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Scouting: Difference between revisions

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The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.
The objective of the +1 is to move one jump ahead of his fleet to provide intelligence to his FC. If the fleet is simply traveling to a destination, then the scout's job is route security (i.e., warning the FC of war targets, gate camps, and any other possible danger). In low-sec or null-sec space, individual ships may ask for a +1 to guide them into or out of dangerous areas.


When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC.
When jumping into a new system, keep cloak and immediately check three things. First, check the grid on your overview for ships that might pose a threat to the fleet. Second, check local for war targets, flashy targets, criminals, etc. Finally, check D-Scan for ships sitting off grid. Report anything that might be a threat to the FC.


If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available.  
If the objective is to find good fights and there are other pilots in local, then the +1 will check out mission sites and asteroid belts with D-Scan to see if there are appropriate targets available.  


Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.
Why move one jump ahead? If a fleet jumps into a system, it spikes local and everyone in the system will know a fleet has come in. That puts everyone on alert. A scout moving in alone does not alarm anyone significantly in a system. The fleet does not move into the system until either the scout finds a good fight, or the FC determines that there is nothing interesting and decides to move on.


Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.
Why not just roam? Why exactly one and only one system ahead? Even when looking for good fights, scouts are always performing a fleet safety role. A scout one system ahead prevents the fleet from being surprised. If you are two or more systems ahead and there is no +1, then another fleet can move in behind the scout and surprise the fleet when it jumps in.


Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.
Good ships for the +1 role are tackle frigates, but the best ships are interceptors and covops ships.