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Xavier Wise

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Hello,

As many of you may know, I write a blog about the TSN RP Community. I try to post as often as possible, which isn't half as often as I would like of course! My most recent post gives you all the latest on the community though, so feel free to check it out. Have a look at some of my earlier posts too and find out more about our community.


Enjoy!

Xavier Wise

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notsabbat

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Reply with quote  #2 
I too think that scouts tend to be mis utilized
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Xavier Wise

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Reply with quote  #3 
Oh, how'd you mean?
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Arrew

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Reply with quote  #4 
I think he means your new orders/missions/protocols (forgot what you called it) regarding how Scouts should behave in the field.
Xavier Wise

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Reply with quote  #5 
I was seeking ideas from notsabbat about how scouts are mis-utilised. Any other thoughts on (a) how we approach the use of scouts now, or (b) other ideas on how to use scouts, are helpful in figuring out the most effective deployment of them with a fleet of ships.

I suppose that my response was unclear, so hopefully this clears it up.

Initially, we tried using scouts within a battle group to support ships. After that, we tried organizing them in to a lighter battle group, or get them to operate alone, giving orders similar to the way they were given to a normal battle group (i.e. giving a specific area to operate within, or targets to attack/defend).

This way of working always seemed to under utilise the scout though. Our new way of using them is to give them an assigned role. There are four roles -

1) scouting and reconnaissance: the scout ship flies to every unscanned enemy fleet on the map to visually identify ships. This frees up science officers to focus on secondary scans.

2) support: the scout flies ahead of the battle group and fires of EMPs or mines to weaken or harass heavier enemy fleets. When a heavier ship moves to engage, there will be fewer/weaker targets and therefore a quicker combat. The scout can then move on to the next enemy fleet.

3) countering fighters: the scout specifically seeks out carrier fleets and provokes them so that they launch their fighters. The scout can then quickly destroy them using mines to remove the fighter threat. When a heavier fleet arrives, again the combat can be conducted more quickly as the fighters are already destroyed.

4) defense: the scout looks for vulnerable ships or stations and moves to defend them until heavier ships can arrive to deal with the situation. They act as a fast response to counter any threats.

With this way of working, the scout captain is free to make decisions on where to go and what to do within the defined role. It doesn't restrict the scout to a specific area or target, but does define the role that it should be fulfilling as part of the whole fleet.

One thing to note, these are only used when the scout is working with a battle group (2 or more ships; Light Cruiser or heavier)

What are others thoughts on using scouts in this way? How else could the be incorporated within a larger fleet of ships?

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Arrew

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Reply with quote  #6 
I think it's a good idea.

I don't have Corwin's skill for using a Scout so I always found them underpowered, weapon wise. Led me to wander if you even need one. Wouldn't another light cruiser be more helpful.

Though with the right energy settings their actual energy efficiency is awesomely fun. 

So I like the idea of giving them a specific role/mission/orders. Could be fun, zipping around and having more autonomy. 
notsabbat

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Reply with quote  #7 
I really like the direction you are taking on the use of scouts in a fleet scale engagement. Often times I just see scouts used in the same way as a light cruiser or any other ships. I have been think that it would be great to get together a multi-ship game and use the scout ship in exactly the way that you described in your blog, zooming around and getting "visual confirmation". so basically an overly succinct way of saying I like where your going with that.
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davisn456

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Reply with quote  #8 
I was never a fan of scout ships before because they always seemed useless to me. But, the new roles that the scout ships play in the RP has totally changed my opinion of them. We're out there running around the sector gathering information, jumping in behind battles and picking off drones and taking out cruisers, and all kinds of stuff now. The crew of a scout has to realign their thinking and procedures a bit, because of the limitations of the ship, but at the same time, it creates a fun challenge.
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Reply with quote  #9 
using a scout to neutralize fighters is a great idea and one I hadn't considered. fighters are usually a huge threat unless they are ignored and dealing with them takes time away from the assault. Time that a scout ship has, but a heavy attack ship doesn't. learned something again. I think your ideas are spot on. Please continue to post as tactics develop.
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Xavier Wise

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Reply with quote  #10 
Just a quick note. It has been a long time since I updated my blog, but I put a post up there recently. Check it out to see the latest updates!

Xavier

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Xavier Wise

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Reply with quote  #11 
Hey,just updated my blog with a 'personal log'. I thought it was fitting as we've just returned to Promethean. We've been away for quite a while, so it is very much a homecoming, particularly for some of our veterans.

Go check it out! Feedback appreciated.

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neimad

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Reply with quote  #12 
Captain, only comment is that the heading still references the Falcon, and good to see the blog is still going. [smile]
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ryleyra

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Reply with quote  #13 
I'm coming to the thread late, but I would say on the subject of Scouts that I think you are on target. I see Scouts as a combination of a PT Boat and a WWII Destroyer Escort. They are known for their high speed and reconnaissance or intercept capability, as well as providing an escort role for a battle fleet, taking out threats that are too fast or too scattered for the main fleet to easily handle.

Unfortunately, Scouts and Light Cruisers have more of a support role that only shows up in multiship games. Technically, most single ship games should be using a Scout or Light Cruiser, (because the invasion scenario calls for a single ship on patrol to "discover" a surprise invasion) but there's no way for the game to encourage that.

What I would like is for the Scout and Light Cruiser to have some advantages in Mike's new economy ideas. For instance, the Light Cruiser could have far more cargo capacity than any other ship class. Add some missions or the like to Peacetime mode which calls for the player to zoom around all over the map and the heavier less efficient ships will have a more difficult time of it.

I can certainly see where missions in the Sandbox could be written to take advantage of a Scout's strengths and make it the obvious choice for a mission that requires rapidly traversing several sectors.

Mike Substelny

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Reply with quote  #14 
Two other important aspects of the Scout in a fleet action:

  1. A Scout never drains friendly bases of Nukes.
  2. Speed and energy efficiency make the Scout the preferred choice when enemies must be taunted in a certain direction.

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Mike Substelny

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Reply with quote  #15 
Also I will be interested to see how the TSN group deals with the new player Ximni race. The Ximni are sometimes enemies, sometimes allies of the Terrans. A Ximni Scout is quite fragile, but it can jump almost anywhere instantly for a modest amount of energy. A Ximni Scout could be a great asset to any fleet of TSN heavy warships.

Perhaps a new Role Play Community will form that specializes in Ximni ships. If that happens I could see a P-V-P war looming on the horizon.

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