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Planet Mule 2 => Planet M.U.L.E. 2 Discussion => Topic started by: Peter on September 17, 2010, 14:11



Title: PM2 Gameplay Ideas
Post by: Peter on September 17, 2010, 14:11
We know we'd like to modify the gameplay in Mule 2, but are not sure what to change. We'd want to separate it more from the original Mule, make the playtime shorter (45-60 mins) and try to attract a wider audience. So this is a call for some suggestions and feedback.

When I'm writing now, I'm referring to version Alpha 0.13.38 of our Mule 2 prototype which you can still play here:

    http://www.planetmule.com/mule_0

    (If you haven't already, please try it, even singleplayer, to get a feel for what it's like)

It has 4 changes from PM1:

- 5 Players.
- Each round you select a race and get its special ability.
- Players do their development simultaneously in groups, first 2 leading players and then 3 losing players.
- City and map is visible at the same time.

Here are my own current ideas of how to improve it:

- All players do development simultaneously (saves 47 seconds/round and grouped development is confusing).
- You don't see the other players in development (Because we tested this and it was confusing).
- After development, all player actions are revealed, similar to how hidden computer player development is in PM1.

We call the phase before the auction starts "Collection". That is where the meter bars move up/down and shows previous/current/spoilage/production/critical units.

- Do collection for all goods after production while still showing the map.
- The meter bars and unit count is shown at the bottom of the screen under the map.
- Production dots "fly down" from the map to your meter bars.
- This saves time because all auctions can go right after each other without interruptions for collection.
- We need as much "visible map time" as possible to let players think about their strategies.

Then we're currently removing the HUD:

- Like the original Mule players only see relevant information for the current phase.
- You don't see how much money/goods other players have all the time.
- We can show messages like "Colony has a 5 unit food shortage".

And a few loose maybes:

- Make the game 10 rounds.
- Let players do *something* after going to the pub to fill out the full 47 second development time so they don't sit around and wait.
- Run and grab a plot of land (Land Rush) instead of pressing your button in the slot machine (Land Grant). Easier on new players.

Please give your thoughts on these ideas, and if you have your own suggestions, they are also very welcome.



Title: Re: Mule 2 Gameplay Ideas
Post by: piete on September 19, 2010, 03:16
    http://www.planetmule.com/mule_0
Unfortunately it didn't work.
   
- All players do development simultaneously (saves 47 seconds/round and grouped development is confusing).
- You don't see the other players in development (Because we tested this and it was confusing).
- Let players do *something* after going to the pub to fill out the full 47 second development time so they don't sit around and wait.
- Run and grab a plot of land (Land Rush) instead of pressing your button in the slot machine (Land Grant). Easier on new players.

These comments are valid also for Mule 1.5, if there was ever going to be one:

I like the simultaneous development idea, it was certainly one thing that the then hardware limited, and it saves a lot of time. On the other hand, it would be nice to see everybody developing. Sorry I couldn't test this to see how confusing it was.

It would be interesting to finish development at the same time (to see the bar rush), meaning that if someone has less food they will start later.

Land rush would also be fine for Mule 1.5.


Title: Re: Mule 2 Gameplay Ideas
Post by: leahcim99 on September 20, 2010, 04:42
I also tried the new version and I was unable to access - would not log in :-[


Title: Re: Mule 2 Gameplay Ideas
Post by: Death_Mule17 on September 20, 2010, 06:51
me too...


Title: Re: Mule 2 Gameplay Ideas
Post by: Peter on September 20, 2010, 07:14
I was unable to access - would not log in :-[

It's fixed now. Our web host decided to temporarily block us and our game server.
But note that there's no AI yet. You can play one round just to get to see the hiring phase and the combined map and city view.

Quote from: piete
It would be interesting to finish development at the same time (to see the bar rush), meaning that if someone has less food they will start later.

That's an interesting idea. But then we need a good way to show that your development is soon about to begin.


Title: Re: PM2 Gameplay Ideas
Post by: MuleyMan on September 21, 2010, 02:48
New Mule!

Ok! A new version with some of the original ideas of Mule and new additions and changes for a simpler but wilder game.

Simultaneous development - great idea, only lose advantage of last place getting to see what others DIDNT put out and where shortages are. First 2 then the rest good idea also.

10 rounds - cool!  5 player  - great!  6 player won't work?

Special abilities - gotta think this one thru long and hard!
Critical change with balance of abilities and benefits. No 1 perfect strategy!

city and map both showing - I have enough trouble finding wampus now, wont even try on new version.  My vision is not so good these days so I use sound as much as sight to find him. Consider using 1 screen unless absolutely necessary for 2.

Removing the HUD - I loved the way you made it but can understand making it more like original. Having stats always there saves a LOT of remembering. Helped new players most.
Take it out.
Land Grants - have last player start first, wait 2 seconds, then release next to last player and so on. As a plot gets picked, it shows up for rest to see so they can take alternate pick. Save 30 seconds or so each round.

Ideas - wild, crazy, not thought out but perhaps a seed of something good to come:

Pub - all develop almost at same time so if you goto pub early, you could gamble or spend a dime on karma improvement (which helps on preventing bad stuff from happening.

Add a new item like food and smithore.  You can only put it on 1 plot. each plot touching that plot makes 1 more. After dropping it off, you must run to any plot of yours and mark it for extra prodction status and would also make 50%  more per round for rest of game. So if you tell it to make more on your river food plot, it can replace a second food plot thats usually needed for mid game and beyond. Can only do it once so waiting till the right plot later on could be interesting strategy.

Swords:  ok, i give up on the Bomb Brad button (lol) but could you give us swords to fight the pirates please?  We could defend like 1 property and save a couple.
Pirates come and dont get my stuff without a fight! Or you could fatten your food a little with that parrot in a nice cream soup!

have all players make a secret bid in cash for last place!

More to come!

Reminder that October is recruitment month! goto chatroom, WOW,email, wherever you contact people and spread the word!
New Players get treated special in October so get them in early!


Title: Re: PM2 Gameplay Ideas
Post by: leahcim99 on September 21, 2010, 03:22
No Brad bomb - just some sort of goop bomb we can through onto his plots to ruin them  ;D ;D
After all - blowing people up is messy.

What is so special about October for new players - did we vote to be nicer to them or something?