Corbz wrote: ↑07 May 2024, 08:21
You've just highlighted one of the issues - that your games can take 115 to 125 mins. Have a look at the game history of the top ranked player, Threadpacifist. He's legitimately probably the best player on BGA and always takes two actions. Also, his games usually take 30 to 45 mins.
At least part of this is the result of taking two actions at a time.
"115 to 125" was based on memories of tabletop TfM taking several hours - I wasn't referring to the speed of my games here on BGA. Looking at my recent real-time games here, I'm seeing games that take around an hour, more or less. Less time to play also means less time impacted by stalling actions, though, so I don't see the argument here.
As for your reference to Threadpacifist, are you certain that he
ALWAYS takes two actions? Or takes two actions when there's no tactical advantage to playing one and skipping the second action (which is most of the time)? There's a significant difference between the two. Have you asked him whether he'd be in favor of requiring that you take two actions whenever you're capable of it? Feel free to ask him in here for that.
His games taking 30 to 45 minutes is likely more to his ability to make his actions quickly, without pausing to think as many players do (and, importantly, playing against opponents who are also decisive and quick to play). Some people simply do not process the game on the fly, and only think about what they're going to do when it's their turn - they watch passively while other people play. There's one or two of those in my tabletop gaming group, and they absolutely make the game take longer because they don't know what they're going to do when it becomes their turn. And there's no way to force people to think faster.
I get it. You want your games to go faster. But taking away the choice of the second action is not the way to do it. You're trying to fix a square problem with a round peg. And the game will be worse for it. I'm honestly not a fan of people who buy extra cards so that they can sell to stall. But that's a narrow problem that can't be solved without causing damage to other legitimate reasons to only take one action while still having other things you intend to do.
Take, for example, this situation: You have no plants in play. You've got the Greenhouses card (1 plant per city in play), and there's enough cities on the table that you'll get 8+ plants, and be able to play a greenery. But you also need to buy a Milestone that you're already eligible for. If you do the Greenhouses and Greenery on your turn, one of your opponents will be able to take a Milestone, locking you out from the one you're eligible for. If you do the Milestone and the Greenhouse, one of your opponents will play Deimos Down (it was in the draft, and you passed on it for something you liked better) and wipe out the plants you just earned.
The safest play is to claim the Milestone and skip your second action, saving the Greenhouse for your next turn. Even without the specific knowledge of what your opponents are capable of doing, it's STILL the best course of action. But your proposed rule change would mean you lose that tactical flexibility.
I don't play one-pass all the time (or even the majority of the time), because most of the time, there's either no benefit to stalling, or there's an active benefit to getting my cards in play sooner. But I absolutely do when there's a good reason for it.
Terraforming Mars is a tactical game. Reducing tactical options is wrong.
Edit: Danielvictor gave the same example, more succinctly than I did.