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Print Page - PLEASE randomize ties in land auctions!

Planet M.U.L.E.

Planet Mule 1 => Planet M.U.L.E. 1 Discussion => Topic started by: mule_be_ok on May 31, 2011, 05:06



Title: PLEASE randomize ties in land auctions!
Post by: mule_be_ok on May 31, 2011, 05:06
A very glaring issue in round 1 is how much the game favors the player who was randomly awarded last place. Not only do they get dibs on the plot of their choice, but in the games where there's a round 1 land auction they will automatically win it at $972 unless someone intentionally overpays.  That's a HUGE advantage since they will most likely begin round 2 in last as well.


Title: Re: PLEASE randomize ties in land auctions!
Post by: Mt-Wampus on May 31, 2011, 14:07
Thats the reason i am against 1st round auctions. 4th place gets the plot they want plus first shot at buying up Ore/Energy/Food. Because of all those advantages i dont have a huge problem with 4th place not getting many random events. MULE is probably the only game i know where you actually plan on playing bad enough to avoid being in 1st place because 1st place gets TO MANY bad events not to mention last shot at everything accross the board.

A very glaring issue in round 1 is how much the game favors the player who was randomly awarded last place. Not only do they get dibs on the plot of their choice, but in the games where there's a round 1 land auction they will automatically win it at $972 unless someone intentionally overpays.  That's a HUGE advantage since they will most likely begin round 2 in last as well.


Title: Re: PLEASE randomize ties in land auctions!
Post by: Rogue Cat on June 05, 2011, 06:43
I guess that both "no plot for sales" or random priority in first turn would be good choices, but keep in mind that the $972 trick can be a double edge sword.

If they run out of cash that quickly, they run the risk of getting stuck for a few turns if things don't go well. A poor production output and/or a player buying ore just for increasing the pricing of MULEs, can screw their plots exploitment for a few turns.

No production = No money.
No money = No MULEs.
No MULEs = No development.
No development = Not enough production.
And the cycle of MULE continues...