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Author Topic: Oil and other suggestions  (Read 1386 times)
C64
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« on: May 05, 2010, 02:27 »

Not kidding here...I think if you could drill for oil that'd be cool, and every once in a while the oil rig could explode and contaminate ALL of the land surrounding the oil field (most likely your own since you build in areas).

I would keep in mind that M.U.L.E. is intended to be an economic simulation and try really hard to build a price economy that is supply/demand based and where there is opportunity to switch in and out of production fields in response to demand increases for maximum price return.

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C64
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« Reply #1 on: May 05, 2010, 02:30 »

What if, like in monopoly when you add more houses for rent, you could add better equipment to the plot for better production?

Or, invest in safer equipment that would be more "bad luck/accident" proof?


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C64
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« Reply #2 on: May 05, 2010, 02:45 »

How about if the store needs to print money to make its purchases?  Printing money would consume store-owned crystite.  Crystite wouldn't spoil over 50 units and could be held by players as a money-based commodity (aka, like gold).  

This gives crystite a direct role in the game, much like smithore->mules.

I suspect the original game actually worked a lot like this.  When the store had to raise prices for other commodities, crystite price would go down.  When other commodities were cheap, crystite price would go up.
« Last Edit: May 05, 2010, 02:46 by C64 » Logged
C64
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« Reply #3 on: May 05, 2010, 02:50 »

How about if you can save food by ending your turn early?  This would have the benefit of getting people to take shorter turns...
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berb dreyfuss
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« Reply #4 on: May 05, 2010, 15:13 »

I really like the idea for the food. Sometimes you don't want to do anything and still you use up all of your food. You could keep it then for rounds to come where there's more to do.
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Big Head Zach
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« Reply #5 on: May 19, 2010, 17:18 »

Food is useful even if you don't intend on doing anything: it improves your chances of making more/max money in the Pub if run straight in.

Otherwise, don't make Food if you don't intend to use it for your turn.

This is purely from an "original gameplay" standpoint, so not sure how changing this would affect mechanics.
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C64
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« Reply #6 on: May 24, 2010, 19:34 »

Conversely, it'd be nice to be able to have MORE time with more food (although not 1-for-1, maybe 2 or 3 units for another segment of time).  It'd be great to be able to have a longer turn once in a while. 
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gdgdgdgd
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« Reply #7 on: June 11, 2010, 23:22 »

What if, like in monopoly when you add more houses for rent, you could add better equipment to the plot for better production?

Or, invest in safer equipment that would be more "bad luck/accident" proof?



I already said that in 9x9, 5 players... etc. etc.
please another idea?
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