Scouting as early warning (not just for exploration)

Let there be orbits.

From my chest of nuggets that I find myself want to repeat every time I watch somebody else's replay including those of the top "pros"...

On really important worlds (choke points etc.) that you haven't taken yet, it's best to leave scouts "in orbit", i.e. with an approximately circular path plotted around the outer edge of well, thus avoiding the enemy militia still present, which is possible because the scout is faster than any of the combat ships. Simply moving a scout between planets doesn't work as well because you can miss an approaching enemy fleet if it [cross] jumps while the scout is jumping in the opposite direction; if the phase lane is too long you can even miss them entirely as a back-and-forth jump on a long lane can take longer than crossing a grav well, which the enemy may well do if goes for a [short] run through the well without fighting the militia. (Typically this happens at planets that are expensive to colonize early on, e.g. Oceanic.) The back-and-forth-between-wells scouting method takes less time to plot than the circular path though, which as I said elsewhere before, needs to be a dodecagon (12 corners) for the scout to maintain its speed while negotiating the paths' corners; you can plot coarser approximations of a circle, but the scout will then take damage at corners as the enemy temporarily catches up and the scout will eventually die. But even with less effort/time spent on plotting a smooth orbit for it, it may still last long enough (minutes) to provide useful early warning.

Given the importance of the maneuver, "orbit planet" should probably be a one-click command in the scout panel (like auto-explore) but I guess the devs missed the importance of continued early warning at (well) chosen locations. If you do this in single-player, beware that the AI is so inept at dealing with the orbit maneuver [done manually] that it's basically game breaking if you pull it on early AI fleets (instead of militia), stymieing their advance for tremendous amounts of time (like they hit a SB sans the losses), unless they somehow manage to have fighter cover, which the AI seldom does early on (AI wuvs battleships as caps). So I guess "orbit planet" is really something the devs haven't considered because some factions have research-based substitutes... which gets me to the fact that except for TEC's Probe there's really no acceptable substitute for this maneuver, and Probe costs what two scouts do, besides competing on the same timer as all the early econ research that TEC should do, so Probe is not that appealing early in the early game (15 mins or so) even on the fast/faster research setting (which halves what "normal" research times are).

Besides location based early warning, keeping tabs on the main enemy fleet, while not as important as (say) in the WWII Pacific carrier battles, still provides a significant advantage in Sins. This is ironically most important as the Vasari (which get no research-based early warning system) because of Vasari's dependence on deploying and upgrading a SB on the right planet at the right time in order to be able to withstand the incoming enemy fleet.

The Advent (which have a pretty crappy "Lingering Presence" research [IIRC] that sorta acts like Probe after the scout's death) also get a moderate benefit from early warning because their hangar, which is more expensive but also more durable than other faction's hangars, once upgraded with shield bestowal (also a pretty expensive L3 research early on) makes for increased durability of all structures around it, thanks to shield mitigation. So knowing where deploy a hangar [and repair platforms] and when to research shield bestowal to buy time for cavalry to save the day also helps as Advent fairly early in the game.

25,572 views 23 replies
Reply #1 Top

Be careful jumping back and forth between planets....if you queue up several orders, sometimes the scout will actually travel all the way to the planet itself instead of immediately turning around at the edge of the well and jumping away...

Also, you can often tell if a planet has been colonized by the color of the extractors in the infocard...when you hover over a planet, the text for the extractors will appear grey if an extractor is built and white if one is not...this works regardless of whether you currently have vision there...of course this may be a little late for some purposes but it does help you track a players expansion and give you a hint as to when they might move on to a planet of interest....

Reply #2 Top

Quoting Seleuceia, reply 1
Also, you can often tell if a planet has been colonized by the color of the extractors in the infocard...when you hover over a planet, the text for the extractors will appear grey if an extractor is built and white if one is not...this works regardless of whether you currently have vision there...of course this may be a little late for some purposes but it does help you track a players expansion and give you a hint as to when they might move on to a planet of interest....

 

There is a better way that does not even requires extractors, one circle around the planet turns red, green, whatevercolour when a player colonizes a planet. It is in the outer gravity well, you can easily find out what I mean if you check it in a game, uncolonized is normal white, dark blue player - dark blue, red player-red etc.

