Anyone else use Cargo hull for early game scouts?

I notice a lot of people talk about using tiny ships as scouts in the early game, but I have always made my early scouts out of Cargo ships. They can fit a lot of engines and sensors, making them very efficient at quickly exploring large chunks of space. Plus it's fun to design large deep-space research vessels in the ship editor.
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Reply #1 Top
I build extra survey ships out of cargo hulls. cargo hull, 1 survey module, no other sensors (the survey gives 2 sensor), and the rest engines and life support. They scout for me in the process.
Reply #2 Top
I absolutely use cargo ships as scouts, but especially, as tetleytea suggested, as survey ships.
Reply #3 Top
In metaverse games I only use cargo hulls for scouting and as survey vessels. They can still have decent speed when seeing 4-5 pc's out and having long range.

In non-metaverse games I use omega mod 2.0 the scout hull costs only 7bc apiece and has a base move of 2 (with no maintenance). Even at the beginning my secondary planets can churn those out in 1-3 turns.
Reply #4 Top
I go for impulse drives and survey modules as soon as possible, and build several survey ships based on cargo hulls that are heavy on engines with decent range. That's on a gigantic map with abundant anomalies. It usually pays off quite well, and helps to also find many resources earlier than I would otherwise have.
Reply #5 Top
Always
Reply #6 Top
Yep, exactly the same here. Go for Sensors 1 and then at the least Ion Drive, Impulse MK 1 if i think the map requires it.

My question is, what do you do with them after the anomalies are gone?

Me, i turn them into freighters.




Reply #7 Top
I use Tiny Ships +Ion drive +survey module + Life support as they fit in.
They won't be the fastest, but therefor I can build much more of them and especially much faster. The cost difference between a Tiny Hull and a cargo Hull early on is pretty extreme and will mean many turns difference in production time.
I think at the start you can match 2 Ion drives+survey module into a tiny hull (or maybe that is with the first miniaturization...can#t remember exactly /shrug)
But I use to play with +1 speed bonus, that helps some there.

Once they run out of anomalies in their reach I replace the engine(s) piece-by-piece by life support so they can scout more.
On a medium map with lots of anomalies I usually have 5-6 such scout ships real fast which mean I get the majority of anomalies, which helps me a lot to grab a lot worlds early on.

Once they run out of anomailies completly I send them to the worlds I want to trade with (which need to be also somewhat close to one of my planets/starbases, but this isnt a major issue on a medium map) and then replace all their interior with 1 trade module (I think already the 2nd, maybe the 3rd miniaturization level allows you to do so)

All in all, I use the tiny ships because they are cheap and can be produced real fast in the early game and later can still be converted to trade ships.