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What are your favourite settings?

Posted: Fri Jun 03, 2005 9:41 am
by Father Of All Victories
Do you always play the default settings ? If not, which settings do you prefer ?

Here are the ones I like :
ARMY Production: 4 days Movement: 1 Fuel: unlimited
TRANSPORT Production: 2 days Movement: 4 Fuel: unlimited
DESTROYER Production: 6 days Movement: 6 Fuel: unlimited
BATTLESHIP Production: 12 days Movement: 4 Fuel: unlimited
SUBMARINE Production: 6 days Movement: 5 Fuel: unlimited
CARRIER Production: 10 days Movement: 3 Fuel: unlimited
PARAS Production: 6 days Movement: 8 Fuel: 32
FIGHTER Production: 8 days Movement: 10 Fuel: 20
BOMBER Production: 12 days Movement: 8 Fuel: 32

Posted: Mon Jul 04, 2005 8:09 am
by mrkorb
Army: 2 days, 8 moves
Paras: 6 days, 12 moves, 32 fuel

Fighter: 8 days, 16 moves, 32 fuel
Bomber: Not Active

Transport: Not Active
Destroyer: 8 days, 16 moves
Submarine: Not Active
Carrier: 16 days, 12 moves
Battleship: 32 days, 8 moves

What are your favourite settings?

Posted: Mon Jul 04, 2005 11:43 am
by Father Of All Victories
Waooh! :shock: This is quite a different game!

Posted: Mon Jul 04, 2005 3:12 pm
by Father Of All Victories
For a more dynamic play, I would suggest :
ARMY 4 days 2 moves
TRANSPORT 2 days 4 moves
DESTROYER 6 days 7 moves
BATTLESHIP 12 days 5 moves
SUBMARINE 6 days 8 moves
CARRIER 10 days 4 moves
PARAS 6 days 8 moves 32 fuel
FIGHTER 8 days 12 moves 24 fuel
BOMBER 12 days 16 moves 32 fuel

As for the kind of settings mrkorb has proposed, it seems to me that :
- 8 moves for armies is much too fast as far as only rather small islands are concerned (armies only stay in the island they were built in for there are no transports to get them overseas) ;
- 16 moves for destroyers also is much too fast whereas their only "predators", viz. battleships, are but a very few only (32 days to build!) and will have real difficulties to get their target (8 moves vs. 16) if ever ;
- 12 moves for carriers (+ 16 moves for fighters) makes a total 28 moves for naval air forces which actually is?overwhelming (to say the least) and will let little chance to paratroopers (the only way to have invading armies into others islands when no transports are allowed) ;
- without any bomber (not active) it must be pretty difficult to invade (the adversary can then buid defensive armies in 2 days! and once he has built a battleship he seems invincible (no submarine).

Other opinions or feelings?
mrkorb, could you explain your reasons and observations?

Posted: Tue Jul 05, 2005 2:24 am
by mrkorb
Armies: Raising an army isn't too hard. You just press everybody 18 and older into service, thus 2 days per piece. ;P As for the 8 moves, it allows faster paced play, which I like.
Paras: I love paras. I figure you raise an army (2 days) and you need to train them to parachute (4 more days). Again the moves and fuel help speed the game along.

Fighters: Raise an army, teach it to fly (6 more days). Moves and fuel are as above.
Bombers: One of the most overpowered pieces. Makes it really easy to wipe out a huge number of pieces with one shot. If I did use bombers, I'd probably put them at 32 days as well as battleships. I have no problems taking cities without them.

Transport: I'd never use them anyways since I love paras so much. They're also pretty weak and you can lose 6 armies at once if your enemies get a lucky shot.
Destroyer: I use them for recon and exploration. I also don't feel 16 moves is too much, because often times I wish they could go 17 or 18.
Subs: Really only good vs battleships, which are rare at 32 days. Too easily taken out by planes.
Carrier: My games rarely go over 100 days, and even then I probably only have one city doing carriers, and that's probably not until day 50 or so. That puts me at only about 2 or 3 carriers, and by the time they're produced I'm already at 80-90% world domination. They just fill in the hard to reach places.
Battleship: Again, like the bomber, an overpowered piece that can take out nearly anything in one shot. Also real battleships are huge, so 32 days to produce isn't too far fetched. Like destroyers, often times even 8 moves feels too limiting. The computer usually can put out at least 1 or 2 of them during a game, which I absolutely swarm with destroyers to keep them busy from taking out my port city defenses.

Posted: Mon Jul 11, 2005 7:16 am
by Father Of All Victories
Thanks to you, mrkorb.
HOW is it that the other MOAB players seem to just not mind the settings??? Isn't it a DETERMINING FACTOR in the game?

Posted: Mon Jul 11, 2005 11:58 am
by Legacy
My only real change is disabling battleships sometimes, and I set army moves to 2.

Posted: Tue Jul 26, 2005 10:11 pm
by Garnier
ARMY Production: 3 days Movement: 4 Fuel: unlimited
TRANSPORT Production: 2 days Movement: 6 Fuel: unlimited
DESTROYER Production: 5 days Movement: 7 Fuel: unlimited
SUBMARINE Production: 5 days Movement: 8 Fuel: unlimited
CARRIER Production: 8 days Movement: 5 Fuel: unlimited
PARAS Production: 5 days Movement: 10 Fuel: 30
FIGHTER Production: 8 days Movement: 10 Fuel: 30
BOMBER Production: 14 days Movement: 10 Fuel: 30

Battleships off

Posted: Thu Mar 08, 2007 11:38 pm
by jftsang
Blitzkrieg: half the production time, quadruple the movement and fuel...

Posted: Sat Mar 10, 2007 10:09 pm
by pedroski
I have to say that if you turn of transports at least on easier difficulties the comuter can't play. They don't use paras.

Posted: Fri Jan 14, 2011 4:06 pm
by Legacy
Currently playing:

Army D:4 M:2
Paras D:6 M:8 F:32

Fighter D:10 M:8 F:16
Bomber N/A

Transport D:4 M:6
Destroyer N/A
Submarine N/A
Carrier D:10 M:6
Battleship D:12 M:6

Makes for a lot of back and forth, fairly mobile fighting on islands, and some pretty insane fleet battles, since there's less of the rock-paper-scissors effect with the subs and destroyers off. I've had countless battles consisting of 3-4 battleships on each side, and several huge battles with the primary enemy involving dozen or more battleships on either side, with carrier support. AI seems to deploy their fighters in wings, either launched from carriers, or a few specific cities. They're not as omnipresent as with default rules. Actually makes them more dangerous in some ways, as I've had a few island invasions where I had superior numbers of armies, and battleship support, but enemy air managed to turn the tide and keep me from landing reinforcements or retreating surviving armies via transport.