the current campaign doesnt work very well with cr
Well, that does beg the question, though, folks: should CR have been put in now, or later?
I think that's getting things backwards, though.
I think that the main problem it's really highlighted is that the game's difficulty curve is inverted. This has always been true, and we've just ignored it up until now, largely because until CR, I guess it wasn't hard enough to cause this kind of screaming and ragequit behavior, hehe
So correct the current difficulty curve by nerfing the CR system a little bit in the obvious places (fighter costs, Marine cost-effectiveness, etc.) ... then lower Supply costs a great deal, but make it so that players have to
pay their crew weekly wages based on their experience level, perhaps also pay for the size of the fleet in FPs.
I found that that one small change gave a non-inverted difficulty curve, in Vacuum; building the uber-fleet and keeping it supplied wasn't the problem... it was the wages being larger than income, if you wanted to have it both be uber and Elite that would eventually bring a high-end player back to earth.
Just a thought; that change would fix a lot of the difficulty-curve issues right away, wipe out the early-game death-spiral unless players were utterly stupid, yet give a real challenge to the vets who are generally not being all that challenged atm.