Page 1 of 1
What is the utility of the 'fail mission' button?
Posted: 25 January 2022, 13:41
by Romain672
Hi.
So can someone correct me if I'm wrong:
- the devs want to use that button as a 'private fail', and if everyone press it, the mission restart. But: 1) it's annoying to press it for nothing | 2) it's impossible for all 4 players to press it
- the only utility of that button is when someone tell in chat it's impossible, and then you ask to use that button in chat ("lost i got 4 rockets" "please click on the letter under the octopus in the top right, then on the big red 'fail mission' button"), wait one minute for everyone to press it, see that one player don't talk your langage/don't read chat and is doing something extra, and quickly fail the mission by playing random tricks.
The only utility seem at 2 players, where both could put a 'private fail'.
IE:
https://boardgamearena.com/bug?id=51047 , but that's even worst.
Re: What is the utility of the 'fail mission' button?
Posted: 25 January 2022, 13:45
by Romain672
I think I should take the other pov.
You are new to the game. You don't talk english. You enter in an experienced table by the automatic lobby. You see lots of tasks and got some of them. Someone writed random things in chat.
Then the mission abuptly fail, and you got a message in log "Half the players wanted to restart the mission, so the mission ended".
What are you thoughs?
Is it really that bad? I personnally don't think so.
Re: What is the utility of the 'fail mission' button?
Posted: 03 June 2024, 09:33
by Ursula1972
Its very usefull in turn based games, but a lot of people can't find it, or used it before and nothing happend (no all players have to use it).
Re: What is the utility of the 'fail mission' button?
Posted: 11 June 2024, 02:40
by Tuut Tuut tis Luut
It's not ideal, and it would definitely help to make it more visible, or have the button pop up on screen if one player initiates it. (realistically that's exactly how it would work irl, one players announced they think it's a fail, and you collectively decide to give up)
But it's a good feature to have either way. There's a lot more situations where a player knows for certain it's dead from the start than in og crew. And unlike og crew, it's not always easy or possible to intentionally fail a mission within one or two tricks.
It's true it's often a nightmare to try and guide everyone to the button when playing with strangers. But tbh it can be difficult to get everyone to agree on a fail anyways. Especially if there's a language barrier.
But if it's a veteran table, or you're playing with a regular group. It's much easier to us.
And those are the the only kinds of tables you're likely to quickly identify and agree on a fail anyways.
Any system where you can give up without every player agreeing is just a bad idea. Too easy for people to mistakenly yell fail in chat and get others on board before someone can correct them.
I'm sure, Romain, you remember how often people would insist they needed distress because it's literally impossible without.
And how rarely it was actually true.
Re: What is the utility of the 'fail mission' button?
Posted: 16 January 2025, 01:09
by Noname199
I would just suggest to implement the approach from the crew also here, where you have the 'pop up' once one player initiates the failed task request
Re: What is the utility of the 'fail mission' button?
Posted: 12 June 2025, 22:11
by MaryJoNotMary
I would agree, it would work much better if once a player clicks it, it just asks everyone else if they concur.