Planet M.U.L.E.
Planet Mule 2 => Ideas => Topic started by: gdgdgdgd on January 26, 2010, 15:14
Title: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on January 26, 2010, 15:14 There should be powerups like more speed.
You should be able to select the size of the board to a maxium of 9x9. Also up to 5 players. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: piete on January 26, 2010, 15:48 I personally think the original MULE is as close to perfection as a game can be. But it doesn't mean another version or game couldn't get there, too.
I'm for sure willing to experiment any new versions of the game. Most of the new ideas presented on this forum are very interesting and I can't wait to play something different. Don't remember if somebody has already said it but the playfield could be in "3d" in a sense of a rotating planet, if you run enough to one direction you would end up again in the store. So even bigger than 9x9. With even more players. And a longer game... or not if everybody does their development simultaneously. Then the auctions could be simultaneous, too, with the screen divided in different auctions, with some kind of mouse-driven management... so a bigger and shorter game, what about that? Sorry to digress but this post gave me these ideas... Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on January 26, 2010, 17:44 Thanks for the ideas
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on January 26, 2010, 23:26 please more people give ideas
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: piete on January 27, 2010, 11:13 Commenting my previous comment: the "3d" planet would do justice to the name "Planet M.U.L.E." so I really hope it is taken into consideration! :-*
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on January 27, 2010, 14:40 yes, because if not it isnt a planet.
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Jaradakar on January 29, 2010, 03:36 There should be powerups like more speed. You should be able to select the size of the board to a maxium of 9x9. Also up to 5 players. Currently I believe the discussion for MULE 2010 is to increase the number of players to 5 -- which naturally leads to needing the map/grid to also be bigger. Of course one of the other goals is to speed the game up so that games don't take 1.5 hours (I think the goal is to get it down to just 1 hour). Which if you think about it, adding a 5th player adds time so it's not an easy challenge. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: piete on January 29, 2010, 10:35 Of course one of the other goals is to speed the game up so that games don't take 1.5 hours (I think the goal is to get it down to just 1 hour). Which if you think about it, adding a 5th player adds time so it's not an easy challenge. Not necessarily, see what I wrote earlier. If development AND auctions happen simultaneously, a game can become even shorter. Handling the auctions simultaneously in practice will be a challenge and will require at least mouse control. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on January 29, 2010, 20:44 We actually dont need to use mouse piete.
Because we can use the arrows. ???????? Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: piete on January 29, 2010, 23:04 Using arrows may be too slow to handle 4 simultaneous auctions. At least that's the feeling I've got but I'm willing to test either implementation.
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on January 30, 2010, 17:29 well that maybe can be true. :)
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Jaradakar on February 02, 2010, 20:45 Of course one of the other goals is to speed the game up so that games don't take 1.5 hours (I think the goal is to get it down to just 1 hour). Which if you think about it, adding a 5th player adds time so it's not an easy challenge. Not necessarily, see what I wrote earlier. If development AND auctions happen simultaneously, a game can become even shorter. Handling the auctions simultaneously in practice will be a challenge and will require at least mouse control. I'm not sure adding mouse control is a great idea. It really depends on future plans for consoles. If they developers plan on expanding the game to consoles it might be better to stick to the more joystick control scheme. As to simultaneously phases that is also being discussed as well as a more radical real time version. Problems that occur in my mind is that for auctions to really work well and be a social experience they need to happen at the same time. Yes, you could move to a more ebay like structure where you post min and max bids so that you can choose when you want to go to the auction house. One idea I had was that all auctions would resolve at a specific time no matter when you post them. So that way everyone (if they want to) could head to the AH to try to under cut each other all at the same time. Unless of course you set your max bid to be really high and don't care... While real time (RTS?) would speed things up a ton... I'm still not 100% it's the right direction to go. Would it still feel like MULE? To me part of MULE's charm and character is it's turn based board game like feel. So will see what the dev's think (I'd love to try a real time version ;-) Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Keybounce on February 18, 2010, 02:23 As to the size, how about very, very large.
