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Question: Which 2 changes you would give to Planet M.U.L.E?  (Voting closed: November 26, 2012, 23:12)
Bigger board - 11 (29.7%)
More types of resources, excluding Water! - 4 (10.8%)
Digger-Machines (to find faster the wampus) - 3 (8.1%)
Transportation (spaceships or whatever: 2x time) - 3 (8.1%)
Layers: world, sub-world... - 4 (10.8%)
Sabotage - 5 (13.5%)
Sabotage Alarms and Defending Systems! - 1 (2.7%)
Water! - 2 (5.4%)
Other (Comment) - 4 (10.8%)
Do what Mt-Wampus Says - 0 (0%)
Different Official Times (didn't want to put this but well...) - 0 (0%)
Total Voters: 20

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Author Topic: Vote for the new game!  (Read 4000 times)
wumpus
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« Reply #15 on: February 21, 2011, 19:14 »

Keep the game exactly the way it is, but PLEASE recreate it for the iPad. M.U.L.E. would be soooo sweet on the iPad!!!
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Keybounce
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« Reply #16 on: February 21, 2011, 19:44 »

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It would be better to counter the initial perceived $472 loss in your example with a bonus event for 4th on that following round.  A $100 or $150 award bonus would go far into quickly eliminating that small early loss.  It would most likely provide the player with enough money to outfit a mule, which leads to production gains.  Before you know it the player will have made up for that $472, and moved up out of 4th place.

I think you misunderstand the point.

We don't need to give that 4th place player any bonus.
We just need to give them enough "assets" to keep them in first place, where they belong.

The point here is that they have something which, over the course of the game, will have a value of several thousand. They paid only 970, and are moved down to 4th place -- they won't get bad events, may get good events, and get beneficial ordering aid.

The only downside I've seen to the 972 turn 1 land is that you lack cash, and cannot do smithore manipulation as well, and cannot get the next land plots to come out. I've seen so many people go on to win from that 972 purchase that I think it is overpowered.

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The big problem with that would be in regard to auctions later in the game when players can afford to spend $3000 or more for a plot.  If your a player that only had $2900 at the time of the auction and could not outbid your opponent for the plot, you most certainly don't want guy's plot valued at $3000.
So let me see if I understand this correctly:
1. You're willing to pay 2900 for a plot.
2. Your opponent pays more, and gets it.
3. I say: Value that land at 2900 -- because you were willing to pay that much.
4. You say: Value that land at 500 -- because some programmer, 30 years ago, assigned that value arbitrarily.
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Chuckie Chuck
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« Reply #17 on: February 21, 2011, 19:48 »

Ok, that is fine for Mule 1, keep it pure, original, but this forum is for Mule 2 and it's supposed to be different.

Why not have inflated land values, it would be like the real world right, maybe even include the land bubble concept and watch the value of land crash near the end of the game when all the plots are filled.
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Chuckie Chuck
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« Reply #18 on: February 21, 2011, 19:59 »

Keep in mind, the original was written for a computer with 48 KILOBYTES of RAM and ran from a 170K Floppy Disk.  The only way they could have made the formulas more realistic would have required additional code and slowed the game down quite a bit do to needing to go through the rounds in stages loading different pieces of code of the disk repeatedly throughout the game, and even at that, I'm not sure you could do it on just one side of the disk, may have require disk flipping to make the game much more realistic.

On the Commodore 64, the constraints shrunk even more than the Atari, with only about 55% the memory available to the program.  The rest was dedicated to running the OS.  (Because running the DOS in ROM without loading it into RAM during power up would have made the computer intolerably slow, not that it was by any means a fast computer anyways.  Even in 1982, the 1 Mhz CPU in the Commodore and Atari were Slow CPUs by comparison to the business computers running 16 bit CPUs at nearly 5 Mhz.  Granted there were design flaws in the 64 that made the disk system slower than it should have been, but many of us found ways around that, via accelerator cartridges and fast booters.)  A stock out of the box 64 took 2 minutes to load a game that filled the RAM to full capacity.  With the Fastload I use, that cut down to under 30 seconds.  With some of the more invasive options (JiffyDOS with Parallel accelerator cables, etc, you could cut the time down to almost nothing.)  The fact remains, those were different times, and for the machine it was written for, the original M.U.L.E. was AWESOME.  I don't want to loose that feel, but I do think Mule 2 deserves some new concepts.  The computers can handle it now.
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Mt-Wampus
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« Reply #19 on: February 21, 2011, 20:21 »

      I would love to see a NO LUCK version of M.U.L.E. No events at all good or bad. 1st round everybody starts out even with no advantages and no 1st round auctions. Each player could buy up 25% of the resources from the store for the 1st round only and after that anything goes and reverse order rule would go into effect after round 1. Im talking about a game of pure skill with no influence from events at all. No excuse making! Everybody starting even and planning a winning strategy.
      I know most would think this sounds repetative and all but with the different Mountain layouts and Crystite locations plus the various playing styles of Planetmule players i think guys would be surprised. Not talking such a idea for Mule 2 but as a 3rd option. Regular Mule/No luck Mule/Mule 2
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Chuckie Chuck
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« Reply #20 on: February 21, 2011, 20:26 »

Back to my thought...

