But what exactly is a CR. How does one spend it? Image you have a ship, and when it goes to combat, it needs time to reload for another battle.
Okay, that makes some sense. But my Odyssey doesn't have any missiles mounted on it. So there's no ammo to reload. It has only energy weapons.
As far as I see it, you could keep firing a energy weapon for ever as long as you have sufficient flex venting... in battle or not.
I don't see why a fully automated warship needs time to prepare for another battle as long as it's not doing anything that would change it's stats between the 2 encounters.
Maybe CR could be deducted based on ammo reloading, armor repairs, hull repairs... The Odyssey example I showed... overkill or not, I could simply just keep navigating forward and just defend my self and it would just be target practice for a fully automated ship. Loosing CR in that fight is like saying you stressed the ship because you had to change your course to avoid hitting an asteroid.
I think the main problem that most people who are complaining right now is that they can't play with a lone strong ship anymore. In 0.54a I would dedicate all my efforts to a single ship.
With an Odyssey (20 pts) I could pretty much defeat fleets from 4 to 100+ points. And I could do it with extreme ease, purely based on my skill. With the new CR system your are forcing people to have multiple ships... people can't rely on their skill anymore to survive... they have to own multiple ships. And with owning multiples ship, the ships must be weaker because of the fleet points limit.
Now I did find it unbalanced in 0.54a that when you had a series of encounters, on each one of them you would spawn with full ammo. And it would be realistic to make CR affect details like that. But simply adding a non optional feature, to enforce a new game play style, and completely limit a way some players played, is certainly gonna make older players like me loose interest in the game. The type of fun I had on 0.54a, and I have on SPAZ is gone now from 0.6a.