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#104614: "Allow temporary seat to persist until movement"
implemented: Dieser Vorschlag wurde umgesetzt
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Vorschlag: meiner Meinung nach würde das Folgende die Umsetzung des Spiels erheblich verbessern
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The temporary seat is a one-time extra passenger load, which means it disappears as soon as any of your passengers are deplaned. However, it also disappears even if you deplane a passenger at your starting position. This can be very frustrating if you accidentally clicked on the wrong passenger and would of course not be an issue in the physical game. It would be great if the temporary seat could persist until "takeoff", which is to say until your first movement.• Welchen Browser benutzt du?
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Meldungshistorie
23. Nov 2023 22:11 •
quietmint • Die Entwickler stimmen zu, dass es eine gute Idee ist und werden daran arbeiten:
24. Nov 2023 3:40 • I agree
quietmint • Dieser Vorschlag wurde umgesetzt:
16. Dez 2023 7:23 • Version 231216-0715 implements this. You now have flexibility to swap passengers in the temp seat until you move (or until the flight phase ends).
RodimusPrime • Dieser Vorschlag wurde umgesetzt:
14. Jul 2024 18:32 • I understand the desire for this code change, but it does go against the rules which say that you discard the token back to the supply at the moment that you load 1 extra passenger above your plane's limit.
We expected the BGA implementation to honor this rule when we swapped passengers between planes at an airport (without moving) in order to return an unintentionally-purchased temporary seat token. We did not expect the log to say: "Beaver614 recovers Temporary Seat".
Table #535044036, Move #283
A better usability fix would be to launch a confirmation dialog whenever a player holding a temporary seat token and having a full airplane attempts to drop off a passenger at an airport that is not that passenger's destination.
And it would be more accurate for the UI to either remove or strikethrough the "Temp seat" chip in the player card area as soon as the token has been spent (which happens at boarding time).
We expected the BGA implementation to honor this rule when we swapped passengers between planes at an airport (without moving) in order to return an unintentionally-purchased temporary seat token. We did not expect the log to say: "Beaver614 recovers Temporary Seat".
Table #535044036, Move #283
A better usability fix would be to launch a confirmation dialog whenever a player holding a temporary seat token and having a full airplane attempts to drop off a passenger at an airport that is not that passenger's destination.
And it would be more accurate for the UI to either remove or strikethrough the "Temp seat" chip in the player card area as soon as the token has been spent (which happens at boarding time).
quietmint • Dieser Vorschlag wurde umgesetzt:
14. Jul 2024 19:41 • FYI, this is working as I intended.
The temp seat chip becomes translucent when it's "pending" -- meaning it has been consumed, but the above-described flexibility for misclicks is active. At this point, you've loaded an extra passenger into the seat, but you could change your mind if you so wish. This flexibility ends -- your decision to use the temp seat becomes permanent -- when you either move or when the round ends, at which point the temp speed chip is removed from the UI.
The temp seat chip becomes translucent when it's "pending" -- meaning it has been consumed, but the above-described flexibility for misclicks is active. At this point, you've loaded an extra passenger into the seat, but you could change your mind if you so wish. This flexibility ends -- your decision to use the temp seat becomes permanent -- when you either move or when the round ends, at which point the temp speed chip is removed from the UI.
RodimusPrime • Dieser Vorschlag wurde umgesetzt:
2. Sep 2024 0:09 • Your intent still violates the rulebook's definition of when a temporary seat token is supposed to transfer back to the supply.
As a developer, you should not change game mechanics for UX purposes.
Instead, why not communicate these helpful nudges by using confirmation popups?
As a developer, you should not change game mechanics for UX purposes.
Instead, why not communicate these helpful nudges by using confirmation popups?
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