Make Mule 2 have selectable features options.

Options....

Random Events (on/off)
Map Selection (Classic/Extra Plots/Sphere)
Colluding (on/off)
Development (Simultanious/Turn Based)


Anymore?
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Mt-Wampus
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« Reply #21 on: February 21, 2011, 20:30 »

1st round Auctions- on/off
Plot loss/award- off/on/starting 4th round


Back to my thought...

Make Mule 2 have selectable features options.

Options....

Random Events (on/off)
Map Selection (Classic/Extra Plots/Sphere)
Colluding (on/off)
Development (Simultanious/Turn Based)


Anymore?

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Chuckie Chuck
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« Reply #22 on: February 21, 2011, 20:34 »

Another one

Number of Players

In Classic, Automatically 4

Extra Plots (3,4,5,6)
Sphere (3-8)

Could get really long games here, but maybe at some point someone may just want to take advantage of that option, get a whole gang of friends together for an all nite local lan game or something - (Be like playing the Risk Board Table Game)  Those can go FOREVER!


P.S. Numbers include AI players.

Should also include options for number of human players as a sub option.  Maybe you want to be 1 player on 8 AI for training mode, lol.  Def could be a challenge if AI was done right.
« Last Edit: February 21, 2011, 20:47 by Chuckie Chuck » Logged

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Mt-Wampus
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« Reply #23 on: February 21, 2011, 20:40 »

     Nice to meet you the other day Chuckie. Dont get to talk Chico/Los Molinas/Red Bluff with to many. Was bringing back the memmories. I might have to break out the old 60s home movies from the classic summers at Sycamore pool and the happy acres playground or whatever its called. Haha


Another one

Number of Players

In Classic, Automatically 4

Extra Plots (3,4,5,6)
Sphere (3-8)

Could get really long games here, but maybe at some point someone may just want to take advantage of that option, get a whole gang of friends together for an all nite local lan game or something - (Be like playing the Risk Board Table Game)  Those can go FOREVER!
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Chuckie Chuck
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« Reply #24 on: February 21, 2011, 20:45 »

Haha, Caper Acres, my kids love that place, there are a few new things in there in the last decade, but the original stuff we remember is still there too.
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Mt-Wampus
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« Reply #25 on: February 21, 2011, 21:56 »

      Thats what i love about Bidwell Park. Everything is exactly the same as it was back 40 years ago. Very rare in todays day of upgrades and tearing things down that we love. I am 46 and have gone there since the late 60s. Lots of home movies of the area going back to the 60s





Haha, Caper Acres, my kids love that place, there are a few new things in there in the last decade, but the original stuff we remember is still there too.
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Hotblack Desiato
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« Reply #26 on: February 24, 2011, 19:26 »

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Why not have inflated land values, it would be like the real world right, maybe even include the land bubble concept and watch the value of land crash near the end of the game when all the plots are filled.

     Do not confuse real estate with land value.  Land is valued by dimensions, terrain type, and location, whereas real estate includes inflated values from structures constructed on the land.
     If one had forty acres of clear and level land that they divvied into twenty lots, each being equal in size, say two and a quarter acres (having subtracted for roads), each plot will be of equal value with only a slight deviation from location, such as a corner plot on an intersection.

Quote
So let me see if I understand this correctly:
1. You're willing to pay 2900 for a plot.
2. Your opponent pays more, and gets it.
3. I say: Value that land at 2900 -- because you were willing to pay that much.
4. You say: Value that land at 500 -- because some programmer, 30 years ago, assigned that value arbitrarily.

     I don't believe the original land value of 500 was contrived arbitrarily.  It's of relatively low value held at a flat rate, thus making it a very low influencing factor of the game, which is why a player with 9 plots can win against a player with 12 plots, because the game is concentrated more upon the market strategies.  In your proposal to value auctioned plots at the price for which they are purchased would greatly unbalance the game, because the guy who spent 2900 on the plot now has a 2900 point advantage versus only gaining a 500 point advantage (assuming all values remain static).  If this were the case I'd spend every cent I have to win a plot, because there is no money loss, thus no risk in spending a fortune for it!