Don't increase the turn time. Land plots close to the center have more value than land plots farther away. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on February 18, 2010, 20:35 thats true
if you are in the center you are near the market Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on February 24, 2010, 19:22 Enter to Vote!!!
:) Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on March 11, 2010, 22:25 vote quickly :)
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on March 11, 2010, 22:33 There should be upgrades for the plots like to put better soil for the crops.
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: thx1138t on April 04, 2010, 05:09 Forgive me for being "Old School" - I began playing M.U.L.E. on my C64 back in the late 70's with a group of friends. This is the ONLY game from those days that some of us STILL play (Emulator).
I think that the main reason that we still enjoy M.U.L.E. is tied up in the competitive plot grab, followed by the turn based development phase that is followed by the interactive auction and resulting ranking. I like the idea of more players, added race(s), and bigger area. I also really enjoyed a hunting, and catching a Wompus, which gave a player extra money - perhaps this feature could be added and the result of a successful hunt might give the player more time - which would serve the same affect of a Power Up. As to greater valued land -since it takes longer to get to the outlying plots (especially if the board is enlarged) then perhaps the further away a plot is from the market should raise it's value. As to time limit, on the old C64 in tournament mode a game took just about 1 hour. That seemed (and seems) to be an excellent target time to maintain. Enlarging the area and/or adding more players while maintaining a turned based development phase may well push game time to 1 and a half to 2 hours. So perhaps a Simultaneous Development Phase? Which could open the game up to races for a limited number of M.U.L.E.s. In order to maintain the current reversing of turns when fewer than 8 M.U.L.E.s are available, perhaps the players could be "frozen" for a limited time, with each player becoming "unfrozen" in the order of Last Place Player first and the First Place Player last? While we would lose the turned based phase, we would gain another interactive phase. Maybe not such a bad trade-off. I like the concept of a 3D playing area, not certain of how it would actually work - especially for those with slow connections. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: veridia on June 07, 2010, 04:14 One thing that would speed up the game is removing the delay before an event strikes. I get sick of waiting 10 seconds of nothing happening only for the game to announce a fire in store. The delay is actually so long that I end up thinking that nothing is going to happen that turn.
Take 12 rounds, with 1 event per round, and that 10 seconds adds up to 2 minutes of game time. (10 seconds per event.) Mind you, in the C64 version a fire in store was announced instantly after the last bit of production was finished. Same goes for pirates, earthquake, pest, etc. Also, the earthquake occurred before production, instantly after the last player finished his turn. Remember that the game flows like this... 1. Land Grab 2. Land Auction (random) 3. Players take turns (with each having a chance at good luck/bad luck) 4. Pre-Production Events (earthquake, sunspot activity, acid rain storm, mule radiation, meteor strike) 5. Production 6. Post-Production Events (Pest attack, pirates, fire in store, nothing happens) (About Events) Also note that only pest attack, and mule radiation are events that effect a specific player. Other events should be allowed in the 1st round as they are non-player specific. 1st turn fire in store makes for a very interesting game. 1st turn pirates also eliminate one of the two possibilities of the pirate event. There are lots of subtle reasons why first turn events should be acivated. 7. Smithore Auction 8. Crystite Auction 9. Food Auction 10. Energy Auction 11. Colony Summary 12. Repeat steps 1 through 11 for the next turn. If you really want to make the game interesting, randomize the players starting gold from 900-1100 and activate 1st turn good & bad luck. Just make should that players with only 1 plot of land can not receive the lose a plot of land event. (as per original rules) But if you buy a land on the 1st turn, it is at your own risk. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on June 10, 2010, 18:37 yes but also it would be cool to be one step more,
one that you can upgrade your plots of land, or something like that Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Blitzen on June 26, 2010, 06:04 Flame throwers.
