Darkwind
How to be a successful scout leader, Guide to scout leading

*Zothen*


Posted Feb 25, 2010, 7:03 pm
Being a successful scout leader is no big deal, but it usually follows a procedure that can be considered as "unwritten law of scout leading".

The most important part is to know the Initial Scout Guide, if you want to survive the wastes.

Then you should have joined a few scouts of more experienced players, which gives you some fast cash and experience. Also you will already know the common procedure of scouts.

And, make sure that you have the time to lead the scout and dont forget to calculate a possible return encounter after the main even.

1. Form a squad
To start a scout you need - of course - a scout squad. You can form new squad on the website under "Squads". DW players are a creative crowd so the common password for scout squads is "1234".

2. Announce the scout in the chat.
State the city it takes place and in case you want to go after traders rather than pirates mention it, cos not everybody wants to mess up his reputation by hunting traders.

3. Remember a scout character
If you dont put a scout character in ask the others to bring a scout or doom may come over your squad.

4. Wait till everybody is ready
When players join dont start the scout before you get a ready from every player! Players fiddle with their car/character setups and it can bring you in hell if you start the scout when some players havent finished their setup.

5. Start the scout
You start the scout by pressing the Scout button on your squads page. On the following screen you can choose what your hunting for and the range. Range matters - the further you go out (max 50miles) the easier the scout is but also the travel lasts longer. If you are unexperienced and dont have decent scouts (around 30-50 for Somerset) start with longer ranges.

6. The event starts
When the event starts nobody awaits that the leader lays down the tactic so theres no problem to ask for a plan. Most experienced players know what to do, anyway. Also check the enemies setup in the event window. Pickups often mean Rocket launchers and they can hurt. Prime targets!

7. Aftershow and travel processing
Looting commences as usual - everybody gets what he can grap if nothing else was decided.
After an event server has closed you have to process the scout squad on your squad page, cos it might be possible that you get a return encounter and also nobody will get home when you dont finish the travel.
If theres no return encounter announce that to your joiners so everybody knows that they are "dismissed", or if theres a return encounter.

Welcome to the wastes, your now a master of squad command!
Nekojin


Posted Feb 25, 2010, 10:10 pm
Step 6 is what separates good Squad Leaders from bad. Good Squad Leaders pay attention to the entire battle, and adapt to changing circumstances. Bad Squad Leaders don't pay attention to much besides what's happening to themselves, and don't react swiftly to changing circumstances.

That's not to say that bad Squad Leaders will bring doom every time they go out. They can still run successful Scouts, since most Scouts run by nearly anyone will proceed without much trouble. But when things go sour, a bad Squad Leader will pretty much do nothing to help anyone else. If the Scout-gone-bad doesn't turn into a total wipe, it will be due to sheer dumb luck, not anything the Leader did.
Procyon


Posted Feb 26, 2010, 2:11 am
*Zothen* said:

2. Announce the scout in the chat.
State the city it takes place and in case you want to go after traders rather than pirates mention it, cos not everybody wants to mess up his reputation by hunting traders.


Since traders vs. pirates really doesn't affect rep anymore, but still effects strategy, I would say that you should announce factions you are going after, AND whether you are hunting traders.

If you are going after traders, people will probably want to ensure there are some faster cars in the scout, but rep isn't affected.

Also, if anyone had to leave, before processing the return, make sure you split them out of the squad unless they arranged to have someone control their cars.

Maybe you should write this as a wiki article!
Paul Simon


Posted Jul 9, 2015, 5:49 pm
Minor note, to help have a chance at a more successful scout make sure one of the gangers in the scout have a scout skill of 30 or better. This will help even out the odds of the scout.
*goat starer*


Posted Jul 9, 2015, 7:29 pm
Paul Simon said:
Minor note, to help have a chance at a more successful scout make sure one of the gangers in the scout have a scout skill of 30 or better. This will help even out the odds of the scout.


Point 3
Paul Simon


Posted Jul 9, 2015, 9:24 pm
goat starer said:
Paul Simon said:
Minor note, to help have a chance at a more successful scout make sure one of the gangers in the scout have a scout skill of 30 or better. This will help even out the odds of the scout.


Point 3


yes but wanted to give value cause a skill level less than 30, for me anyway, never helped.
*goat starer*


Posted Jul 9, 2015, 9:40 pm
Paul Simon said:
goat starer said:
Paul Simon said:
Minor note, to help have a chance at a more successful scout make sure one of the gangers in the scout have a scout skill of 30 or better. This will help even out the odds of the scout.


Point 3


yes but wanted to give value cause a skill level less than 30, for me anyway, never helped.


true
Ragnak


Posted Jul 13, 2015, 12:41 pm
things the scout leader should also relate is whether they have a bounty on their team which can draw a gates encounter with the militia and second (though of a much diminished aspect of the game) whether their PVP flag is on which could mean a potential player intercept encounter.

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