Counterfactual Scouting

From Achron Wiki
Jump to: navigation, search

Counterfactual scouting is scouting a location on the map and then undoing sending the scout. A single scout can be redone to scout multiple locations in a short amount of Game Time. The scout can provide information on what is where even if it is destroyed and in the end make a safe move. Outcome: a lot of information is gathered and the scout is safe. As these tidbits of information are on only partial timeline slices paradoxed units can be missed as well as changes that have happened afterward in Real Time.

Because units do not have to worry about their safety the amount of distance covered before getting killed becomes important. A weak defensive position may not prevent it from being scouted totally but a strong defensive point might protect deeper parts of it from being scouted. This is turn can counter acted by using more scouts.

Counterfactual scouting can reveal to your opponent which area you are interested in. A defensive position that constantly kills counterfactual scouts knows that danger can be expected.

Because counterfactual scouting doesn't need to permanent it can utilize timewaves that have a radically different situation. For example using nukes in one timewave and then canceling them immediately allows the scouts to move past the initial defence deeper into enemy territory without any nukes actually (permanently) being spent. Also if the opposition makes a mistakes or leaves a hole open in their defence counterfactual scouting can be used to gain intel advantage despite the opposition undoing that mistake later.

[1]