Planet M.U.L.E.
Planet Mule 1 => Planet M.U.L.E. 1 Discussion => Topic started by: Nounverber on December 06, 2009, 17:35
Title: Pause Functionality Post by: Nounverber on December 06, 2009, 17:35 Any way to get a Pause key added for when I'm playing single player? As a parent I've discovered that something family-related that needs my immediate attention always manages to time itself for right when it's my turn lol.
Yeah, silly request, but thanks in advance if you add it. :) Title: Re: Pause key when playing against A.I. Post by: mintylish on December 06, 2009, 22:03 Agree 100%
Title: Re: Pause key when playing against A.I. Post by: DrJonez on December 07, 2009, 07:32 A pause feature for multiplayer would be nice, too. It would have to be limited in some way to prevent abuse, but there are definitely times when people need to step away for a moment but can't because they'll lose out on an entire turn.
Title: Re: Pause key when playing against A.I. Post by: Jaradakar on December 09, 2009, 10:42 It used to be that after the production was done, before it moved into the auction phase, every player had to push their button -- which singled "I'm ready to move on".
This happened again at the summery phase (after auctions) as well. These were the two best times to go and take a break grab some food, use the restroom, etc. Personally I really wish the required player input was back in the game. Title: Re: Pause key when playing against A.I. Post by: FTH on December 09, 2009, 15:32 If playing against only the AI, this is a good suggestion, but pleas please please don't add this to multiplayer games. Abusable features such as this can breed... well... abusive communities. At least leave all other players the option to unpause the game if the offender doesn't return.
Title: Re: Pause key when playing against A.I. Post by: Tuahikaa on December 10, 2009, 01:50 Isn't there the kick player function? I was a bit mithed when I had to play the whole 6 turn game against the computer without pause. I had to run off during auctions and came back knowing that the game would have marched on without me. Bring back pressing a button to continue after summary and production! Even in multiplayer games. Even if it's a timed period that can be averted with a button press.
Title: Re: Pause key when playing against A.I. Post by: Stormdancer on December 12, 2009, 07:49 Oh, yes! Being able to pause during an AI game would be SO nice.
I'd even kinda like a pause during real games, BUT! To reduce abuse, each player should have a maximum of 2 minutes pause time allowed, per game. Title: Re: Pause key when playing against A.I. Post by: pol... on January 08, 2010, 18:03 I think a pause function is a really 'must be' - as well for A.I. and also for multiplayer. One of the 'good feelings' in the original game ist that you can always catch a new beer from the refrigerator :-)
Title: Re: Pause key when playing against A.I. Post by: Intergalactic Mole on January 08, 2010, 18:57 Agreed. I am in favor of pause for both. For multiplayer, protection for abuse can be worked out. It's not realistic to expect someone to be able to play non-stop without a bio or other kind of interruption for over an hour.
Title: Re: Pause key when playing against A.I. Post by: data2008 on January 08, 2010, 19:01 we give this consideration for one of the next releases.
Title: Re: Pause key when playing against A.I. Post by: Salinga on January 09, 2010, 02:50 Please add this also to multiplayer. It pretty simple: If all players hit a pause key (like 'k') within 10 secs, the game pauses for five minutes max (or quits sooner, if all players hit the pause key within the five minutes again). After the five minutes the game unpauses automatically until all players hit the pause key within 10 seconds again.
Title: Re: Pause key when playing against A.I. Post by: Intergalactic Mole on January 09, 2010, 03:43 All players consenting to pause is a good thing, though I dont like the automatic unpause part. What if all players are friends and agree to take a 10 minute break?
Title: Re: Pause key when playing against A.I. Post by: Salinga on January 09, 2010, 04:38 The autounpause is necessary to make shure no one blocks the other players. If they want to make 10 minutes pause they can restart the pause after the 5 minutes.
Title: Re: Pause key Post by: Intergalactic Mole on January 09, 2010, 16:04 What if they all agreed to take a 10 minute break and then 1 person is not back in 5 minutes to agree to another 5 minutes? I think it would be better to have a consented pause for a user decided variable amount of time. For example, all players agree to pause for XX # of minutes, suggested by the person who originally chose to pause the game. If all players agree, the game is paused for that many minutes. But, what if everyone gets back sooner and wants to continue (even in the original 5 minutes?) We need a mechanic to deal with that as well. Who would have thought pausing the game could be so complicated? :) Of course, we could just implement simple pause like the original game. If you play with trustworthy people, they will not unpause it until you get back and still have the option to unpause it if you dont come back. Alternatively, perhaps there could be a hosted option for "allow pausing during netplay".
Title: Re: Pause key Post by: Salinga on January 09, 2010, 16:58 But, what if everyone gets back sooner and wants to continue (even in the original 5 minutes?) I already suggested a solution for this in my posting. Title: Re: Pause Functionality Post by: Mega Byte on January 11, 2010, 08:33 F5 was pause on the old C-64 version. I'm fine for this to be a AI only feature. But it would be nice to have some Pause functionality. You could set it so that only the HOST can pause, but the players could request it at some time.
Title: Re: Pause Functionality Post by: MrBrown on January 11, 2010, 11:45 For singleplayer, PAUSE ist a must-have.
For multiplayer it would be nice-to-have, but I guess it would be easier if every player had to press SPACE to get ready just before the countdown to his turn and after the production phase. Theoretically that could be abused, but you have to draw a line somewhere. M.U.L.E. is quite popular at the moment, but not that popular that it attracts hordes of griefers. Title: Re: Pause Functionality Post by: Bertoid on January 13, 2010, 16:21 Yeah, I was playing multiplayer the other day and had to run away for a sec, while other planeteers were going. When I came back, my guy was already in the store, eating time. Now I acknowledge that it's my responsibility to be there for the game, but if I had had to press space to start, instead of having the 4321 countdown, my character would have sat there for 10 seconds until I came back. If the multiple other players complain, they can simply kick me out.
