Bertoid
Prototype Tester
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Posts: 57
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« on: January 21, 2010, 02:55 » |
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At the end of production on month 12: "Due to an unforseen meteor shower, the colony ship was unable to land on Irata in time. You will be planeteers for one more month!"
Only to be used very, very rarely!
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maskdbandt
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« Reply #1 on: January 21, 2010, 03:32 » |
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heh... wow, that'd be crrrrrrrrrrrrrraaaaaaaazzzzzzzzzy.... but it would be interesting because then you'd need to always make sure you have enough food and energy in round 12 just in case
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Big Head Zach
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« Reply #2 on: January 21, 2010, 04:12 » |
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Effing with people's preconceived notions sounds wonderful. "We interrupt your regularly-scheduled colony ship return so that we may bring you...PIRATES."
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Use me, use me, 'cause I ain't your average MULE groupie.
Lobby Quote of the Moment: BallsInMyMouth: i need less balls in my mouth bigheadzach: [you need a username change?]
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mikman
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« Reply #3 on: January 21, 2010, 04:23 » |
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I like it! great idea!
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Karawane
Mule Regular
  
Posts: 33
Spheroid
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« Reply #5 on: January 21, 2010, 16:38 » |
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Best idea I have read, so far. It really gives a kick to the last months, much more than pirates 
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Big Head Zach
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« Reply #6 on: January 21, 2010, 17:48 » |
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What this suggests in general is an uncertain duration to the game. In a number of boardgames this is used successfully as a fun mechanic that prevents players from analyzing their optimal moves given that there is a certain number of turns left (usually this makes the game longer as they sit and ponder) - they must consider the possibility that the game will run shorter or longer than expected.
It would function similarly to penalty time assessed in soccer/football - unless you're watching closely, you don't know exactly how much time you have left after regulation play ends.
I think this would be a fun option, both in the ship arriving late, and arriving early (and for some reason Sean Connery in Outland just popped in my head at that thought).
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Use me, use me, 'cause I ain't your average MULE groupie.
Lobby Quote of the Moment: BallsInMyMouth: i need less balls in my mouth bigheadzach: [you need a username change?]
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NeonPeon
Mule Forum Newbie

Posts: 9
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« Reply #7 on: January 21, 2010, 23:01 » |
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Ha, I love this!
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Jaradakar
Prototype Tester
Mule Senior
   
Posts: 105
Camera Artist, Designer and Game-Aholic.
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« Reply #8 on: January 22, 2010, 01:52 » |
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What this suggests in general is an uncertain duration to the game. In a number of boardgames this is used successfully as a fun mechanic that prevents players from analyzing their optimal moves given that there is a certain number of turns left (usually this makes the game longer as they sit and ponder) - they must consider the possibility that the game will run shorter or longer than expected.
It would function similarly to penalty time assessed in soccer/football - unless you're watching closely, you don't know exactly how much time you have left after regulation play ends.
I think this would be a fun option, both in the ship arriving late, and arriving early (and for some reason Sean Connery in Outland just popped in my head at that thought).
I can't agree more! I was going to suggest, sometimes it should end early but Big head Zach beat me to it :-)
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Bertoid
Prototype Tester
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Posts: 57
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« Reply #9 on: January 28, 2010, 17:17 » |
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I think ending early would really piss people off. THe other events are disappointing and throw a wrench in the works, but ending early would be a big "screw you" to the players I feel.
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maskdbandt
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« Reply #10 on: January 28, 2010, 17:28 » |
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losing a plot isn't? 
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Jaradakar
Prototype Tester
Mule Senior
   
Posts: 105
Camera Artist, Designer and Game-Aholic.
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« Reply #11 on: January 29, 2010, 02:20 » |
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I think ending early would really piss people off. THe other events are disappointing and throw a wrench in the works, but ending early would be a big "screw you" to the players I feel.
It would only work if players new about it. I.E. many board games use this type of mechanic along with some table top strategy games (Warhammer 40K) but in all cases it is something you communication to the player. So for example lets say the game is guaranteed to be 1-10 rounds but could end on 11, 12 or 13. On round 10, you'd need to provide players with feedback that the game will end in the next 3 rounds and that it could be next round or 2 later ones. Personally having it end early or later can screw you just the same imo -- it might not be worth adding sometimes having a fixed constant that people can rely on makes the game more strategic. -Jara PS: Maybe if the event came at round 10 always (if it was going to happen) so at that point people knew how many total rounds were going to be played?
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Soldier Ant
Prototype Tester
Mule Regular
  
Posts: 40
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« Reply #12 on: January 29, 2010, 19:45 » |
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Yes! No more people converting all energy plots to crystite!
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Big Head Zach
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« Reply #13 on: January 30, 2010, 18:18 » |
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Yes! No more people converting all energy plots to crystite!
Why are you excited about this? *scratches head* You can do it too, you know.
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Use me, use me, 'cause I ain't your average MULE groupie.
Lobby Quote of the Moment: BallsInMyMouth: i need less balls in my mouth bigheadzach: [you need a username change?]
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Soldier Ant
Prototype Tester
Mule Regular
  
Posts: 40
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« Reply #14 on: January 31, 2010, 13:50 » |
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I do it, but I hate it because it is a no-brainer.
(No-brainer: choices which aren't really choices, which present little or no disadvantage, and some advantage, so you just make these decisions without thinking because they can only be good. Since a game is a series of decisions to be made, no-brainer strategies narrow the quality of the game and they should be reduced as much as possible)
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