Reynard said:
When you start losing crew to damage, including gunners, then your guns start being useless. Same thing for pilots and engineers. There's a reason for redundancy today and tomorrow.
You have to have enough bridge and engineering crew for three or four watches, so you will automatically have some redundancy?
You don't have to have several watches of gunners, unless you plan to stay at action stations indefinitely.
With local gunners you will lose the gunner at the same time as the weapon, so redundant gunners will not gain you any staying power. With centralised gunnery (I assume well armoured in the centre of the ship), you will lose the weapons long before the gunners, and if you lose central fire control you have bigger problems than losing a few turrets.
So, in short, I don't think it's a good investment to carry 2 - 3 Dt of extra gunner to possibly, under special circumstances, avoid the loss of a 1 Dt weapon.
Reynard said:
I'm amazed that the logic presented here hasn't translated to modern naval warfare featuring all ships up to carriers cruising around with the same speed and maneuverability as frigates, corvettes and destroyers for the reasons being given here including greatly reducing crew for engines, power plant and fuel.
Space craft ≠ water craft. Ships floating on water have very different properties than space craft, and performance naturally varies with size of ship. Space craft don't to even nearly the same extent.
I was under the impression that modern warships reduce crew, e.g a Type 45 has a crew of about 200, whereas a less than half the size Type 42 has a crew of about 250. The WWII Dido class light cruiser of roughly the same size had a complement of about 500.
We don't carry around expensive meat-sacks for fun, but because we have to.