Current Irata Time
Washington DC:
Los Angeles:
Facebook
Register
Forgot your password?
Ozark Softscape
Games in Progress:
3
|
Players logged in:
4
|
Players Registered:
37413
|
Games Played Total:
68649
Username:
Password:
Home
Download
How to Play
M.U.L.E. Gameplay
FAQ
Forum
Player Ranks
Alltime-List
About
Home
Help
Search
Login
Register
Planet M.U.L.E.
>
Planet Mule 2
>
Ideas
>
New Mechanic for M.U.L.E. II: People/Housing
Pages: [
1
]
« previous
next »
Print
Author
Topic: New Mechanic for M.U.L.E. II: People/Housing (Read 799 times)
cerealbusiness
Mule Regular
Posts: 45
New Mechanic for M.U.L.E. II: People/Housing
«
on:
August 20, 2010, 10:09 »
STORY
: The colony that arrived also brought a bunch of optimistic pioneers that wanted to live in the new frontier. These people constitute the Irata job market. They require homes and food to be useful and thrive.
People
would work mainly as a new type of mule, but a unique one.
Housing
would work as a new type of commodity, but a unique one.
Rules would be as follows:
The new building that I assume would be on the opposite end of the M.U.L.E. II globe would hold a corral-like zone full of
people
that can hold up to 14. The market produces one
person
for 2 food every turn up to 7 new people or full at 14. (Think mule corral)
A new mule type can be built and is a
housing mule
, and it also requires an energy to run. This mule depending on where it's built produces a
fixed amount of housing that doesn't spoil
:
River
: 1
Mountain
: 2
Plain
: 3
Forest
(New terrain type. Wood=Houses): 4
Housing
can be sold to other players and works like a commodity that doesn't spoil and is fixed.
Every player could start with 2
housing
.
Every turn a player can grab a
person
and hire them by placing them on a mule-occupied plot of land, assuming they have the appropriate
housing
.
EXAMPLE
: I go to the market building and step into the unemployment zone and pay the amount to hire a
worker
, then he follows me as I lead him to the mule factory that I want him to work on, each factory can hold up to 3
workers
assuming you have the
housing
. While I'm standing on the plot of land I press space to assign him there. If he is my only
worker
and my amount of
housing
is 2 than he will work for me.
A
worker
has an initial hiring price determined like mule prices and will work for you as long as you
house
them.
Similar to energy, mules need these
people
to run them.
The differences include:
1) Different mules require different amounts of
workers
: a
house
mule doesn't require
workers
, energy mules and farm mules require one
worker
, smithore and crystite mules require 2.
2) Your character counts as one
worker
.
The goal here is to make the game more complex and intertwined (And expanded to accompany more players) while maintaing balance. The rules that I posted are subject to change. As they stand the implications would mean that players need more money to invest in mining(since mining mules require more
workers
), food would be in greater demand(since food is needed to produce more
workers
and the amount of
workers
needed would increase or decrease depending on the type of mules in use) and energy to a lesser extent(energy would be in slightly greater demand to power
houses
), new commodity of
housing
would change the dynamics, etc.
I really feel like the mechanic could be better designed but I need another perspective.
Please post questions, comments, suggestions etc. I need help to refine this idea.
«
Last Edit: August 20, 2010, 10:34 by cerealbusiness
»
Logged
GambitTime
Jr. Planeteer
Posts: 13
Re: New Mechanic for M.U.L.E. II: People/Housing
«
Reply #1 on:
August 21, 2010, 08:42 »
Sorry, I don't like it at all... MULE is an economic game of suppy and demand... suppy housing doesn't fit
Logged
MuleyMan
Prototype Tester
Mule Regular
Posts: 30
Re: New Mechanic for M.U.L.E. II: People/Housing
«
Reply #2 on:
August 21, 2010, 14:20 »
Just add a Bomb Brad button, fix the land auction bug and the game would be perfection imho. lol
Logged
leahcim99
Prototype Tester
Mule Senior
Posts: 131
MULE - its does a mind good....
Re: New Mechanic for M.U.L.E. II: People/Housing
«
Reply #3 on:
September 20, 2010, 04:38 »
Maybe in a completely re-vamped game, but I think it would add too much time to the current version.
Logged
"So long...and Thanks for all the fish"
Pages: [
1
]
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Planet Mule 1
-----------------------------
=> Planet M.U.L.E. 1 Discussion
=> Matchmaking
=> Strategy Guides
=> Computer A.I.
=> Bugs 1.3.x
===> Old Bugs
=====> Bugs 1.2.4
=====> Bugs 1.2.1-3
=====> Bugs 1.2.0
=====> Old Bugs 1.1.1
=====> Old Bugs 1.1.0
=====> Old Bugs 1.0
-----------------------------
Planet Mule 2
-----------------------------
=> Planet M.U.L.E. 2 Discussion
=> Ideas
=> Bugs
===> Bugs 0.90.0
-----------------------------
M.U.L.E. Community
-----------------------------
=> Announcements
=> Player Introduction
=> Design & Art
=> Website, Ranks & Forum
=> General Discussion
=> The Wampus Cave
Powered by SMF 1.1.19
|
SMF © 2013, Simple Machines