Reply #3 Top

Quoting Turchany, reply 2


There is a better way that does not even requires extractors, one circle around the planet turns red, green, whatevercolour when a player colonizes a planet. It is in the outer gravity well, you can easily find out what I mean if you check it in a game, uncolonized is normal white, dark blue player - dark blue, red player-red etc.

Indeed that works (you need to be zoomed in), although I'd say that is a bug because it's giving away info you're not supposed to know.

 

Reply #4 Top

Quoting RespawnedTitanL10, reply 3
Indeed that works (you need to be zoomed in), although I'd say that is a bug because it's giving away info you're not supposed to know.

 

Then how do you want to acquire information about the heavily fortified AI worlds? You know, on bigger maps, when AI has hangars and starbases by the time your scouts get there, and are killed easily by these. there is no way to get info from AI planets far from frontline unless you are Advent and want to invest in Revelation. it is almost a miracle to reveal the whole map with scouts, mid-late game it's practically impossible to re-visit those worlds that were not controlled by that time to find out who colonized them.

 

Scouting in this game is really bad once the game reaches mid to late game, fighters, starbases, fleets, PJI's, etc makes it nearly impossible to reveal more than the frontline.

Reply #5 Top

Ironically envoys are great at deep scouting because, y'know, invincible.

I've also had success sending groups of scouts, instead of just one, on "suicide missions" where I just order them to run to the enemy homeworld. Especially effective as Advent since you can get the Lingering Presence on multiple worlds as your 10 or so seekers are killed off, delaying the need for additional scouting.

Reply #6 Top

Quoting Turchany, reply 4


Quoting RespawnedTitanL10, reply 3Indeed that works (you need to be zoomed in), although I'd say that is a bug because it's giving away info you're not supposed to know.



 

Then how do you want to acquire information about the heavily fortified AI worlds? You know, on bigger maps, when AI has hangars and starbases by the time your scouts get there, and are killed easily by these. there is no way to get info from AI planets far from frontline unless you are Advent and want to invest in Revelation. it is almost a miracle to reveal the whole map with scouts, mid-late game it's practically impossible to re-visit those worlds that were not controlled by that time to find out who colonized them.

 

Scouting in this game is really bad once the game reaches mid to late game, fighters, starbases, fleets, PJI's, etc makes it nearly impossible to reveal more than the frontline.

Well, by then you already know what planets are owned by whom and the scouting research (Lingering Presence, Probe, the temp invul. one for the Vasari) helps with extending surveillance time. (You can also use the envoy's temp. invul. for the same purpose.) The circle color just gives away ownership in the early game where you're not supposed to know that without scouting "boots on the ground".

If the devs really intended for any player to know when any other player [not just an ally] colonized a planet (regardless of scouting), they could have added an audible event/message for that.

Reply #7 Top

Quoting RespawnedTitanL10, reply 6
Well, by then you already know what planets are owned by whom

 

Really, how? By sacrificing dozens of scouts trying to reach through the AI fighter swarms just to die at the next gravity well? What if I told you I have many much better things to do during a game than just controlling otherwise suicidal scouts just to reveal planetary ownership on planets that are like 10-20 jumps away?

 

On a medium Large map if you play FFA, you can barely reveal the whole map unless you invest heavily in scouts and manually manage their exploration, and seriously, you have much better things to do than this (and your money is better spent on different things). after this phase when you reach choke points, starbase it and build up eco to be able to finally break the AI, and you want to know what he does, where his planets are, scouts are not really sufficient to do this task. If you want to waste thousands of credits on this instead of building trade ports and ships, then it's up to you. This circle thingy is not really doing anything online, as by the time you reach the planets near your opponent, they are most likely colonized anyway, and you can tell if your opponent is colonizing elsewhere if you just send some scouts, but against AI it is not this easy.. Against harder AI this colored circle is the only way to tell where his planets are.

And honestly, can't just these advanced races have like telescopes to check planets in their own system? why do they need ships for this?

