I occured to me this morning, another thing to consider is how often a ship will be destroyed by a J or T Meson regardless of crew losses.
For example a Fuel Tanks Shattered result (11.11% of interior explosion damage rolls), mission kills a ship. A J will on average score this once, a T will score it twice. And if you look at mission killing Critical results, a Critical will be rolled on the Interior & Radiation tables 19.44% of the time.
"Mission killing" is subject to interpretation of course & is dependent on the presence or not of back-up systems. I've assumed nasty = results 2, 3, 5, 9, 10 which is 38.88% of those rolls. Meaning in a nutshell a Meson J will usually get a "critical" mission killing result and a Meson T will almost definitely score a "critical" mission kill result.
Sooo,
A J Meson will often score a "Fuel Tanks Shattered" result plus a really nasty Critical damage.
A T Meson will often score two "Fuel Tanks Shattered" results, plus a really nasty critical.
In light of this, perhaps seeking to enable BB's to survive a couple of rounds of Crew damage is a bit redundant.
(caveat; I'm not a mathematician, corrections to my math is by now almost expected...)
Yes the Uber J gun and the dread FTS, one of the major "its broke" parts of HG. My concern about keeping the crew levels at a low range is that we introduce (or more likely keep) another path for the Uber-J. Perhaps we should look at just how many crew-1's each spinal meson will score when it hits.
$ ((1/3)+(1/12))*1= 0.4166666667
A ((1/3)+(1/12))*2= 0.8333333333
B ((1/3)+(1/12))*3= 1.25
C ((1/3)+(1/12))*4= 1.6666666667
D ((1/3)+(1/12))*5= 2.0833333333
E ((1/3)+(1/12))*6= 2.5
F ((1/3)+(1/12))*7= 2.9166666667
G ((1/3)+(1/12))*8= 3.3333333333
H ((1/3)+(1/12))*9= 3.75
J ((1/3)+(1/12))*10= 4.1666666667
K ((1/3)+(1/12))*11= 4.5833333333
L ((1/3)+(1/12))*12= 5
M ((1/3)+(1/12))*13= 5.4166666667
N ((1/3)+(1/12))*14= 5.8333333333
P ((1/3)+(1/12))*15= 6.25
Q ((1/3)+(1/12))*16= 6.6666666667
R ((1/3)+(1/12))*17= 7.0833333333
S ((1/3)+(1/12))*18= 7.5
T ((1/3)+(1/12))*19= 7.9166666667
Assuming we stick with the low factors and don't go for crew sections, A D is guaranteed to get Crew-2 and that's half your crew gone. There's something wrong when you need a Tigress to survive a D gun.
I *really* think we need to errata from 50% of crew to 50% of
crew code at the very least. Comes down to just how fragile we want battleships to be. My take is that they should have some staying power (riders OTOH may well be a lot more fragile). We keep the crew code low and we get one hit kills for virtually all spinal mesons.
However, this is increasingly convincing me of the need to test these suggestions properly, so my fingers will be flying in lazarus for the next few weeks I expect.