Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » Scouting Tactics for the Beginner
Scouting Tactics for the Beginner Fri, 02 May 2008 19:44 Go to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Any criticism, provisos, or addenda greatly appreciated.

Scouting Priorities
The fastest most efficient scouting is not always the best scouting. For instance, suppose your scouts start with fuel mizers. Their most efficient use would be to build as many as necessary and set them radiating away from your HW. However building scouts a few years too early may cause an economic lag that could persist for more than ten years. It might prove more effective to use your initial ships to scout all the worlds within 81.99ly of your HW, then 162.99ly, 243.99ly, and so on. Your HW can use this time to build its econ and pop. Excepting -f races, the slower your econ growth, the longer you will want to run without doing anything else, to a point determined by your population management strategy and home world's mineral concentration values.

Also, there is not much importance on scouting the whole map early. I will focus on scouting out the maximum range of my transports first, in order to pick the cherries. I will set some scouts to wait behind patrolling the planets I want to colonize.
When I encounter a competitor's space, I will leave more scouts behind in order to keep my intel up to date. When I go to visit my neighbors, 20yo information would leave me unprepared to give them a proper welcome. By the time I have seen all the planets, I usually have my scouts divide by thirds, between my space, others space, and the previously unoccupied spaces.

Report message to a moderator

Re: Scouting Tactics for the Beginner Fri, 02 May 2008 19:50 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Keep in mind these are just opinions and suggestions from a newb.

With PenScans
It may be prudent to resist the temptation to scout as efficiently as possible. Sure twenty scouts radiating away from your HW at w9 toward waypoints at the edge of the galaxy is the quickest way to scout. But it is also the best way to send out invitations for a bombing and popdrop party at your place. I prefer to send all twenty in the same direction, weaving through a 200ly+ wide band. After regrouping at a single point at least 510ly from my HW, I send all but one radiating out. The last scout will wait around for the party crashers.

Why planet hop with pen scans? Planet hopping helps to both avoid detection and observe other ships doing the same. I like to have either 1/3 or 1/4 of my scouts hitting planets each year, depending on size and density of the galaxy.

Report message to a moderator

Re: Scouting Tactics for the Beginner Fri, 02 May 2008 19:59 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Most of you that read this probably know better. Speak up!

Without PenScans
With NAS or before Elec 10, hitting planets is a must. If the galaxy has an even distribution, the growth of distance between your HW and scouts radiating outward will slow as the distance between scouts increases.
***Don't ban me. I am NOT suggesting to beginners that they lay down the heel cross!***
I recommend giving your outbound scouts a ninety degree course change once they reach a certain distance and stagger those distances between them. After another set distance give them another change in their general course. Send some continuing outward and some returning inward to just past the edge of your planetary scanners. Rinse and repeat.

This might seem retarded. It is. By slowing scouting this way, a player can keep his scouts distributed more evenly. The pay off becomes obvious when they notice more packets and cloaked ships. Say one of your scouts gets annihilated in a mine field, or you want to send one to check out a wormhole? No problem. By keeping them uniformly distributed, it will be much easier to compensate for what would have otherwise have been larger blind spots.

Report message to a moderator

Re: Scouting Tactics for the Beginner Fri, 02 May 2008 20:17 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Micromanagement and Vigilance
As known space is expanding, I divide it by distance from my HW and the dominant presence. While I set the course for the majority of my scouts far in advance, I like at least one for each region to ask me for orders every few turns. With so many blue lines MM is still low because the obvious course is the remainder. This way, as the map shows ever more information, I am less likely to forget any given region for a critical number of years.

This is not for everyone. Some people like surprises. Ah, Dreadnoughts. For me? You shouldn't have.

Report message to a moderator

Re: Scouting Tactics for the Beginner Fri, 02 May 2008 20:26 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Back Tracking and Leap Frogging
Some folks consider fuel econ when setting waypoints and speed for their scouts. I recommend choosing a race/ship design strategy that accommodates running rich, or building support fleets to compensate. The primary goals of scouting should be to discover as many planetary values as possible each year and also be the good eye, lookout, or howard if you will.

As I am running on bingo fuel myself I will wrap this up for now. Don't avoid back tracking unless it reduces the number of planets you discover per year. Don't avoid leap frogging unless your scout scanners have a range greater than 125ly and it would leave a blind spot for a packet or cloaked fleet to exploit.




By the time you realize how steep the curve is, you will be using five types of calculus to get to the market. You will then need three different calculators to perform what you once considered basic arithmetic.

Report message to a moderator

Re: Scouting Tactics for the Beginner Sat, 03 May 2008 10:29 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Well, I generally take the approach of scouting where I want to, then where I need to and I don't worry about the rest of the map...


Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

Report message to a moderator

Re: Scouting Tactics for the Beginner Sat, 03 May 2008 18:37 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

Ptolemy wrote on Sun, 04 May 2008 02:29

Well, I generally take the approach of scouting where I want to, then where I need to and I don't worry about the rest of the map...

Ditto, except that my scouts get relegated to "the rest of the map" once they've done the bit they were built for.

Report message to a moderator

Re: Scouting Tactics for the Beginner Sun, 04 May 2008 15:59 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
Chief Warrant Officer 2

Messages: 167
Registered: August 2003
Location: Vancouver, WA
I like to know what's going on. So I build a number of scouts in the beginning. I know it hurts the resource steam roll, but knowing is more important to me.

I do try to jump from planet to planet in order to hide, but after my ships are 80-160lys away, I don't think it matters too much.

And sometimes you can't avoid showing your start point.

whist


[Updated on: Sun, 04 May 2008 16:00]

Report message to a moderator

Re: Scouting Tactics for the Beginner Tue, 06 May 2008 10:22 Go to previous message
bigcanuknaz is currently offline bigcanuknaz

 
Officer Cadet 1st Year

Messages: 205
Registered: July 2004

Ahhh scouting.

I *like* to scout.

How to scout, when to scout, and scouting tactics depend on:
A. Reasons to scout
B. Factory vs factoryless races
C. Hab
D. HP vs HG
E. IFE or not.
F. Start with L1 or not
G. Ironium concentration

(among many other things, I am sure...)

--------------------
A. Reasons to scout
--------------------

First off, you need to define *why* you are scouting.

Possible reasons are:

1. Find out habs of nearby planets for early growth
2. Find out wider area (whole map?) habs for long term growth, military strategic concerns, etc.
3. Find other races planet hopping in your space. Find advanced colonies in your space.
4. Meet and greet.

So the *type* of game in which you are playing has a bearing. If it is a large free for all, then the #4-"meet and greet" reason is of higher importance. If it is a small crowded early conflict game, then the #3-"planet hopping, early colony" increases in importance. If your growth is high, and your hab is a bit more constrained, then finding those good greens takes the lead. Many other scenarios and combinations are possible, with different implications.

--------------------------------
B. Factory vs Factoryless races
--------------------------------

With Factory races, there is always a tradeoff between growth of pop and growth of resources(factories). I don't play a lot of +f races, so am ill equipped to comment on exactly how to determine this balance, and when to start scouting in earnest. I would be inclined, keeping in mind the *reasons to scout* in A, to scout sooner rather than later. Scouts take very little G, so you are only delaying a few factories (I know, and their compounding effect) until you hit the G crunch. Certainly with +f, you will deal with *fewer* scouts, until your HW is mature.

----------------------------
C. Hab (versus growth rate)
----------------------------

This relates to the *urgency* to get colonists off your HW, so the HW stays at, or as close to 25% in the early going as possible. IMHO, any well designed race has a high, but manageable level of "urgency." Thus, scouting for good greens is very important in the race designs I play. Luck in finding greens, feeds back to how I build scouts. If I find a good green early, I will delay building more scouts. If I don't, then I may build another (even L0-scanner) scout early, to find that (those) first early good greens. Timing on finding the greens, affects whether I:
1. Wait to build, get L1 first
2. Quick research L1 and build
3. Build a few L0 scouts first

-----------
D. HP vs HG
-----------

Again, this relates to the "urgency" of moving population. A HP has more need to get those amazing factories compounding. Slightly delayed population growth will not hurt so much. Whereas a HG, needs to get that amazing *population* compounding. He will scout earlier and more extensively.

-------------
E. IFE or not
-------------

This relates to fuel issues for scouts. IFE has virtually no fuel issues, but may use some boosters to get marginally increased results. Non-IFE races *must* use boosters for #2 reason, wider map scouting; and for #4 reason, meet and greet. Using boosters are dealt with in many other posts. Suffice to say here that 5 main types are possible:

1. More scouts, transfering fuel to higher stages, and either returning lower stages home, to fuel the next rocket, or using the lower stages for nearby planet monitoring (reason #3).
2. scannerless scouts (fuels). They can only boost, not scan, though they can cover orbits. They take up a design slot
3. weaponless destroyers with 2 fuel pods. These are actually the most efficient booster, but take up another design slot. They can't do nearby planet monitoring, but in certain circumstances, using a few just for stage 1 boosting might be worthwhile.
4. weaponed (usually 2 red lazers) "escort" destroyers with 2 fuel pods.
5. a rush to C7 for SFXs. Usually, you need to do som
...



[Updated on: Tue, 06 May 2008 10:33]

Report message to a moderator

Previous Topic: primitive questions from a prima donna
Next Topic: Rock, Paper, Scissors split from New Games
Goto Forum:
  


Current Time: Sun Apr 28 14:43:22 EDT 2024