Scouting

Scouting is an important position in fleets. The scout flies 1 to 2 jumps ahead of the fleet and gives the FC a heads up on what pilots and ships are in the next system. Since, they are ahead of the main fleet the scout is the only pilot with permission to interupt the fc if they see something that needs to be known immediatly. It is important to, as a scout, hold your natural cloak after jumping through a gate while you gather intel. The first thing a scout should report is any ships that are on the gate once they have jumped through. After, alerting to any ships on the gate the scout checks D-scan for any ships close by. They then link the pilots in local and alert the FC to how many pilots there are and if any are red/blue. It is imperative that the scout keeps a cool head throughout the situation no matter what they come across. It is also important to give the FC the information they need as fast as possible. If you do get into trouble and the FC tells you to bail you have a choice to make. If you believe you can get through the gate before being locked and killed do so (remember to turn your prop mod on.) If you think your odds are better to warp off warp to a randomn planet or moon (one in line with several others is best). Make a couple safes as you warp, pick a new moon and repeat. From there, you can bounce safes unil your enemies lose interest. Do not post in local as they will stay interested if you give them the sweet seet tears they require to live.