Will all these CR mechanics cripple any sort of play with one ship? A lot of this stuff seems to be based around a fleet, which so far, I've steered away from because something about my ships makes them incredibly thick headed, thinking they can take on a 5 on 1. Or keeping their shields up until flux is way too high and they can't vent without being crippled, then overload and get crippled anyway. So instead of buying a ship, fitting it, then losing it in the first fight I go into because the actions of my other ships can be summed up with
this picture, I prefer to just fly one ship by myself because it's practically guaranteed I can fly it better than they can. For example, I don't raise my shields as soon as I see a ship, nor keep them forever raised when fighting. Most of my builds revolve around being flux-stable, or close to flux-stable without shields raised. Only time I raise shields is to take a torpedo hit, or similarly hard hitting attack. No, hellbores do not count as hard hitters and yes, I can fight level 4 fleets with a lone battleship and expect to win. That 0-25% "no flux" speed boost can go a helluva long way to avoiding taking hits. Before, my builds revolved around long range and using augmented engines. Now I can use augmented engines, unstable injectors, an ITU and cruise in battleships that can outpace flux-less Tempests. It's probably something close to broken, but isn't 90% of the fun in a game in finding a way to bend the rules? (No? Well it is for me, so there
) Sometimes I fly with fighters alongside my battleship, but only if my ship has at least two flight decks to alleviate fighters derping into combat with battleships. In a roleplay sense, I'd like to think of just the one mercenary captain and the men and women under them, ready to fight under any banner if the pay is good enough.