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Author Topic: Race Attributes  (Read 1631 times)
Hotblack Desiato
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« on: February 08, 2011, 18:29 »

I saw someone make reference to race bonuses in the old Atari/C64 version, which I can't remember if there was, or if it was only in single player, however it does pose as an interesting aspect for a game sequel.  Each race has it's own attributes that provide both positive and negative effect.

Example:  A shrewd industrialist that can squeeze peak efficiency in the refining of smithore, but poorly manages power production and storage, and occasionally runs into issues feeding their workers.

The geologist that has a sixth sense for finding crystite, but when it comes to mining, crystite is about the only thing you can do well.  Mediocre and sometimes troublesome with the rest.

The King of Energy.  You can generate 100 amps from a child's toy hand-held windmill.  And that's the only thing you can do well, next to simply feeding yourself.  But rest assured, the industries can't survive without your energy!

Or be a member of the vile race of the Tofu!  These disgusting creatures believe everything should be made of soy.  Food is a way of life to them, you are what you eat, and they are what they eat.  They also gorge themselves to no end, and they don't like to share, unless the price is high enough.  The bastards are even able to barter cheaper mules with their bribes of food.  Fortunately they're only "C" students with everything else!


Please add in with your own thoughts and characters.
Thanks.
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- Spending the year dead.  For tax Reasons.
cerealbusiness
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« Reply #1 on: February 13, 2011, 22:37 »

I think this forces people into roles and limits the games strategy. Unless we're talking a Mule MMO...  Tongue
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fihunts
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« Reply #2 on: February 14, 2011, 21:31 »

In the c64 the race positives/negative were for multi-player games as well.  The three i remember right off the bat were humans who started with $600 but were all around better at everything, Flappers got 1600 and were fast i think, The round dude got 1000 at start and I believe it could move really fast over mountains, no delay.  They all had something though.
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Mt-Wampus
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« Reply #3 on: February 14, 2011, 23:53 »

      The round guy was the Packer and his specialty was food. I never really noticed that he could grow much more than the rest though.

In the c64 the race positives/negative were for multi-player games as well.  The three i remember right off the bat were humans who started with $600 but were all around better at everything, Flappers got 1600 and were fast i think, The round dude got 1000 at start and I believe it could move really fast over mountains, no delay.  They all had something though.
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Hotblack Desiato
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« Reply #4 on: February 16, 2011, 15:19 »

     First, I want to note that I only posed this for a type of game sequel, not to change the existing PM version of Mule.  However if PM wanted to emulate the original version of Mule further in regards to the races attributes that existed, I wouldn't object.  None it really made any difference to the original game, which is why I assume it was excluded in PM's version; not worth the effort.

Quote
I think this forces people into roles and limits the games strategy. Unless we're talking a Mule MMO..

     Not necessarily.  In one aspect it may provide roles that conform better to particular playing styles, in that the advantages plus the drawbacks may prove more comfortable to a particular player, because of their strategic style of play.
     Ultimately, no matter the pluses and minuses to the roles they would have to remain balanced thus the negatives in some way negating the positives, and vice versa, to establish the equality of each player at the start of the game.
     Also the same generic balanced persona role for the ones that want to dabble free of benefits and drawbacks into each of the commodities, would and should still be available for those who are more experimental and varying with their methods of strategy.  Can name this role "Old school". Grin

Thanks,
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Hotblack Desiato,
- Spending the year dead.  For tax Reasons.
Gmanster64
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« Reply #5 on: February 16, 2011, 20:14 »

You are in luck. I am a tester for MULE 2 and race attributes seem to already be in place. Some are a tad overpowered though.
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Keybounce
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« Reply #6 on: February 20, 2011, 03:34 »

The only "race abilities" I recall from the orignal (I think it was Atari, not certain) was that humans got less money, and beginners got more money, and the first-place curse.
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Mt-Wampus
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« Reply #7 on: February 20, 2011, 05:35 »

     Humans got more money in the original



The only "race abilities" I recall from the orignal (I think it was Atari, not certain) was that humans got less money, and beginners got more money, and the first-place curse.
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Chuckie Chuck
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« Reply #8 on: February 20, 2011, 06:32 »

No, on c64 in tourney, AI got 12, flapper got 12, others got 1000, human got 600
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cerealbusiness
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« Reply #9 on: March 23, 2011, 01:50 »

You are in luck. I am a tester for MULE 2 and race attributes seem to already be in place. Some are a tad overpowered though.

these alternate fairly and aren't set for the whole game though.
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Gmanster64
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« Reply #10 on: March 23, 2011, 21:16 »

You are in luck. I am a tester for MULE 2 and race attributes seem to already be in place. Some are a tad overpowered though.

these alternate fairly and aren't set for the whole game though.
I wrote that during the 0.24 beta, when they did stick.
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cerealbusiness
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« Reply #11 on: March 23, 2011, 23:16 »

You are in luck. I am a tester for MULE 2 and race attributes seem to already be in place. Some are a tad overpowered though.

these alternate fairly and aren't set for the whole game though.
I wrote that during the 0.24 beta, when they did stick.

oh ok, in that case! :p
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