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Author Topic: Races Special Abilities  (Read 1258 times)
data2008
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« on: January 19, 2010, 11:56 »

What if all 8 aliens are in the pub and can be hired per round?
Bonzoid can install mining mules, spheroid can assay, legitte is fast, mechtron needs no food...

Before the round starts, each player places bids on 5 aliens... highest bid wins... tie resolves in lower ranking player wins...

Its a mechanic that has roles like in puerto rico and bidding on them is like planet steam... it could be selfbalancing mechanism, so each alien could have a real difference instead of just some minor factor... a real game mechanism.

Any more ideas?
« Last Edit: March 01, 2010, 18:52 by data2008 » Logged
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« Reply #1 on: January 19, 2010, 12:47 »

I thought in the original game that each race had a special ability... but they don't seem to have been implemented here.  I think in tournament play, you should be able to use the "special ability" when you have an excess of energy, to a maximum of 1/2 your turn.  That could be useful.
-S
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Bertoid
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« Reply #2 on: January 19, 2010, 16:04 »

I think the idea of buying an alien is a little off-putting, but that can be made more palatable by "hiring" instead of buying.  But also, are you then buying a MULE and then a worker to use it?  Or do you mean hire an alien INSTEAD of a MULE.  If so, I don't see much difference.  Maybe I'm just not understanding.

I like the idea of Leggites having the advantage in getting land, Flappers start with a little more money, Packers having the advantage in growing food, etc.  It adds another level of strategy.  Or maybe each species gets ONE CHANCE to use the ability.  For example, the Packer can activate his "skill" at the beginning of one particular turn, guaranteeing a bumper crop that month, in which he thinks it'll do the most good for him.  The Flapper can basically use his skill like a one-time ATM when he feels like he needs the cash, etc.
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Big Head Zach
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« Reply #3 on: January 19, 2010, 16:27 »

This actually appeared in the Planet Steam board game as a set of townspeople with different jobs. The very first thing that occurs in a game round is players bid for the right to pick the character of their choice (not for characters in particular, mind you...there's some psychological games being played here).

  • Lady Steam breaks ties and gets to take her actions first during each phase, and choose the order in which goods are traded (imagine doing Food, then Energy, then Smithore, then Crystite, so opponents won't have cash to buy their essentials!)
  • The Venturer picks the location of the Land Auction, and only has to pay half his bid if he wins.
  • The Fireman chooses a single column in which all production is improved by 1.
  • The Engineer can get a free "license" to claim a restricted plot, or take $15.
  • The IPF Agent gets a free unit of resource of his choice, or can freely upgrade the storage capacity of one of his resources (think of raising the Smithore/Crystite cap, or improving the spoilage ratio of Food/Energy.
  • The Saboteur picks one plot on the board that will neither produce, nor have its "MULE" converted, nor be counted for EOS bonuses, but its owner would get a slight compensation in cash. (Doubtful we'd want this...it sounds like a "gun and bomb" situation, but perhaps its potency is limited?)
  • The Manipulator can hack the Store: he can either adjust the price of one good considerably, or adjust several goods a small amount.
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data2008
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« Reply #4 on: January 19, 2010, 16:44 »

yes, you hire an alien each round.
As zack suggested, maybe not bid on an actual alien, but the order to choose one.

Or maybe make those in demand even more expensive , or reverse:
Add $100 to any alien not chosen as in Puerto Rico.

As for the abilities:

What does each alien have for a bonus or even unique advantage that fits their initial description?
Throw in some cosmic encounter...
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Big Head Zach
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« Reply #5 on: January 19, 2010, 16:53 »

Throw in some cosmic encounter...

Damn you, Clemens. Why did you have to invoke my favorite game of all time? Now I have to think about this.  Grin

(work in progress, running errands)
  • Bonzoid: No movement penalties in rough terrain (mountains, valley). +1 production in mountain plots.
  • Gollumer: Only pays 2/3 of what is bid in Land Auctions. Gets an early start in other Auctions (might be too much, I think)
  • Packer: Food plots +1 production. Spoilage this turn is 1:3 instead of 1:2
  • Spheroid: An additional unit of EOS bonus is applied if there are diagonally-adjacent plots producing the same good.
  • Mechtron: Consumes Energy instead of Food for time-bar. Energy plots +1 production.
  • Humanoid: Random variation of plot production is always positive, never negative.
  • Flapper: Cash amounts from positive player events, Wampus, and Pub are increased.
  • Leggite: Faster overall movement during development.
« Last Edit: January 19, 2010, 18:56 by Big Head Zach » Logged

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« Reply #6 on: January 19, 2010, 18:09 »

Question: Why was this posted here and not in the public gameplay ideas forum?  I am still confused as to the difference between the two.
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Jaradakar
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« Reply #7 on: January 19, 2010, 18:55 »

Throw in some cosmic encounter...

