Move and Do's

Helpful hints on playing the game.

Moderator: Tregonsee

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.
Thom
 
Posts: 164
Joined: Sun Aug 17, 2014 10:34 am

Re: Move and Do's

Postby ImperiumLafayette » Mon May 28, 2018 7:45 pm

However when the game was restarted as a play by Email game in the late 90's...


Fixed it for ya (proofreader wanna be)...
User avatar
ImperiumLafayette
 
Posts: 133
Joined: Tue May 22, 2018 4:06 pm

Re: Move and Do's

Postby CHARON EMPIRE » Mon May 28, 2018 7:55 pm

You will find the pdf rules book is really not up to date on the action codes, but, open this link from Thom:

http://magic.hobbytown.com/takamo/input.aspx Copy and paste into browser if it doesn't work when you click on it. It is the turn input page, in the upper left corner is a button, action codes, not to be confused with check actions, when you click this button the up to date action codes will open, may take a few seconds sometimes. Go to the end, look for action code 255, it is a move n do.
Last edited by CHARON EMPIRE on Mon May 28, 2018 8:30 pm, edited 1 time in total.
User avatar
CHARON EMPIRE
 
Posts: 192
Joined: Tue Aug 19, 2014 4:04 pm

Re: Move and Do's

Postby ImperiumLafayette » Mon May 28, 2018 8:27 pm

Ok, so the Action Code list that appears when you click the button is up to date? Kewl! 8-)
User avatar
ImperiumLafayette
 
Posts: 133
Joined: Tue May 22, 2018 4:06 pm


Return to Takamo Playing Tips

Who is online

Users browsing this forum: No registered users and 2 guests

cron