Simultaneous choices

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Myrskyvaris
Posts: 2
Joined: 12 July 2022, 09:40

Simultaneous choices

Post by Myrskyvaris »

Could there please be enforced order for making simultaneus decisions? Or do not show what decision was made until each player has made their decision. For example with 5 or more players there can be 2 players at same time in Tokio. When they are both smacked they have to make choice whether to stay or leave at same time. Player who is willing to sit around longer gets advantage as they have more information for their decision.

In real time games player who is up in time can force that decision upon another player first. In turn-based games this is especially silly as you can be incentivized to sit around days in-case other player makes their decision during that time and if time zones align well it can be that you get to do that decision last even if your opponent is up by few hours if they are not available during those hours. It is usually rather easy to have time capped in turn-based games so most of time it would just come down to how time zones align. In real time games player down in time can make their decision immediately as they know they lose waiting battle. In turn-based games you do not really know your opponent's schedule so you won't know whether you win waiting battle until you actually engage in it.
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voriki
Posts: 773
Joined: 28 August 2020, 12:27

Re: Simultaneous choices

Post by voriki »

Since BGA tries to replicate the feeling of an actual game, it is dificult to hide the choice of player A bzfore player B makes their choice. In a realtime game this should pose that much of a problem as you can wait a tiny bit, but I understand in a turnbased game it's dificult as the platform keeps prompting you to make your choice.

The only workaround is to add more choices for both players whom are in Tokyo after an attack.

Stay in Tokyo and Leave Tokyo obviously remain.
Then there could be an option: Leave Tokyo if player B leaves, Stay if player B stays. Or the reverse, leave when stay and stay when leave.

But then there is a stalemate if both players pick the conditional choices, then what is the deciding factor? Or if they contradict each other, A wanting to replicate the action of B, and B wanting to do the reverse of A.
My proposal would make things too complicated and needs to be more thought.

In the meantime all we can do is just play the game as is, predicting what choice the other player wouod do and act upon it.
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