a few more ways to squeeze in some more. Why? Because the evil GM, err, universe is trying so hard to kill them.
You are right in that most modern warships are pretty efficient designs these days. But that's not always for the best. As the US Navy has painfully learned, having weapon stations where you can mount LMG's, HMG's or auto-cannon is not a bad thing. A destroyer is a powerful warship, but most of it's main armament is useless against crazy bearded guys driving speed boats packed with explosives. It's a lesson the US Navy learned, and then promptly forgot.
Another lesson navies have forgotten is that centralizing your weapons stations may be more efficient, but it's also a single-point of failure as far as damage is concerned. An Aegis class cruiser and destroyer has two missile stations (fore and aft), but some smaller ships have a single VLS or missile launch station which if hit removes the majority of the threat of the ship. For smaller ships you sometimes can't avoid it because of size. Much depends on your weapon systems though. Separating out magazines and launch stations makes it harder to move ammo between launchers, but provides more survivability in both the ship and retaining offensive capabilities after you start taking damage.