This game needs 'em badly. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: cerealbusiness on August 13, 2010, 08:23 I like all the radical ideas here! Obviously it would transform mule into something different but a really cool different! Real time, bigger size, wrap around globe, more players, all sounds really exciting for a new way to play this game. :) I think that this path could lead to more challenge, more complexity(if new resources or gameplay twists are added), and more exciting gameplay.
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: MuleyMan on August 13, 2010, 16:27 Lets see where the new development is and where it COULD go:
Version 2 will have 4-6 player available with 2 new rows of plots (44 now to 64 in ver 2) Each round, players choose which character to use for that round starting with player in last place. Each character has different attributes like the original description told of but didn't use. Leggite is faster, flapper gets more time, another makes better smithore and so on. In testing, this added a LOT of time to the game. New backgrounds and themes being considered (anyone for Mario MULE?) That and more is what i saw in early development. Actually having a character different than others that act different is novel and perhaps about time! Definitely added new levels to strategy because you don't always need extra ore or time but energy. 5 player(bout 13 plots each). server based, last is first strategy, with audio chat is what I hope to see. Imagine choosing a character that sprays sparklers behind him that for just that round, puts small pits in the ground slowing others on their turn but not yours. Wanna screw over #1? Spend half your time making a crater on 1 of his undeveloped and make him or her take 2-3 times as long to develop a prime plot. Or just make a moat around his area of the board! What do you want to see? What character from the original character descriptions is your fav? What character would you create? How would it work? I vote for a Bomb Brad button and ask for your support (jk mr B). lol The new version being worked on at this time needs good ideas that are thought out and clearly described. The original idea of turn based is critical to the design of Mule. The programmers refused to allow a Mule II to be finished and released because of adding weapons and real time play that totally changed the unique flavor of the original game. hmmmmm, a Spiderman character????? Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: moodzzz on August 17, 2010, 16:03 1st thing you need to prevent people from cheat booting you in a game if you've not disconnected.. you'll lose too many players due to this, as the game needs to be played by a host that isn't inclined to do this ::)
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on September 14, 2010, 00:41 That´s true, they should make 5 Planet Mule Official Servers, so if there are only cheating host people, you can enter there. ;)
Thanks for the good idea. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Blitzen on September 22, 2010, 10:10 I really like the op's idea, I think the added total game time for player turns could be more than made up with a simultaneous development phase which someone else posted about too.
So why not go for double the plots and double the players? And keep doubling things as required to maintain the "scale". Some small compensation for the guys in last place who can no longer let go of all the Mules: add a short queue in the coral and let them get to the "front of the line" whenever they enter right after a higher ranked player. Add some time to the clock to compensate for new queue time. Tack on a "break period" to let everyone peak at the competition from time to time... Oh yeah and add A flame thrower in there somewhere too :) who doesn't like A flame thrower? Think of it like a mobile mule that spouts flames, costing other players hospital bills and to let go of any Mules that go insane from being cooked... you drag it onto someone's plot and they can't move it with a mule in their hands... I'm starting to think tactical nuclear weapons too, for when you really can't stand the injustice of it all and want to make a statement! ;D Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: leahcim99 on September 23, 2010, 01:53 Blitzen, had to say tactical nuke didn't ya? - MuleyMan will now want to upgrade the Brad Bomb to a nuke.
Love the flame thrower idea and your other suggestions are well worth considering. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: MuleyMan on September 23, 2010, 15:09 lol Mike! I gave up on the Bomb Brad Button when Peter Turborilla told me no.
And we don't need no stinkin nukes. The flame thrower idea sounds like my mud flinger where u could run around sprinkling mud to slow others running thru it. Soaking 1 plot in mud makes it not produce or really slow down development on it. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: leahcim99 on September 24, 2010, 03:45 Yes Muley, However FLAMES would look soo much better.
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Blitzen on September 24, 2010, 11:30 Mud should be in too, you don't even need an arms dealer just a river plot and an entire turn producing mud! And think of how much mud a Nuke in the river could shoot up!