Reply #8 Top

Quoting Turchany, reply 35


Quoting furyofthestars, reply 34Hmm, I don't seem to have much issue scouting the AI. A fair sized group of scouts (half dozen or little more) or even Corvettes should be able to slip through most planetary defenses. Now, if the AI has its fleet in the way... you're right, that's a different story. For that, I find sending a small fleet contingent made up of things I don't mind losing is great for this. Preferably, seems I should already know where in the grav well the enemy fleet is due to lost scouts, I would jump the smaller fleet in on the opposite side, then give them some running orders. Once the enemy fleet has taken the bait, jump my scouts through.

 

And how do you do that far away from your own empire? Where fighters (from starbases, minifleets of the AI and hangars) cause much trouble and you cannot send instant reinforcements?

Well, that's kind of the nature of the war, yes?  If you were playing against a human opponent and didn't want them to know the true vastness (or lack thereof) of your Empire, then you'd be doing all you can to stop their scouts.  Thus, if they want to truly know, they'll need to put more effort into it.  That's what scouting is supposed to be all about.

Reply #9 Top

Quoting furyofthestars, reply 8
Well, that's kind of the nature of the war, yes? If you were playing against a human opponent and didn't want them to know the true vastness (or lack thereof) of your Empire, then you'd be doing all you can to stop their scouts. Thus, if they want to truly know, they'll need to put more effort into it. That's what scouting is supposed to be all about.

 

Against a human you don't have 5-10 fighter squadrons at every planet and micro fleets scattered around the universe like the AI does. You are most likely having 1-2 major fleets that are not impossible to be bypassed. Against humans it is not unlikely to be able to place a scout on his random world for several minutes until he realizes it. It is easy to sneak a scout through his awareness as these are just tiny ships compared to a hostile fleet, and are really easy to miss these. Not the AI, that just likes to hunt these down with everything it has lol.

I understand what you are trying to say and agree with it, but since this game lacks free jumping Like Endless space after a specific research that you can freely reach any stars in the galaxy, and you don't have abilities to reveal worlds if you are not Advent... Scouting becomes exponentially more difficult, not like you don't have enough things to do in a war already.

Reply #10 Top

Impressive trolling by turchany in this thread. Maybe he is another head of the Seleuceid Hydra?

Reply #11 Top

Quoting Stilat, reply 10
Impressive trolling by turchany in this thread. Maybe he is another head of the Seleuceid Hydra?

 

If you cannot contribute anything useful to this conversation, why comment?

Reply #12 Top

May the runtime errors be ever in your favor...

Reply #13 Top

Quoting Turchany, reply 9
Against a human you don't have 5-10 fighter squadrons at every planet and micro fleets scattered around the universe like the AI does. You are most likely having 1-2 major fleets that are not impossible to be bypassed. Against humans it is not unlikely to be able to place a scout on his random world for several minutes until he realizes it. It is easy to sneak a scout through his awareness as these are just tiny ships compared to a hostile fleet, and are really easy to miss these. Not the AI, that just likes to hunt these down with everything it has lol.

I understand what you are trying to say and agree with it, but since this game lacks free jumping Like Endless space after a specific research that you can freely reach any stars in the galaxy, and you don't have abilities to reveal worlds if you are not Advent... Scouting becomes exponentially more difficult, not like you don't have enough things to do in a war already.

Hehe, well, I guess you and I have different opinions on how easy or hard it should be to scout. :)  Don't forget, too, anything the AI can do (barring actual cheating like the bonus resources they get) a human can technically do, too.  If the player decides not to build hangars at their back worlds... that's their choice.  But they have the option to and so anything that bypasses this for scouting affects MP as well.  I, personally, would not want someone to be able to get intel on me through a means other than a legitimate game mechanic.  Doesn't matter that I'm mostly a single player and the AI wouldn't even know how to use (let alone get) this bugged intel, the fact that it's there I don't want it.

Also, the Advent's scouting... I don't think is quite that good.  If I remember right, aside from lingering presence, the other scout ability they have is of a world their culture touches, is it not?  I don't usually play them so it's hard for me to remember.  Granted, even if that is the case, they have have their orbital LRC.

Vasari, on the other hand, have two additional tricks up their sleeves.  1) their orbital LRC so they can send their "scouts" directly to a world further back, and 2) their Cap ship Marauder has an ability that increase's its and surrounding ally's speed and maneuverability while decreasing that of an enemy's.

