@The argument that CR is bad because everyone is using cheap ships... Think of this analogy: You don't use a nuke to squash an ant, just like don't you use an Onslaught to squash weak pirate fleet.
Why not? Some battlecruisers were designed with the purpose of killing small ships very quickly with no losses.
Alex, I'm thinking that the problem with CR is twofold: first, we pay the same price no matter how long the engagement, and how much a ship contribute. 'Just being there' shouldn't cost 30% CR, this is really extreme. I understand that the drills and power cycles that come with being ready to fire and pursue the enemy (or evade it) should cost a flat amount of CR, but right now it is drastic.
And especially, most capital ship should be able to participate in several long engagements before really being weakened by combat unreadiness. They're command centers, have huge crews, lots of supplies and ammo, and redundant systems. They're built to be the center of a fleet.
I'm thinking that the best was to avoid the "frigate swarm is the best strategy" issue is the following:
-Have a reduced flat CR cost per engagement for every ship. Then have CR costs for actions (firing, using the ship in general) as described in the changelong for 0.6.1a.
-Have the CR costs be higher for smaller ship classes. Capitals and cruisers are built for endurance, while smaller ship classes are useful for support, scouting, etc.