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We don't need to give that 4th place player any bonus.
We just need to give them enough "assets" to keep them in first place, where they belong.

The point here is that they have something which, over the course of the game, will have a value of several thousand. They paid only 970, and are moved down to 4th place -- they won't get bad events, may get good events, and get beneficial ordering aid.

     A bonus will increase a player's net worth via money, assets (food and energy package/2 bars of smithore), or land (free plot).
     Here you now suggest land value changing during the game versus being static with your proposal to value auctioned plots at their purchased price.  So what are the conditions required to increase/decrease land values?  Will the outfitting of the plot influence the land value?  What is the base value of a piece of land,  in other words what are the free plots selected during the land grant and the free plot award initially worth?  Anything?  Explain.  Nonetheless purchase price has never influenced value in capitalist systems. 

     In regard to adding a variable land value table for Mule 2, I would suggest something along these lines so it would still keep the game more centered on the production of the market commodities, rather than being the greatest landholder.

Giving a base value (v) of 500 (I'd still keep this low) for each plot, terrain type is valued at:
Mountainous = v-10%(v)
Plains = v
River =v+25%(v)*

* assuming same board layout containing only four river plots.

plus an additional land value modifier based on the outfitting of the terrain type, such as:

Food = +10%(v) on river, +0 on plains, -10%(v) on mountainous
Energy = -5%(v) on river, +10%(v) on plains, -15%(v) on mountainous
Smithore = +0 on plains, +5%(v)/+10%(v)/+15%(v) for mountainous*
Crystite  = +0 on plains and mountainous

* assuming same structure 1-3 mountains contained on a mountainous plot.

     IMO this will add a more true real estate factor to the game.  If you want to take it another step further by adding locational value,once again assuming the same first edition board layout, add a modifier that increases land value the further it is from the store, and/or a outfit modifier such as:

F & E = -%v on right, +%v on left
S & C = +%v on right, -%v on left

     Another alternative/additional modifier could be to have a varying number of plots available on the boards each game that would slightly change the base value of land in relation to total number of plots on the board, greater value for below average and lesser value for above average total number of plots.

Etcetera.

Thanks,
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Chuckie Chuck
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« Reply #27 on: February 24, 2011, 19:36 »

That's why I suggested "Housing Bubble"

Through out the game, you have that advantage of land being worth more, but on round 12, it could plumet back to reality of what it's really worth because all the plots were claimed by round 9 or 10 usually, demand dropped, price dropped, just like everything else that we manipulate and do bubbles with (Smithore Bubble, Energy Bubble, Food Bubble.)

So last round, suddenly that big advantage disappears, could be a shocker to people who think they're doing really well, and suddenly land is back to $500 in last round.  Could definitely change the dynamic of game play.  Mean trick, but mimics what really happened the last 6 years.
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Keybounce
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« Reply #28 on: February 25, 2011, 08:30 »

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We don't need to give that 4th place player any bonus.
We just need to give them enough "assets" to keep them in first place, where they belong.

The point here is that they have something which, over the course of the game, will have a value of several thousand. They paid only 970, and are moved down to 4th place -- they won't get bad events, may get good events, and get beneficial ordering aid.

     A bonus will increase a player's net worth via money, assets (food and energy package/2 bars of smithore), or land (free plot).
     Here you now suggest land value changing during the game versus being static with your proposal to value auctioned plots at their purchased price.  So what are the conditions required to increase/decrease land values?  Will the outfitting of the plot influence the land value?  What is the base value of a piece of land,  in other words what are the free plots selected during the land grant and the free plot award initially worth?  Anything?  Explain.  Nonetheless purchase price has never influenced value in capitalist systems.

Alright, lets try this one more time.

I'm saying that if you paid 972 for land on turn 1, value that plot at 972. Actually, my suggestion was to use the second best price -- what the other person would have paid. That still makes it 972 based on most games I've played in having two people at that price.

It doesn't need to change with time, with outfitting, etc.

"free" plots are still the 500 per plot.

>      A bonus will increase a player's net worth via money, assets (food and energy package/2 bars of smithore), or land (free plot).

But the point is to recognize that this person is really in first place. You know it's a big value because other people were willing to pay that much. You know it's that valuable because over the course of the game it will more than pay for itself.

If your goal is to give them an automatic "benefit" sufficient to bring them into the first place curse, then it becomes really valuable to buy yourself into rich trouble.

In fact, if you are going to give them a bonus, then it becomes possible to spend more than 972, and still get a mule down.
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Hotblack Desiato
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« Reply #29 on: February 26, 2011, 08:22 »

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Alright, lets try this one more time.

