Recently a 4p-Terraforming Mars game ended when a player run out of time once, and another player - after playing a few more turns - conveniently decided to skip his turns and wreck the game when he was behind in current VP.
A very obvious solution to this tricky behaviour would be, to allow the skip-player option only the first time the situation occurs. If the player(s) decide to continue the game, then this option is lost until the player in question "increases" (whatever that could mean technically) the time-debt.
I have not the slightest knowledge of coding games, so would that solution be feasible? Would it be needed to be implemented for every game separetely? Did I miss any strong counterarguments process-wise? And if not, what were the reasons of BGA against such a solution?
No2): Can the great red "would you like to skip another players turn"-message please strongly decreased in size, to avoid unintenionally clicking?
A very obvious solution to this tricky behaviour would be, to allow the skip-player option only the first time the situation occurs. If the player(s) decide to continue the game, then this option is lost until the player in question "increases" (whatever that could mean technically) the time-debt.
I have not the slightest knowledge of coding games, so would that solution be feasible? Would it be needed to be implemented for every game separetely? Did I miss any strong counterarguments process-wise? And if not, what were the reasons of BGA against such a solution?
No2): Can the great red "would you like to skip another players turn"-message please strongly decreased in size, to avoid unintenionally clicking?