Through experience and planning, a seasoned officer has the ability to extend the effective warfighting time of ship and crew during the extreme conditions of combat deployment.
The part I had overlooked for so long is: "high CR" = bonuses. Information was there in the game.
Frigates would offer good cover and distraction if there was not CR at all. Just ruines the game by making you wait around or run from a fight because "OOPS Your CR is degrading from your lazy pilots they need a breather". It is nonsense how much damage this cr system is. Would make sense for carrier and damaged ships but, like the government, it is putting its paws into things it has no reason being in.
The part I had overlooked for so long is: "high CR" = bonuses. Information was there in the game.
Hey! Just want to say thank you for the suggestion; in particular this part is a valuable insight. Let me make a note about this; too much other stuff going on right now to even take a little detour, but I'll definitely keep this in mind as "a thing that needs to be mentioned somewhere more prominent". I guess on the bright side, the bonuses are fairly minor, so you're not missing a critical component of the gameplay.
Frigates would offer good cover and distraction if there was not CR at all. Just ruines the game by making you wait around or run from a fight because "OOPS Your CR is degrading from your lazy pilots they need a breather". It is nonsense how much damage this cr system is. Would make sense for carrier and damaged ships but, like the government, it is putting its paws into things it has no reason being in.
I think there's some very good merits to Combat Readiness that you're not seeing there. Having to think about combat readiness creates some strategic depth and fun.
- If you're looking to do some major fighting in a system, it incentivizes you to stagger your engagements. When fighting one fleet, you're forced to think about what's going to happen after - how will degraded performance affect a second encounter? Do I have enough time to recover before getting into another fight.
- By having your ships cost supplies to deploy (even if they don't take damage), there's a cost-benefit analysis that goes into every engagement. If only damage (and not combat time) had a supply tax, you could probably make a tidy profit picking on targets much weaker than yourself and overpower them. Having CR in the game means the player has a profit incentive to pick on targets your own size and to deploy the minimal amount of ships needed to win the battle. For me, this makes the game a lot more fun: I can happily ignore all the little fleets running away from me without feeling I'm losing out. Fighting them probably costs more money in supplies than I'll get in loot.
- It creates some very cool niches for high-tech frigates. If you've won a battle and some enemy ships are retreating, chances are your slow hog of an Eagle can't catch up to enough of them to make the CR investment worth it. A well-piloted Wolf, Afflictor or Hyperion, however, can single-handedly dismember a whole retreating fleet without costing too much.
- It interacts nicely with environmental hazards. Spending time in a corona, magnetic storm or hyperspace storm doesn't just cost you in the purse, it also makes flying around a little bit more dangerous.
- It makes the Emergency Burn ability interesting. If there was no degradation to CR when using it, there's no reason not to use at every possible instance. Not much of an 'Emergency', then, is it?
You could argue that the system could use some tweaking, especially when it comes to the low Peak Operating Time of Frigates and the A.I.'s current cowardly behavior. But to say that the system is just flat out bad in every possible way is simply indefensible.
Oh btw did I mention the Communist Clouds that rob your CR is bad and why are they littered everywhere...its like the developers know it will cause problems.By the time I have a big fleet, I have colonies and rich enough that the time saved far outweighs the CR drain, and I can easily afford the CR hit. Especially if I am rushing to save my colony from a sudden Pirate Activity alert (penalties eat lots of income in a system with multiple colonies) or Pather cell that is no longer disrupted and needs to be stopped for another year before they wreck an industry.
For small ships to be useful late, peak performance needs to be longer across the board, and the player's fleet cap needs to be bigger because I need several big ships to match the enemy fleets when I also need spare fleet slots for logistics ships and possible vacancies for recovered ships.I feel now that frigates are in an even worse situation than they were before and even destroyers are hardly justifiable in an end-game fleet. It's just too easy to lose them and they last too short. I hope there's going to be some CR increase and/or automation feature for sending away ships past their PPT.
Oh btw did I mention the Communist Clouds that rob your CR is bad and why are they littered everywhere...its like the developers know it will cause problems.By the time I have a big fleet, I have colonies and rich enough that the time saved far outweighs the CR drain, and I can easily afford the CR hit. Especially if I am rushing to save my colony from a sudden Pirate Activity alert (penalties eat lots of income in a system with multiple colonies) or Pather cell that is no longer disrupted and needs to be stopped for another year before they wreck an industry.
Storms can be annoying earlier if I am not that rich yet and do not have Solar Shielding available, but my pre-endgame fleet is probably small enough that I do not need to deal with them.
It is an improvement over how storms used to be, and in late 0.8, they killed Sustained Burn and practically immobilized AND quickly drained CR from the whole fleet (and Emergency Burn took too long to activate if you were caught with Sustained Burn on). If I could not get out fast enough, I simply reloaded and try again.
When I want to drive into a cloud for more speed, I want to be flung into more clouds to keep speed 30 going. I think the benefits outweigh the drawbacks when I have an endgame fleet.