But to be honest when I first posted flame thrower (I have 3 posts in this thread) I was mocking some of the suggestions herein! When I elaborated on it I was in a foul mood :) but turned out to be entirely serious about it when I thought about implementing it. However, I admit I am not entirely fond of weapons in Mule, sorta think it brings in a whole new layer or two or game mechanics when the games current layers are great since they have room for extensions and creative new elements. And they keep my mind plenty busy enough already, having to worry about where you are going to put a tree that big is too much. :P Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on September 26, 2010, 00:09 I really like the op's idea, I think the added total game time for player turns could be more than made up with a simultaneous development phase which someone else posted about too. So why not go for double the plots and double the players? And keep doubling things as required to maintain the "scale". Some small compensation for the guys in last place who can no longer let go of all the Mules: add a short queue in the coral and let them get to the "front of the line" whenever they enter right after a higher ranked player. Add some time to the clock to compensate for new queue time. Tack on a "break period" to let everyone peak at the competition from time to time... Oh yeah and add A flame thrower in there somewhere too :) who doesn't like A flame thrower? Think of it like a mobile mule that spouts flames, costing other players hospital bills and to let go of any Mules that go insane from being cooked... you drag it onto someone's plot and they can't move it with a mule in their hands... I'm starting to think tactical nuclear weapons too, for when you really can't stand the injustice of it all and want to make a statement! ;D About that... Well... I don´t think Planet M.U.L.E. is about war... But to put flame throwers AGAINST pirates would be cool. The flame throwers could be put in a plot so if pirates come you can defend yourself. You could put different upgrades as a protection from plagues, or pirates, or any other thing. It is a good idea but with some modifications it could be better. ;) Title: Atari Emulator Post by: gdgdgdgd on September 26, 2010, 00:28 Please go to General Discussion and open the one the says Atari Emulator.
Then write about how much you liked it. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Blitzen on September 26, 2010, 08:49 Fair enough gdgdgdgdgdgdgdgdgdgdgdgd... sorry stutter.
But read my post just before your posts I wasn't at all serious either :) Now whats this about Atari? I never played the Atari version, wouldn't bother with it since the differences I have read about them are important improvements imo. http://www.planetmule.com/forum?topic=1057.0 And how much I liked what exactly??? Maybe I should go read it now... Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Blitzen on September 26, 2010, 09:37 Further to this discussion, I just noticed my suggestion to make development simultaneous has even been considered by the devs already:
http://www.planetmule.com/forum?topic=333.0 I do recognize that seeing what everyone else does is important but I disagree with giving up on the idea altogether though and my earlier idea to add a pause would still only be a "memory game" as you put it. It wouldn't give enough detail about what each player did without a photographic memory... so how about some replay time right after everyone is done going at the same time? Lasting the equivalent to one player's development time to review and replay the entire events of the previous development phase? If you doubled the players this would mean still saving half the time from this process over the original game, and quadruple the time over the original style with 8 players. You could even let each player set playback speed, review in another window even during auctions, rewind, ff, loop! Make that down time in auctions useful for something else kinda thing... I think I'm giving ya'll too many good ideas for free to be not the least bit humble! But I guess its the least anyone can do as a show of gratitude and respect! Title: My Blog Post by: gdgdgdgd on October 23, 2010, 20:03 Here is the link to my Blog where you can find more ideas for Planet M.U.L.E.
http://1playergamer.blogspot.com/ (http://1playergamer.blogspot.com/) Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on February 10, 2011, 22:57 maybe instead of only one random generate level, it would be cool to be different types of color, of the soil. Let's say: you select only the color of the soil and if it already has meteorite holes. The rest to be randomly generated? ;D
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on February 11, 2011, 14:30 Go Voting!
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on February 11, 2011, 17:12 new vote option
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Mt-Wampus on February 11, 2011, 18:38 Stear clear of this new guy gdgdgdgd . He is a bigtime troublemaker! Most probably know already but for those who dont. Yet another new player ruining things for legit new guys.
