Move and Do's

Helpful hints on playing the game.

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Move and Do's

Postby Thom » Wed Apr 29, 2015 1:18 pm

A number of players always are missing a valuable asset in playing the game. Actions that both move the fleet and perform an action. Early on when Takamo was a play by mail game where every action cost 20 cents it made perfect sense to have to move your fleet to a location and then use another 20 cents to perform an action. However when the game was restarted as a play by mail game in the late 90's it became a monthly subscription rather than a pay per action game. To that extent we also limited the number of actions a player could do every week to 40. Later we raised it to 50. At that time it became increasingly apparent that 40 actions, or even 50, were not close to enough to accomplish much.

So I began converting many actions to a move and do. This greatly increased the number of things a player could do every turn. However many players today don't take advantage of every one at their disposal and that's a shame. But if you want to take advantage of these additional actions open up the Input page and click on the Action Codes button in the upper left hand corner. Each action that is a move and do has the description of the action and the phrase + Move Fleet.

Some actions like setting the new combat directive for the fleet actually performs the action before moving the fleet. So not all of them move the fleet last. Also some that may seem like they'd be a good candidate for a move and do still are not. This has more to do with game design than function so check each one just to make sure.

So get the most out of your 50 actions every turn.
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