Thanks for the feedback.
Pausing
I recently implemented pausing in offline games. It will be in the game's next update. The game will pause when the main menu is activated. And the gamepad method of bringing up the main menu will switch to the "start" button from the B button. I realize this pausing method will obscure the screen, unlike pausing in the original game. I do plan on eventually adding a pause without the main menu, complete with the clock ticking sound, but it will have to wait for some other important features to be implemented. Concerning pausing in online games--it gets complicated and I don't know of a nice way of doing it.
Collusion
There is no ability to collude, in the classic sense, in MULE Online. The decision to leave that feature out comes down to 2 things:
- Collusion goes against the free market mechanics of the rest of the game--competition driving lower prices; demand driving higher prices. The only feasible argument for collusion I've heard so far is that it's useful for when a computer player is winning. In practice, I find when collusion is used to cut out another human player, it inevitably results in hurt feelings.
- The original method of initiating collusion, as you described, does not translate well to online play. It was clumsy enough on the same machine.
I'd like to hear your thoughts on the purpose of collusion. Perhaps I am missing something.
I have a very large backlog of a lot of other (better) features that I think you'll enjoy.