I'm gonna be blunt: I feel that the coming CR changes in 0.6.2a are a foolish mistake. I think that the combinations of all the changes will end up being like the introduction of CR: a change that came too damn early
For those who don't know, I am talking about the halving of CR recovery and deployment costs along with the doubling of value at which accidents happen (going from 20 percent to 40) and the introduction of Critical Malfunctions at 20 percent. There is too much "Bad Synergy" here, especially for a new player starting out but even for the vets that just want to have fun. To me, there is way too little benefit for getting my recovery values cut in half. In other words: Double deployments is NOT equal to halved CR rates AND a doubled malfunction "floor" with critical malfunctions at the "old level."
Many people have already stated worry about the increased accident level and also that the time between combat is high enough as it is without these addition changes and I have to agree, especially since combat is the ONLY source of income.
I have a few suggestions as to making this more "likeable" in nature.
1. (Most favored for me) Cut the deployment costs and raise the "malfunction floor" but keep the regen rates the same
2. Cut both the deployment costs and the regen rates but also lower the "malfunction floor" back to its old level of 20 with Crits at 10
3. Delay it until we get an alternative source of income
Edit: Forgot to include links to the details of the CR changes...
http://fractalsoftworks.com/forum/index.php?topic=7239.45