You must be playing on quite small maps if you feel this way, or playing below your true difficulty level.
Currently it's an 80 planet map, AI level 7. AI however is random easy-intermediate.
The point of scouting is to identify targets so that you can decide which targets are worth your time.
My point, which I elaborated on lengthily, was/is that I can see this/do this just as well by jumping in with 5 leech starships, taking the warppoints defenses over and then deciding whether I want to just move through or take out some stuff, guard stations etc pp.
No scouts required.
To also reply to another post: starships are also immune to ion cannons, as are colony ships AND colony ships are super-cheap. Take 5-12 starships + 10-20 colony ships and you can make it VERY far across the map AND still take a far, far into enemy territory planet and build it up.
"Normal" ships that would suffer from the cannon I mostly stuff into planet defense, so they're only exposed to the surroundings of friendly, captured ion cannons.
Inner-planet-fog-of-wars as another post mentions would be the classic RTS workaround for justifying otherwise useless scouts, but quite honestly I am actually glad I don't have this here.
I just feel I'm forced to micro some more units with the old "scouts are far sighted, tough units near sighted" approach. Surely a high-end ship(or as for any RTS, unit) design that puts an endless amount of guns and equipment and people onto a huge ship wouldn't scrimp on something that would actually allow it to SEE THE ENEMY?
If you play "blind" and simply take whatever you find along the way
I never said that I did. Actually not using scouts makes it less necessary to often take planets as a starship mini-armada can get a lot further / deeper into planets than a couple of scouts(assuming non MK IV scouts which in turn would lead into the investment sense argument) therefore letting you plan ahead better rather than forcing you to take something where to place a base because you can't go any further just by using scouts. 3 hops and back are not a problem usually. Even if this just gives you 1 extra hop of info, that's already a double digit chance that you'll find something more worthwhile than a "compromise" planet you are taking just to get supply and a base and re-scout chances again.
In the current game I took 3 advanced research stations + 1 advanced factory + some resource / axis planets, totalling 9 planets for around the first third of the galaxy. Estimating that there is at most 1 adv. res. left and there are only 2 basically pretty isolated "branches"/galaxy arms left, at the end of which the enemy home is usually placed, I could just push as far towards the end of each branch as possible(which I plan to) before running low on starship hitpoints and then colonzie, repeat 2-3 times and voila, endgame.
I am actually going to see if I feel like trying to find the maximum hops I can go before having to build a base..could be interesting.
beyond how critical it already was.
I still feel this is misleading. "Scouting", yes, scouts, no.
In my opinion, too many RTS games simply rely on bluntly running around and smashing whatever you find
Works extremely well for me as long as I don't smash the warp station+command station for AI progress. If it weren't for the "keeping tabs" AI progress(i.e. punishment for destruction), it WOULD just be that very thing.
I am planning on trying this the next game where I will simply make the capture-or-not-criteria that both resources need to be > 2.
rather than making informed choices and going after targets of value only.
Which you can still do WHILE smashing everything along the way as you can see the systems value as you jump in(see original post).
This is not an either-or situation as you are implying. The whole point I am putting forward is that
one can do all of this without losing knowledge or material investment into scouts.to make scouting even more important than it already was, but expect more in the future. Situational Awareness: it's the backbone of real warfare.
Again the posit here is that scouts are not important, not scouting per se. It's just that I can "scout" without scouts..
As for the backbone, I have found that here it's the BFG, the starships, that are the true backbone of never needing to "be afraid".
If you warp into anything with
(5+5)*1.3M + 2x7.3M + 2x6.3?M + 3x 2.3M
roughly 13 + 14 + 12 + 6
=> 45 million hitpoints, you are a lot less inclined to feel the need to peek around the corner first.
Add to that the fact that you can end up with an insta-converted pack of several dozen MK III / IVs rather swiftly, that can now sit within a cloud of 3-5x attack boosting ships, well, again, why scout(with scouts), why worry...
And on a last note, obviously all my scout use so far has consisted of churning out all available units and then ferrying them out at once. They are not going to make it to where they'd actually matter, past 2 planets. The planets next to me I already have supply on and will sit in regardless of whether I scout them or not, simply because I will research raid them. So I will know what their content is, scouts or not, due to sending in research and guard.
As for scout IV tech: You are saying in order to get past 2-3 protected warppoints with decloakers you have to invest the equivalent of 170-510+ turrets or several starships or at least a III+IV tier fighting unit. And even even then you will have the misery of having to wait until the scouts are produced at a potentially way, way back sitting advanced factory that you cannot move or build elsewhere for them to shuttle across 10-20 planets to get to the first unexplored one.
WHY?
I can actually USE hundreds of turrets really well vs having 2-3 dozen of can't-do-jack-against-invaders ships. Or 6x1.3M hitpoint starships or several hundred of true damage dealing ships. Etc.
This game pits you against a superior(gets stronger units you won't have), unending resources having enemy, while capping all of your unit counts and limiting what you can unlock from the get go via the 2k per planet knowledge, making every unlock decision imo a question of "How will this best help me defend or destroy as many enemies while leaving me the least vulnerable vs some ship classes".
Again: Do you want to be holding a gun or the binoculars when the swarm arrives?
And will bombers/starships or scouts blow up the final AI stronghold better?
To me, scouts would have to be a lot cheaper(knowledge price for both unlocks < 500 each, 2k is one planet!) and faster and unit cap higher to be an even remotely attractive investment vs alternatives.