It is difficult to communicate at the start of a hand, unless you are the commander, since the BGA system does not alert you that you have the potential to take a turn. I suggest that everyone starts with their comm button pressed at the start of a hand—players can turn it off without using, if they want, but it would give a system-mandated *opportunity* to communicate. Otherwise, players have to drop-in on the game without a turn alert in order to request a comm opportunity. In my experience, long-time BGA players *never* drop-in on turn-based games unless the system tells them they have a turn to take.
Turn-based Communication
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Re: Turn-based Communication
I'm pretty sure you can ask to communicate at the next available spot. The communication card turns green in this case.TensorosneT wrote: ↑24 January 2021, 18:27 It is difficult to communicate at the start of a hand, unless you are the commander, since the BGA system does not alert you that you have the potential to take a turn. I suggest that everyone starts with their comm button pressed at the start of a hand—players can turn it off without using, if they want, but it would give a system-mandated *opportunity* to communicate. Otherwise, players have to drop-in on the game without a turn alert in order to request a comm opportunity. In my experience, long-time BGA players *never* drop-in on turn-based games unless the system tells them they have a turn to take.
I've made it more clear in my version that you have a "pending" communication.
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Re: Turn-based Communication
Yes, but on the first turn, *only* the commander gets notification that it is their turn. So only the commander gets the opportunity to communicated before the first trick. Unless other players drop in spontaneously when they do not get a turn notification. Which doesn’t really happen.
Another thing that would be *really* helpful for turn-based play (and would be an even better solution to the above problem) would be to have a mandated phase before the first trick and before any comm in which each player must choose whether to activate the distress beacon. This would ensure that the beacon is not overlooked (which happens most of the time, in my experience) *and* gives each player the opportunity to activate their comm-button before the first trick. This would be great for live play, too, not just turn-based, imho.
Another thing that would be *really* helpful for turn-based play (and would be an even better solution to the above problem) would be to have a mandated phase before the first trick and before any comm in which each player must choose whether to activate the distress beacon. This would ensure that the beacon is not overlooked (which happens most of the time, in my experience) *and* gives each player the opportunity to activate their comm-button before the first trick. This would be great for live play, too, not just turn-based, imho.
Re: Turn-based Communication
This is already implemented in new versionTensorosneT wrote: ↑24 January 2021, 20:14 Yes, but on the first turn, *only* the commander gets notification that it is their turn. So only the commander gets the opportunity to communicated before the first trick. Unless other players drop in spontaneously when they do not get a turn notification. Which doesn’t really happen.
Another thing that would be *really* helpful for turn-based play (and would be an even better solution to the above problem) would be to have a mandated phase before the first trick and before any comm in which each player must choose whether to activate the distress beacon. This would ensure that the beacon is not overlooked (which happens most of the time, in my experience) *and* gives each player the opportunity to activate their comm-button before the first trick. This would be great for live play, too, not just turn-based, imho.
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Re: Turn-based Communication
Yep! Loving the new features! Thanks!