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Author Topic: Pause Functionality  (Read 4386 times)
Nounverber
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« 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.  Smiley
« Last Edit: January 10, 2010, 04:03 by Big Head Zach » Logged
mintylish
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« Reply #1 on: December 06, 2009, 22:03 »

Agree 100%
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DrJonez
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« Reply #2 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.
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Jaradakar
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« Reply #3 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.
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FTH
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« Reply #4 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.
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Tuahikaa
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« Reply #5 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.
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Stormdancer
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« Reply #6 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.
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pol...
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« Reply #7 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  :-)
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Intergalactic Mole
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« Reply #8 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.
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data2008
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« Reply #9 on: January 08, 2010, 19:01 »

we give this consideration for one of the next releases.
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Salinga
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« Reply #10 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.
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Intergalactic Mole
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« Reply #11 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?
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Salinga
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« Reply #12 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.
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Intergalactic Mole
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« Reply #13 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?  Smiley  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".
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Salinga
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« Reply #14 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.
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