Big Head Zach
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« on: December 31, 2009, 21:48 » |
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Getting Into A Game
After starting the Planet MULE client and logging in with your username and password (which you created when you signed up on this site), you'll see the Lobby:
IMG: A picture of the lobby.
Here, you can see a list of all the games that are currently being played/assembled, and a list of all of the users that are logged in. At the top, a menubar shows buttons for starting/joining games, toggling sound, and changing your game settings. The bottom half of the window contains a chat room where all logged-in users may communicate (even while they're in a game).
A game whose Status is Open means it hasn't started yet, and you can join it (either to play or to spectate) by clicking on the game in the list, and then clicking "Join Game".
Alternatively, you can set up a new game simply by clicking "New Game". A dialog will pop up asking you to set the name of the game, the type of game to play, and (optionally) the number of rounds it will entail.
FAQ: What is the difference between a Training Game and a Tournament Game?
A Training Game is not recorded in your profile as a win or a loss, and doesn't get factored into your win percentage. It also can be played over 6 or 9 rounds compared to the standard 12-round game; in that case, your required total colony score to win adjusts accordingly. A Training Game also can be played solo against 3 AI players, where a Tournament game allows a maximum of 2 AI players.
Once you're connected to a game, you can press the J key to join as a player, and A to add an AI (if you're hosting the game). Each human player must press their action key to indicate their readiness to play; once all humans have "buzzed in", the foursome board the colony ship and the game begins!
FAQ: When I registered, I was asked to pick a race. Does that affect how I play the game?
Currently, there is no difference in gameplay between choosing different aliens. Development plans include unique changes to the gameplay for each race, but nothing specific has been announced.
SPEC: In original MULE, the Flapper received more starting money and more time during development, and the Human received less starting money and less time during development; these allowed beginner and expert players to handicap themselves for friendlier play.
IMPROVE: Have the server keep track of a certain number of previously-sent lobby chat messages (10 or so, or a certain number of minutes in the past), so that when users log in, they download this "scrollback" and can tell what's been discussed just before they arrived.
IMPROVE: Timestamps for lobby chat messages, so users can tell when previous messages were sent (to avoid "necromancy").
IMPROVE: Have lobby and game screens be separate, movable windows, instead of tabs.
IMPROVE: Have options allowing games to be private (requiring a password or knowledge of the host's IP to connect).
IMPROVE: If a player disconnects from the game, give them a certain amount of time to reconnect and rejoin the game. Along those lines, if the host loses connection, pass the hosting duties to another participant.
IMPROVE: Ability to join a game in progress in order to spectate (or possibly fill in for an AI player).
IMPROVE: Maintain a "friends list" for each user so they stand out in user lists, notify friends when you join games, etc.
IMPROVE: Add a column to the game list showing the logged-in user's ping time to the host, so they can decide if they want to deal with issues related to auction reflexes and land grants.
IMPROVE: While in a game, have a display showing the "to host" ping times of all players, so everyone is aware of anyone's possible lag issues.
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