Scout Auto-Scouting

Has anyone else noticed that when you send a scout to a new star system and leave it on auto-scout, the first thing it does when it arrives is turn around and fly back? If you give it a couple of manual orders to hit a gravwell, then it seems to be fine. I'm not certain if it always does this, but it has happened to me so many times.  It would be great if this was fixed.

I also mentioned in the past that it would be great if we could set systems to "avoid" for auto-scouting purposes. That way we could have them avoid the pirate base, or another world that is a death trap, and still get some use out of the auto-scout function. As it stands, I almost never use auto-scouting after a certain point, but would like to if we could make it so auto-scouting wasn't an absolute death sentence. (Those suckers LOVE the pirate base.)
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Reply #1 Top
It would be nice if the scouts would at least avoid going into pirate bases more than once (barring it being neccesary to go to other unexplored planets).

Although as you say, I don't use auto scout after a point as well, I figure I might as well just use the scouts to scout what I need scouted and not everything else, although it is useful for the initial exploration of the map.
Reply #2 Top
It is actually useful later game too, because you want to keep track of expansion and enemy fortifications. But I do it all manually, because the scouts will keep flying into deathtraps. That is why I'd love an "avoid" toggle.
Reply #3 Top
I actually think the necessity of scouting manually adds a welcome "micro" element to the game and, honestly, give you something to do during downtime. Keeping the unit AI kind of dumb actually adds strategic depth to the game by forcing players to choose where to direct their attention.
Reply #4 Top
I actually think the necessity of scouting manually adds a welcome "micro" element to the game and, honestly, give you something to do during downtime. Keeping the unit AI kind of dumb actually adds strategic depth to the game by forcing players to choose where to direct their attention.
End of quote


Interesting viewpoint. It might be because I only play online, but the only downtime I have in the game is when I'm waiting for my first capital ship to built at the beginning of a match. And yes, I pretty much do all my scouting manually. Manual scouting is best, but that doesn't mean it wouldn't be nice to have slightly smarter auto-scouting.
Reply #5 Top
I agree, auto-scouting is mostly useless, even at the beginning of the game. Let's say you are a normal player and build 3 scouts. I have found that by the time the frigate factory spits out the 3rd scout, my first scout would be heading back to the HW and for the planet that my 3rd scout is intended for. Add to it the scouts love for pirate bases, and I just don't use it much anymore.
Reply #6 Top
Why not just have the Devs introduce a few different buttons for scouting.

Like:

Auto-Scout Last Known Locations of Players (Heedless to Damage)

Auto-Scout Last Known Locations of Players (Attempt to Stay Alive)

Auto-Scout Unknown Planets

Auto-Scout All Locations



Id think options #1 & #2 would differ between the scout scouting without rest, and the scout returning to repair & restore some sheilds before trying again.


But then again, because of the difficulty of stopping scouts at all stages of the game, (without a defense fleet directly at the phase lane choke point), it may just make the game too easy.
Reply #7 Top
Why not just have the Devs introduce a few different buttons for scouting.
End of quote

It ain't that easy. We can ask them, but they may (Probably) have other things to do.
Though I'd like to see those as well.
Reply #8 Top
oh yeah, im sure they do, just a suggestion.
Reply #9 Top
Honestly I'd be quite content to leave smart scouting to manual clicking with only one small change to auto-scouting.

Make the scout retreat to the nearest friendly or empty system when its shields collapse. You could toggle this off if you were wanting to use them for their various abilities like timed explosives.