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: Null on February 12, 2011, 05:46 for players that let go of mules, perhaps double the price of a mule for each player induvidualy as they pull one out. 100/200/400/800 This could get expensive for them. Its a dirty tactic that should still be allowed, but it should be expensive to do with an equal negative reaction.
Perhaps even lower the timer for every mule pulled out of the stable. The first player letting go all mules, leaving the next 3 players without, seems kinda harsh and can really screw even the lowest standing players from ever getting the chance to catch up. Sure, this tactic is to boost prices of ore, and give that player a leg up against all others, but it really shouldnt be at the cost of totaly taking another player out of the game so early in the game. If you want people to stay 12 rounds, why do we do such things that make them want to leave in the 4th round? Extra players? Hmmm I dunno. That seems a bit much. It's hard to determine wether or not you can last an hour and change to play one game. If you're playing with more players, you can expect the game to last much longer, giving a greater chance of loosing players durring and having to play with bots. Fewer rounds... Yes! We should be able to play 6-8-12-+ rounds without choosing training. Though I can see how this might not compare so well with rank standing. someone winning all of their games in 6 rounds shouldnt compare to someone winning all games in 12+ rounds. This is where I would suggest having multiple ranking systems, not just 1. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on February 12, 2011, 14:49 i think Mt-Wampus got ignored........ ;D
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on February 12, 2011, 15:01 for players that let go of mules, perhaps double the price of a mule for each player induvidualy as they pull one out. 100/200/400/800 This could get expensive for them. Its a dirty tactic that should still be allowed, but it should be expensive to do with an equal negative reaction. Perhaps even lower the timer for every mule pulled out of the stable. The first player letting go all mules, leaving the next 3 players without, seems kinda harsh and can really screw even the lowest standing players from ever getting the chance to catch up. Sure, this tactic is to boost prices of ore, and give that player a leg up against all others, but it really shouldnt be at the cost of totaly taking another player out of the game so early in the game. If you want people to stay 12 rounds, why do we do such things that make them want to leave in the 4th round? Extra players? Hmmm I dunno. That seems a bit much. It's hard to determine wether or not you can last an hour and change to play one game. If you're playing with more players, you can expect the game to last much longer, giving a greater chance of loosing players durring and having to play with bots. Fewer rounds... Yes! We should be able to play 6-8-12-+ rounds without choosing training. Though I can see how this might not compare so well with rank standing. someone winning all of their games in 6 rounds shouldnt compare to someone winning all games in 12+ rounds. This is where I would suggest having multiple ranking systems, not just 1. Good Comment! But fewer rounds... i don't think that would be a good poll option but ill put it even though, cause that would make that most of the people want to play the game shorter and no one or too few people would play the normal one, cause it takes more time than a monopoly game... ;) Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: cerealbusiness on March 20, 2011, 23:05 With a bigger map couldn't we increase the size of the actual game window. Up the resolution and bring it closer to full screen. I hat how in the current beta versions they try to cram so much in but if the game were bigger they'd have plenty of room to present everything.
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on April 03, 2011, 19:34 That's what piete said some time ago.
You can enter my blog for more ideas: 1playergamer.blogspot.com (http://1playergamer.blogspot.com) Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: cerealbusiness on April 04, 2011, 00:44 That's what piete said some time ago. You can enter my blog for more ideas: 1playergamer.blogspot.com (http://1playergamer.blogspot.com) good to know im not the only one. i checked out the blog but didn't see any different ides. Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on April 10, 2013, 00:41 It's been a long time ago since the last reply, I wanted to know how PM2 was going. Any comments? :)
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: john256 on April 11, 2013, 13:22 Don't worry, things are still moving :)
Title: Re: Power-ups and size of the board up to 9x9, 5 players Post by: gdgdgdgd on May 19, 2013, 04:47 I think PM could be ported to OUYA, a new gaming console that gives developers a lot of facilities porting games. It would be really cool to see PM being sold on a modern console.
Also, Planet Mule's music is great, you could sell the music on itunes and you may make some good profit out of it. ;D |