TEC... I gotta admit, they're kind of pooched, there, and certainly could've used some lovin.

Reply #14 Top

Quoting furyofthestars, reply 13
Also, the Advent's scouting... I don't think is quite that good.

 

Against AI when you have your titan, you can build a Revelation, that has an excellent ability for revealing planets for a short time, that's why I mention Advent continuously. No other race can do this, reveal planets this easily.

 

For the Vasari part, you will never be scouting with a Marauder as you never have one :P and using Kostura for exploration would be a bit.. desperate lol.

Reply #15 Top

Quoting furyofthestars, reply 13


TEC... I gotta admit, they're kind of pooched, there, and certainly could've used some lovin.

Lol wut? TEC has the best scouting ability in the game.

Reply #16 Top

Quoting Turchany, reply 14

Against AI when you have your titan, you can build a Revelation, that has an excellent ability for revealing planets for a short time, that's why I mention Advent continuously. No other race can do this, reveal planets this easily.

Ahh, k.  Wasn't aware of that one.  Will have to look it up at some point to see the finer details of it.
Quoting Turchany, reply 14

For the Vasari part, you will never be scouting with a Marauder as you never have one and using Kostura for exploration would be a bit.. desperate lol.

Eh, to each their own... I do usually build at least one.  I once even used it in successful combination with regular phase gates and the Kostura cannon for attacking an AI's backwater worlds and drawing part of its main fleet off the front line... allowing my main to push forward. ;)

 

Quoting Stilat, reply 15

Lol wut? TEC has the best scouting ability in the game.

Oh, yes, sorry... their scout's can "probe" an enemy's world. ;)

Reply #17 Top

Quoting furyofthestars, reply 16
Eh, to each their own... I do usually build at least one. I once even used it in successful combination with regular phase gates and the Kostura cannon for attacking an AI's backwater worlds and drawing part of its main fleet off the front line... allowing my main to push forward.

 

I know the Marauder has it's own advantages, but let's be honest, Jarrasul, Skirantra and Kortul is way better in combat.. And LOL you used it once successfully, well that's something. With a Kortul you might have been able to crush the enemy fleet without part of it leaving, assumin his fleet wasn't hugely superior to yours.

 

Quoting furyofthestars, reply 16
Ahh, k. Wasn't aware of that one. Will have to look it up at some point to see the finer details of it.

 

For like 70 antimatter you can see a partiicular planet for some time, like 1-2 minutes, has a cooldown of 15s for all levels. It is quite good, if you can manage not having a real offensive capital ship..

Reply #18 Top

Quoting Turchany, reply 17
I know the Marauder has it's own advantages, but let's be honest, Jarrasul, Skirantra and Kortul is way better in combat.. And LOL you used it once successfully, well that's something. With a Kortul you might have been able to crush the enemy fleet without part of it leaving, assumin his fleet wasn't hugely superior to yours.

Well, first, I've had success with it more than actual once.  I was just thinking of one instance off the top of my head to tell you about.

Second... for this particular one, me + 2 AI ally standing off against 3 AI (allied to each other) and the fleet sizes were to cap.  I don't think 1 additional combat orientated cap ship would've turned the tide of that battle. ;)

Reply #19 Top

You know those techs you can research that allow your scouts to bypass PJIs?  Scouts should just get those abilities for free....

Reply #20 Top

If the map is big enough that enemy empires are literally 15-20 planets deep as you mentioned earlier, you should absolutely build Marauders. Mobility is all-important on such a huge map, it would take years to get anywhere, and the mobility bonus to your fleet from Distort Gravity would thus be very worthwhile.

Reply #21 Top

Quoting WJC3688, reply 20
If the map is big enough that enemy empires are literally 15-20 planets deep as you mentioned earlier, you should absolutely build Marauders.

 

Yeah, definitely the solution here. My personal favourite is the Marauder of the TEC Rebels and Advent Loyalists. those are soo awesome.

Reply #22 Top

Trololol

Reply #23 Top

Quoting Seleuceia, reply 19
You know those techs you can research that allow your scouts to bypass PJIs? Scouts should just get those abilities for free....

 

Yeah, that would be a good thing. Should make scouts a bit more useful earlier.