Scans

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Scans are your eyes to the world outside your colony. Although not error-proof, they are the best way to discern the strength of your neighbors but remember that there is a possible 25-50% error in the scans, depending on the type of scan.


Contents

Conducting Scans

To scan, first click the target you wish to scan. Then, click the circular eye button above the target (See above image). You will be presented with your scan choices, choose the appropriate scan. If you have the needed energy, the scan results will appear in your events: intelligence panel. Note that there is a different procedure to perform satellite scans that is outlined below.

Basic Scans

To perform basic scans, you need to have the UAV Control structure built, see: Scan & Covert Ops Structures.

Military Scan

image:military_scan.jpgCosts: Image:Energy Symbol.jpg 10 Energy

Gets the chassis percentage and unit for all hostile squads at the target. This is useful for learning how many enemies are defending the target, so you have a rough idea how many to attack them with.

Note: Doesn't show the units that are being trained or are not part of a squad. This scan has an accuracy of +/- 50%. This means 50% of the actual amount of units, not of the scan result. This means that the actual number of units may vary from 66% to 200% of the scan result. (See Accuracy of Scans above)

Ex.

Incoming Scan

image:incoming_scan.jpgCosts: Image:Energy Symbol.jpg 10 Energy

Get the chassis percentage and unit for all incoming hostile squads at a target. This scan can also be performed on your own colony to see what is attacking you.

Note: This scan has an accuracy of +/- 50%. This means 50% of the actual amount of units, not of the scan result. This means that the actual number of units may vary from 66% to 200% of the scan result. (See Accuracy of Scans above)

Ex.

Advance Scans

To perform advance scans, you need to have a Spy satellite built, see: Scan & Covert Ops Structures. Advance scans cost more energy then basic scans.

Adv. Military Scan

image:advmilitary_scan.jpgCosts: Image:Energy Symbol.jpg 20 Energy

Get information on weapon types, percentages, and unit count. This is like the normal military scan, but you can additionally see how much concussive, beam, or explosive weaponry your enemy has, so you know what to build (eg if they have many concussive weapons try not to attack them with infantry because they get a good bonus against infantry with concussive weapons).

Note: Doesn't show the units that are being trained but will show any units fully trained and not in squads as well as any units in squads currently on the target. This scan has an accuracy of +/- 25%. This means 25% of the actual amount of units, not of the scan result. This means that the actual number of units may vary from 80% to 133% times the scan result. (See Accuracy of Scans above)

Ex.

Colony Scan

image:colony_scan.jpgCosts: Image:Energy Symbol.jpg 20 Energy

Info on population and resource levels of the target colony. This is useful for checking to see if your opponent could be capable of building a large army all of a sudden to defeat an attack you send, if they have high amounts of metal/oil consider sending a larger force to compensate for possible reinforcements.

Jam Radar

image:jam_radar.jpg Costs: Image:Energy Symbol.jpg 20 Energy

The 'Jam Radar' is one of the most used scans in the game. Depending on what you use it on, it will disable one or two of five possibilities for a random duration of 3 to 6 ticks:

  • Target's radar tower - Radar OP & Colony
If the target has other radar in the area though, they'll still be able to have radar. Their alliance could also tell them what is coming so it is a good idea to jam a whole alliance's radar systems, if you have the energy.
  • Colony Satellite link (Unable to use satellite scan) - Colony Only
If the target has other radar in the area though, they'll still be able to have radar. Their alliance could also tell them what is coming so it is a good idea to jam a whole alliance's radar systems, if you have the energy.
  • Silo launch targeting computer (Cannot fire nuke) - Silo OP Only
Stops that silo from firing its nuke. After it's over, the nuke can be fired once more so it's best to knock them out.
  • Teleport Gate Window (Stops the use of the Teleport Gate) - Colony and Teleport Gate
Stops the use of the teleport gate currently being Jammed

Satellite Scan

Costs: Image:Energy Symbol.jpg 20+ Energy

A satellite scan is different from the others as you need the radar building 'Launch Satellite' rather then intel. Scans a region for squads and outposts with your satellite. Scanned data is automatically shared with your allies. A satellite scan costs a minimum of 20 energy for 5 ticks and increases in cost as the number of ticks that it will be used for is increased. Also if you have an existing scan and then someone jams your radar, you still have radar from your scan.

A satellite scan costs 20 energy for 5 ticks, and 2 additional energy for every tick you increase the length after that. For example: 10+(10X) energy spent = 5X tick scan.

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