     It's just a friendly debate, don't let it frustrate you for I do not hold you ill regard.  Ultimately I think we're both looking for similar results, but just disagree as to how to best achieve those results.

Quote
the point is to recognize that this person is really in first place. You know it's a big value because other people were willing to pay that much. You know it's that valuable because over the course of the game it will more than pay for itself.

     Agreed, due to the potential production that an additional plot (especially earlier in the game) offers there is great potential value in having that additional plot.
     The reason the player that spent 972 on a plot in the first round moves to fourth place is due to the 472 loss generated from the difference of the 972 spent and the 500 land value.  The problem typically generated by this first round action is that it becomes rather easy for that player to ride out the first half of the game in fourth place reaping the fourth place bid and land grant benefits, and the eventual <8 mule benefit.  Fourth has the advantage of being first in buying/selling, and of winning the plot they want in the land grant phase.  Odds are in favor that this player will eventually end up with some good crystite plots by end game.  It's may also lend them an advantage to the first big smithore dump that is common to most games.  If timed and executed well mule dumping during the <8 mule round can prove to be a very lethal weapon for fourth place to employ.
     I believe you would like to see that plot's potential added into the value of the plot by valuing it at a price relatively close to, if not, the price that it was purchased as a means to eliminate the aforementioned.  Correct?
     While inflating the land value will keep that person out of fourth place; I feel that it would eventually do more harm than good.  In my perspective it removes a lot of the risk in buying a plot of land, especially in later rounds when the auction plots could go for up to 3000 (and sometime even more) because most players are willing to pay that much for the additional plot.
     IMO to value an auctioned plot at ~3000 would unbalance the game tremendously.  A player that obtained the average 11 plots in game during land grant without having purchased one would have a land value of 5500.  While a player that did the same and paid a little over 3000 for an extra plot valued at 3000,  finished with 12 plots valued at 8500,rather than 6000.  That's a huge difference for others to compete against, plus don't forget, it's compounded on top of the production potential value that the plot provided to the player.
     I see this as adding an advantage on top of an advantage.  I think it would eliminate the chances for the players not as fortunate in acquiring land (9 or 10 plots total) to win.
     It's one thing to compete against the extra 500s and the extra production that other players with better land advantage have, but one skillful enough at playing the market (possibly playing off of an event such as a late store fire) still has the potential to win the game.
     I think that if you remove the equality of land in this manner you'll end up placing the greater landholders further out of reach from the lesser landholders, thus making it nearly impossible for them to win. 
     And as far a removing risk, there have been games where I've witnessed players buying their defeat by overextending themselves in late auction rounds.  They spend too much for the piece of land, and end up not being able to rebound the loss.  Probably because they didn't have the time to develop it for a few rounds.  If the value of the plot were overinflated to roughly the purchased price it wouldn't matter, because there would be very little loss, if any.  Do you disagree?

Quote
If your goal is to give them an automatic "benefit" sufficient to bring them into the first place curse, then it becomes really valuable to buy yourself into rich trouble.

In fact, if you are going to give them a bonus, then it becomes possible to spend more than 972, and still get a mule down.

    First, player events only occur from rounds 2-11, thus the latter statement would not be true for round 1.
    Secondly, my goal is not to hurtle the player that bought a plot in the first round into first place (although receiving a free plot on round 2 could end up putting them in first on round 3).  I just want it to be more difficult for them to ride along in fourth for the first half of the game while the whole time snagging all of the best crystite plots during each land grant.
     I think the early monetary awards are generally around 50-150 for rounds 1-4, while the 2 bars a smithore award would most likely have a steadily increasing value of 50 up to 230.  The food and energy package would also have it's small added value.  In general the awards are a small and temporary  added value, with the free plot being of greatest value in the early rounds.   
     In many of the Planet Mule games I've played it at appears to me that second and third tend to get more early round bonuses than fourth.  Seems like fourth more often doesn't get awards until the later rounds when they tend to be more superfluous  It's my opinion that fourth should be the one getting the awards in the early rounds over second and third.
     I believe that an early award to fourth (especially on round 2) will help nudge (or persuade) them out of fourth.  A small money award would nip away at that 472 deficit that helped a player into fourth, and it would add incentive to get the plot developed, thus causing the player to make back that purchasing loss through productivity.
    I think this would help deter the low rider tactics that I see a lot players, including myself sometimes, administering during the early game to purposefully sit in fourth for the land grant perks (granted lag can affect this as its no surprise to occasionally see the host win out over another player).
    However this shouldn't unbalance the game as the player events are already a part of the game.  I would just like to see fourth get them more in the early rounds as opposed to the later rounds, when they have a little more impact on the player.


Thanks,
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