Games in Progress: 3 | Players logged in: 5 | Players Registered: 37413 | Games Played Total: 68649
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: MULE Selling  (Read 548 times)
Mega Byte
Prototype Tester
Mule Regular
***
Posts: 72



View Profile
« on: January 17, 2010, 04:21 »

Here's an idea I had...
Like Auction of extra land, what if a player wanted to auction a MULE to another player, at a time when there were no MULEs in the store?  It could be a "event" just after land grabs are done?
-S
Logged
Intergalactic Mole
Prototype Tester
Mule Expert
*****
Posts: 331



View Profile
« Reply #1 on: January 17, 2010, 04:57 »

That would take all the fun away from letting all the mules go  Grin
Logged
Mega Byte
Prototype Tester
Mule Regular
***
Posts: 72



View Profile
« Reply #2 on: January 17, 2010, 07:19 »

Yes, but it wouldn't affect the price of Smithore. Smiley
(or, maybe it does... make it go up even higher... so this is a REAL thin strategy, that is a gamble.)
That's cool...
-S
Logged
Intergalactic Mole
Prototype Tester
Mule Expert
*****
Posts: 331



View Profile
« Reply #3 on: January 17, 2010, 17:12 »

It would also add another auction to the game each time someone wanted to try and sell their mules.  There would have to be limitations, or we'd be spending hours upon hours auctioning off mules.   Tongue  The same could be said of auctioning off your own plots, but since there isn't much incentive to sell land (since you'll be lowering your score) people don't usually waste time with it.  But I can see it now, people smashing keyboards because some guy wanted to sell 3 mules on every turn.    Shocked
Logged
Jaradakar
Prototype Tester
Mule Senior
****
Posts: 105


Camera Artist, Designer and Game-Aholic.


View Profile
« Reply #4 on: January 17, 2010, 21:49 »

Lets say for example there are no mules left.

Say you're the first player in the turn, would you really sell a MULE to another player?

The net result is you not having a mule on your plot of land.

Also lots of other problems, which mule do you sell?  If you picked a specific mule, where does it go?  I.E. does it stay on your land?  Does it move to the purchaser land?  Which Land?  How does it get there?

Overall I feel like it would never be in your best interested to preform this action.
Logged
Intergalactic Mole
Prototype Tester
Mule Expert
*****
Posts: 331



View Profile
« Reply #5 on: January 18, 2010, 02:04 »

Oh wait a minute, I thought this was about auctioning off remaining MULES in the store.  If we are talking about auctioning an outfitted MULE that is already on your developed plot.. that is a different story.  In that case, I think I might actually like the idea!
Logged
egrutt
Prototype Tester
Jr. Planeteer
**
Posts: 20



View Profile
« Reply #6 on: January 18, 2010, 03:19 »

Or instead of hunting wumpus there was a "build your own MULE" mini game.  Could be like a logic puzzle, or matching game that u can play during your normal turn time and if you complete it, you get a free mule that you can then outft or sell to the store.  The mini game should take up at least half of your turn so that it woudn't be done every turn by all players.
Logged

There are two types of people in the world, tools and the people who use them.
Intergalactic Mole
Prototype Tester
Mule Expert
*****
Posts: 331



View Profile
« Reply #7 on: January 18, 2010, 03:24 »

Not for nothing, but that is completely off topic egrutt.....
Logged
Mega Byte
Prototype Tester
Mule Regular
***
Posts: 72



View Profile
« Reply #8 on: January 18, 2010, 12:58 »

Yes, the idea was to auction one of your own MULES.  And to answer Jaradakar's question, I have had MANY turns (where I've got an energy shortage, extra plots, and $0) that I'd be happy to have some money to buy food, and dump a non-producing MULE for a turn.  In fact, this is more likely than my ever selling off an entire land plot... (Which, to date, I have still never seen anyone do in on-line play).

I think this could be a really interesting feature.

The idea of "build your own MULE"... sorry, but that would take way to long, and doesn't really fit the spirit of the game.
-S
Logged
Jaradakar
Prototype Tester
Mule Senior
****
Posts: 105


Camera Artist, Designer and Game-Aholic.


View Profile
« Reply #9 on: January 18, 2010, 23:22 »

Yes, the idea was to auction one of your own MULES.  And to answer Jaradakar's question, I have had MANY turns (where I've got an energy shortage, extra plots, and $0) that I'd be happy to have some money to buy food, and dump a non-producing MULE for a turn.  In fact, this is more likely than my ever selling off an entire land plot... (Which, to date, I have still never seen anyone do in on-line play).

I think this could be a really interesting feature.

The idea of "build your own MULE"... sorry, but that would take way to long, and doesn't really fit the spirit of the game.
-S

Hum, I'm rarely if ever in that situation.  I think the feature is much akin to the land auction (a feature that will be rarely used and in most cases should not be used).  I'm in favor of removing the player land auction feature.  As it's a feature that really just for short term gain and it's almost never in your best interest in doing.  I've never seen it done in all the games of MULE that I've played.
Logged
Pescado
Prototype Tester
Mule Regular
***
Posts: 81


View Profile
« Reply #10 on: February 27, 2010, 19:02 »

The land auction feature is only really useful in the presence of either house rules or collusion (really mostly aimed at the same thing). You pretty much NEVER want to simply SELL a piece of land, you generally want to TRADE it for someone else's piece of land, or you want to give it TO a specific person, and not just anyone.
Logged
Pages: [1]
  Print  
 
Jump to: