Greetings...
I didn't mean to disparage the writer (Poi) of the original answer posted here. Sorry if it came out that way. And, yes, I have read the rules and it reads just as you say - it doesn't mention taking crew hits anywhere except by Critical Hits
I think that the entire product was rushed and sloppy (something I think Mongoose has a problem with on a regular basis)... and figured it was entirely possible that in final editing this was missed. hence my comment. If you've played Call to Arms, this assumption seemed an obvious conclusion to reach. We tried it both ways and it "felt" more correct to take crew hits in conjunction with regular damage. That's why my remark sounded "uppity". By the way, I tried to read all of the forum posts with rules questions before I posted that remark... but I didn't spot any with that particular question.
Statistically, with crew ratings averaging more than double the basic ship damage rating, if you only take crew hits on critical hits, the chance of crew hits having ANY effect on game play is so small that crew hits might as well have been left out of the game completly. Look at the numbers... If you hit, you roll damage dice. Only HALF of the 6's rolled become Critical Hits. Of those, the average crew damage is less than 3 (and this is just averaging ALL the crew hits from ALL the crit charts; the average is even lower when you actually consider the bell-curve chart that shows the crit type/location. Again, I repeat my original belief that the descriptor "+" in the crit effects implies ADDITIONAL damage, but, I accept that you say that Mongoose has stated otherwise.
Again, I apologise for the tone, it wasn't intended.
Racegamer