To summarize, I'd like it if the 4321 turn start countdown was replaced with a "press space to begin" notification. Title: Re: Pause Functionality Post by: rommager on January 13, 2010, 20:54 Of course, I have my own opinions here... ::)
How about making the pause take effect at the next opportunity in multiplayer? Pausing right in the middle of an auction or when someone is in their development phase is not good. If you pause, it should kick a "all users press button to continue" at the very next opportunity. The pause would kick in as follows when the pause is requested: Land Grant phase - pause would occur after land grant is completed Land Auction phase - pause would occur after the current auction is completed Development phase - pause would occur after the current player has finished their turn Production phase - pause would occur after the development phase finishes Auction phase - pause would occur after the current auction finishes, but before the next item goes up for auction Summary screen - Leave as is Also, The pause should not occur until the game needs input for the requesting player. For instance, if I finish my development, and need to go take a leak, raid the fridge, etc, I can hit my pause button and the other players can continue playing without me. If I don't get back by the end of Production, then the game should give the "press button to continue" maybe with an indicator that I am paused. I do like having a time limit on pauses. Once the pause actually occurs, give the user 2 minutes to continue, or other players can vote to continue the game by either 1) kicking the player or 2) continuing without kicking them out. The time time limit can be shorter (like 10-30 seconds) when requested in the middle of a phase (such as in the middle of the auction phase), which would help to curb abuse by crappy players. The important factor is that the time limit is actually a grace period - it just allows other players to "unpause" after the grace period expires. Each player can either get so many pauses (or timeouts) in a game, or alternatively have 3 minutes of total grace period time. Also, during the "press any key to continue" it would be nice to have a "dinger" or some way to make noise in chat, but only when waiting for all players to hit the button. That way, if someone is daydreaming, the other players can get their attention. The dinger would not be available any other time except during the "press button to continue" prompt. This keeps noise abuse down by obnoxious people. This is also a great solution for single player, as the AI should just press the button and wait for other players, just like on the summary screen. As far as overriding the pause, the AI would not get a vote to override, hence the way this works for single player. Let me know if you think this sounds fair, or if you see any flaws in this idea. Title: Re: Pause Functionality Post by: Enlightenment on January 15, 2010, 02:04 .
YES....NEED PAUSE KEY IN SINGLE PLAYER MODE!!! Title: Re: Pause Functionality Post by: IlTimido on May 21, 2010, 07:16 Agree.
Our children need the pause button. Guys, to be honest, who plays at planet mule? I bet the average age is 35-45 and I bet that the most of us have a family and children (and a wife :-)) that sometimes need immediate attention! So please, at least in solo mode, add this feature. Another great feature would be the "save and quit" The user can save the current game and then automatically quits: then he can reload that saved game only once in order to continue the match. Btw thanks for your great Planet Mule! *bows* Title: Re: Pause Functionality Post by: C64 on July 16, 2010, 07:57 For multimode, its time to kill pause. Holding your wee is part of game strategy. Not even at the end of the round, show must go on!!!! Games are pushing 75 minutes easy, c'mon, we need to get that under 60.
Title: Re: Pause Functionality Post by: Makelith on July 16, 2010, 15:37 For multimode, its time to kill pause. Holding your wee is part of game strategy. Not even at the end of the round, show must go on!!!! Games are pushing 75 minutes easy, c'mon, we need to get that under 60. As great of a game as MULE is there are still things in this world that are more important. With my experience playing there have been a few occasions where someone needs to go AFK (away from keyboard) for a bit, and most if not all are understanding. I do know that it's open to abuse, and thankfully I haven't seen it abused in the games I've been in. As far as skimming the time down I do have a few suggestions. Being able to skip over your own news, or AI news, or skip the AI turn completely (and by skip I mean not having to watch it, it still happens) Less time in land auctions, also skipping the crystite round completely if nobody has any. Beyond those suggestions I can't see speeding the game up anymore, if you don't have 90mins to play then don't play, or play a training game with less rounds. MULE can't be rushed, it shouldn't be rushed, it should be savoured... Mmmmm Title: Re: Pause Functionality Post by: leahcim99 on July 17, 2010, 00:01 You hit the nail on the head....to play a round of Mule you need 90mins...if you dont have it, as suggested by Makelith - play a training round.
Alternatively, would be nice if you could play a 6 round game against 3 AI in tournamnet mode - this would allow players to an option to allievate the boredom that sometimes occurs while waiting for a game or allow players to get in a quick one if they do not have 90 mins. I actually look forward to shutting out the world for a few hours while I play Mule - fortunately my kids are older and I can usually deal with any issues while the other players are doing their developments. As to a biological break...most everyone seems to be understanding if you need to hit the can....just let other players know so as to alllow them the opportunity to grad a beverage, raid the fridge, or hit the bathroom. As stated, most all of us are over 30 or 40 with families and responsiblilties (and some like rodz older than dinos) - I dont think that people will abuse the goodwill of others... IF we do get some boneheads, we will isolate them by not playing with them. As long as we all are generally in agreement around "breaks" - why bother with pause. If you have a major issue and need to pause...let players know and again, we are all adults and we will understand - if you have too many major issues...others will not play you and the problem will sort itself out. Mule - Good for Minds Title: Re: Pause Functionality Post by: pintman on August 13, 2012, 14:40 Searching the forum for a pause functionality, I found this thread. What about the option to pause a single-player game - i.e. only A.I. opponents?
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