Damn you, Clemens. Why did you have to invoke my favorite game of all time? Now I have to think about this.  Grin

(work in progress, running errands)
  • Bonzoid:
  • Gollumer:
  • Packer:
  • Spheroid:
  • Mechtron:
  • Humanoid:
  • Flapper:
  • Leggite:


I'm going to have to think about this!   Grin

Overall I love Puerto Rico's roles (I also like that roles that are not chosen, get bonuses so they become more attractive over time).

Because it does not tie players to any specific alien race it will make it easier to balance them.  Might be a very cool way to incorporate all the alien races into the game.

It does take away a little bit of "choosing your avatar" and then from that moment on "that is who you are" which is my only concern, though I think it's a minor one.  Player colors would become even more important as I'm imagining that for any given turn your avatar would change based on role chosen.

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data2008
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« Reply #8 on: January 19, 2010, 20:08 »

@zach: great list!
What if  the abilities are even more powerful, like bonzoid the only one who can install smithore mules?
Or spheroid love round crystals, so only he can assay? Just thinking of jadakars approach to first think of a grande change and pedal back if too much than to make something new, time consuming that does not have enough impact to justify the mechanism.

@jadakar:  thats a valid concern: who does the player think he is? Is the immersion still enough to draw the player into the game? In puerto rico you are only hiring or using the services of each role, so you are some sort of capitalist, but since you are clearly not a humanoid it begs the question who is bidding on the aliens each round?
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data2008
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« Reply #9 on: January 19, 2010, 20:14 »

Question: Why was this posted here and not in the public gameplay ideas forum?  I am still confused as to the difference between the two.

I could have posted this also in public forum, maybe we brainstorm here first and if we feel we need more ideas we move the topic over... maybe brainstorm here about the mechanic and integration and in public about the abilities?
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Jaradakar
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« Reply #10 on: January 19, 2010, 21:08 »

Something to also think about:

The roles in other games typically give a hint by the name of what their function is, aka *Builder* lets you build things, Settler lets you settle.

The different alien races in MULE don't really provide any insight to what their role does.  So the game would need to teach that (and have a description of what each role does).

For reference Puerto Rico has 7 roles:

Settler
Builder
Mayor
Craftsman
Trader
Captain
Prospector (does nothing but gain money)

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Jaradakar
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« Reply #11 on: January 22, 2010, 02:11 »

The more I think about this idea... the more I'm unsure.

At the start of the game you are picking who will represent you.  You're being dropped off on a planet to survive, settle and develop it.

Having a consistent avatar imo is important.

Would it be so hard to add advantages and disadvantages to each race? 

Thoughts:

1) Races bonus could be minor -- so it's not that much of a commitment.  It would be more of personal flavor and for the min/max players finding the race that best suits how you like to play.

Pros -- easier to balance, lets people play any race and not be that limited.

Cons -- Boring?  Might still be hard to balance correctly.

2) Races bonus could be major -- Game changing strategies?

Pros -- Depending on which races are being used could alter the game a large amount, which adds re-playability.

Cons -- Race choice might limit how you play the game.  Could distract from all other elements of the game.

3) Race Bonus could start fairly minor, but you could invest in building up said bonus -- this might be easier to balance.

I personally think the computer should no longer play just the Mechtron.  Adding custom AI for each race and then being able to replicate games could help balance the races (Assuming the AI was robust).

-Jara

PS: I'm not against roles per say -- I just don't think they should be tied to races.  Maybe races might have certain bonus to picking certain roles but I think the two should be separated.
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data2008
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« Reply #12 on: January 22, 2010, 10:26 »

Just to add flavor doesnt justify the introduction of abilities and would indeed be either hardly worth it or otherwise unable to balance if each player picked a race for a whole game.

So the roles/abilities should imho be tied to the species and then hired each round.

So to mining smithore you need to have a Bonzoid.
Once you have outfitted a mule with smithore, you might change mule from other of your plots with any species, so you could equip 3 mules with smithore even if you change 1 smithore on a plain next round with energy...

computer AI of course had to play all species then and not merely the Mechtron, as human players would also be able to play mechtron.
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Intergalactic Mole
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« Reply #13 on: January 22, 2010, 16:38 »

I like the "roles" idea of picking a character to use before each development phase.  IMO this would work great like Puerto Rico.  Players should be able to pick a character before each development phase.  That character is then unavailable for the rest of the players for that development turn.  Great idea.
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Jaradakar
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« Reply #14 on: January 22, 2010, 19:39 »

I like the "roles" idea of picking a character to use before each development phase.  IMO this would work great like Puerto Rico.  Players should be able to pick a character before each development phase.  That character is then unavailable for the rest of the players for that development turn.  Great idea.

I don't know...

I think you'll quickly get into situations where I just got a land with mountains.  My game plan is to put a mule with smithore on it.  Now you get the Bonzid and I can't equip that plot with the mule type I want.

Where is the fun in that?  It's very very limiting.

The key to the roles in Puerto Rico is that if a player picks the role, Everyone does that action, the role picker just gets a bonus.

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