Starsector 0.6, released a month ago, introduce "Combat Readiness" (CR) as a mechanism to tie-in Campaign level logistics and combat. Since then the forum has seen a good deal of heated discussion. The purpose of this post is to summarize some of the common criticism on CR, present my observation and make some suggestion on this matter.
But first let's see what CR is all about. With CR also comes the new logistics system, where everything is tied to supply consumption. CR connects combat and logistics in the following way:
1. deployment in combat cost CR
2. CR is recovered over time in the campaign map, consuming supplies as it goes
Unfortunately, it seems a lot of people are finding the whole mechanism as an annoyance. Some of the criticisms are as follows:
1. It takes too long to recover CR, prohibiting consecutive combat
my comment: Since the scope of this game is more than about combat, and I find it leading to a lot of interesting decision making process: Who to engage? which fleet to take on among a dozen? When/where to engage? Can I come out without being swarmed when I finish this one fight? I feel this is working as intended.
2. It makes the beginning too hard
my comment: To me, the beginning of a campaign has always been a bit harsh even before CR. CR made it worse because it cost supplies to enter combat, meaning the starting fleet has a tight timer to race before it starve. It also make the first few battle much less affordable to lose. Unfortunately until we have ways to generate income other than combat, things will probably stay the way it is.
3. CR recovery cost too much supplies
my comment: I think the player should take responsibility for their own decision to a certain degree. In fact we have all the information available in the codex. As I've said in the other thread, to help players make proper, informed decision, we need a "campaign tutorial" to teach players about CR and logistics promptly.
4. CR deployment cost doesn't take activity into account
my comment: From what I see, the current logistics system is a very abstract system - there's only ever one resource to take into account. Likewise, the CR system is pretty abstract. One key point is that deployment cost per ship are mostly predefined and static. I think such abstraction is one big reason a lot of players are so repulsive to CR: deployment always hit CR as much whether the fight is a steamroll or hard-fought. Players fail to suspense their disbelieve on such issue and then find the system "bad".
So I think we need more details. the CR cost should be divided into two parts: A. Base cost, covering engine power re-routing, shield/phase activation, mental stress on sounding of battlestation etc. B. combat-depended cost, accounting weapons fired, flux taken, ship system usage. Wear and tear on the gun barrel should be different between one fired 1 shot and another having fired 100 shots. A prolonged fight is likely to be much more tiresome than a turkey shoot. The new active performance timer for frigate is pretty neat, in fact I think all other ships should have such gauge measuring how hard a ship is being pushed, and have CR deducted as appropriate, in-combat or not. An ideal would be where A+B would be about the same as the current static CR cost in a balanced fight.
I think 0.6 is a milestone for this game, where it start to become more "complete" and expand its scope beyond combat. The current CR system, while crude, present an interesting way for balancing. With all said, I look forward to the refinement and polish this system will receive.