Objective:
Player/team with most money at end of designated turns.
Turn Summary:
The game will be played in 3 phases.
Day / Harvesting phase, team will have a amount of time to harvest resources in designated area some of which are required to survive the night and/or be sold to purchase resources/tools in the auction phase. Also you can build your fort up with thus time to protect your goods at night.
Auction phase, team Captains set the amount and highest price to buy resources and also set the lowest price to sell their resources. Only the lowest seller will actually sell each good. Same with buyer, Only the player with the highest price will actually buy that particular good. This is done via blind auction by default.
Perhaps add a live auction al la original MULE mode later.
Also tools and weapons will be auctioned off with the resources. Either permanently or just for the next round. perhaps a price for a days use of a tool or permanently.
There is also a bonus auction where you can purchase a chance to raid another team at night. Or purchase a cow for a daily intake of food. Etc. This happens not every night.
Night phase, is where concerquenses of the day pay off, or not. Mobs come out at night. The player/team with the least amount of wood/coal to burn each night will make your fort target to attacked by mobs. If you have not bought weapons, you fight with your hands. If mobs get into your base,they steal resources. If you have not enough resources for your team or yourself, you suffer penalties the next day.
Wood : Harvested by: trees
Used for: building fort. Half effective at nightly fire. Fences for animal pen
Penalty for lack of: mob attack at night
Coal : Harvested by: mining
Used for: nightly fire,
Penalty for lack of: night attack
Food : Harvested by: farming, animals. Mushrooms
Used for: eating
Penalty for lack of: time penalty of next days actions
iron : Harvested by: mining
Used for: 3rd most expensive , required to buy iron tools
Penalty for lack of:
Diamond : Harvested by:mining
Used for: most expensive, req to purchase diamond tools
Penalty for lack of:
Gold : Harvested by:mining
Used for: sec most expensive,
Penalty for lack of:
Add your own suggestions!
: Harvested by:
Used for:
Penalty for lack of:
: Harvested by:
Used for:
Penalty for lack of:
Implementation:
The best way I feel to implement the game would be to craft a new item a mule flag . You mark a area to play in by marking the boundaries with 4 flags. Or if unable to do that, perhaps a custom server?
Via "/ commands" you select your team. And choose rules for auction type and prefabbed level or existing flagged terrain.
Perhaps have a betting system along with game creation. All players have to pay to play and winning team splits it.
Technical specs:
I have limited java programming experience and no lua scripting exp. Would this be something viable to create currently (even on a stand alone server)? Or do we have to wait for notch's mod support?
Also I can use your support to flesh out this idea. Does it sound fun? What would make it better?
Beansly Jones
Hm after reading through it seems I have removed the "M.u.l.e.s"from the game entirely. Oh well. Whatadaya think?
sorry don't like the idea seems to hard to implement... and if you find the diamonds, or other things, wouldn't you just make it yourself? sorry but i DO NOT APPROVE!
Rollback Post to RevisionRollBack
like my avatar? it's pretty cool huh? you want it don't you? because it's better than yours...
well... TOO BAD!
Hm, could you be specific about what you don't like? The whole economic concept? Or just not worth the difficulty to implement? Btw, have you played MULE? Untill you played it, it's hard to explain the fun of it.
Also, in life usually the hard way usually turns out better then the easy path.
Goal:
Mod to implement vintage pc supply demand game "m.u.l.e" into minecraft.
http://en.m.wikipedia.org/wiki/M.U.L.E.?wasRedirected=true
Objective:
Player/team with most money at end of designated turns.
Turn Summary:
The game will be played in 3 phases.
Day / Harvesting phase, team will have a amount of time to harvest resources in designated area some of which are required to survive the night and/or be sold to purchase resources/tools in the auction phase. Also you can build your fort up with thus time to protect your goods at night.
Auction phase, team Captains set the amount and highest price to buy resources and also set the lowest price to sell their resources. Only the lowest seller will actually sell each good. Same with buyer, Only the player with the highest price will actually buy that particular good. This is done via blind auction by default.
Perhaps add a live auction al la original MULE mode later.
Also tools and weapons will be auctioned off with the resources. Either permanently or just for the next round. perhaps a price for a days use of a tool or permanently.
There is also a bonus auction where you can purchase a chance to raid another team at night. Or purchase a cow for a daily intake of food. Etc. This happens not every night.
Night phase, is where concerquenses of the day pay off, or not. Mobs come out at night. The player/team with the least amount of wood/coal to burn each night will make your fort target to attacked by mobs. If you have not bought weapons, you fight with your hands. If mobs get into your base,they steal resources. If you have not enough resources for your team or yourself, you suffer penalties the next day.
Wood : Harvested by: trees
Used for: building fort. Half effective at nightly fire. Fences for animal pen
Penalty for lack of: mob attack at night
Coal : Harvested by: mining
Used for: nightly fire,
Penalty for lack of: night attack
Food : Harvested by: farming, animals. Mushrooms
Used for: eating
Penalty for lack of: time penalty of next days actions
iron : Harvested by: mining
Used for: 3rd most expensive , required to buy iron tools
Penalty for lack of:
Diamond : Harvested by:mining
Used for: most expensive, req to purchase diamond tools
Penalty for lack of:
Gold : Harvested by:mining
Used for: sec most expensive,
Penalty for lack of:
Add your own suggestions!
: Harvested by:
Used for:
Penalty for lack of:
: Harvested by:
Used for:
Penalty for lack of:
Implementation:
The best way I feel to implement the game would be to craft a new item a mule flag . You mark a area to play in by marking the boundaries with 4 flags. Or if unable to do that, perhaps a custom server?
Via "/ commands" you select your team. And choose rules for auction type and prefabbed level or existing flagged terrain.
Perhaps have a betting system along with game creation. All players have to pay to play and winning team splits it.
Technical specs:
I have limited java programming experience and no lua scripting exp. Would this be something viable to create currently (even on a stand alone server)? Or do we have to wait for notch's mod support?
Also I can use your support to flesh out this idea. Does it sound fun? What would make it better?
Beansly Jones
Hm after reading through it seems I have removed the "M.u.l.e.s"from the game entirely. Oh well. Whatadaya think?
well... TOO BAD!
Also, in life usually the hard way usually turns out better then the easy path.