I think the issue with last turn was everyone was just getting into use to "Hey, there's nothing going on; what do you do?" type of thing. Previous turns have had a clear conflict going on that needed to be addressed. This turn and last turn are MUCH more open ended and as a result people are trying to cram in all there ideas . Once a conflict is established again *I'm looking at you random events chart*. Then number of votes wont be an issue.
Yeah and most people do not look over the plate kinda like I try everytime (e.g. Long-Range scanner / ask about nearby planets, etc.) so people are just thinking about what is going on / being addressed. But you HAVE TO look past that, you have to think about everything, your position, your status, surroundings, allies, and so on. The only bad thing is that our 1st company is getting slaughtered because of crappy dice throws.... ^^ (better get some damn veterans out of that)
But that's not going to be the last time there's going to be open ended-ness. If we want open ended turns to actually have something happen, we can't have everyone cramming in 101 different ideas. All I was saying was that there should be some structure to open ended turns, otherwise we'll get nothing done. The only reason I didn't put it gold for all of them was because they're modified DLC armors. :/
for now we are an almost useless chapter in the brink of extinction (we have only 243 marine luckly we have a lot of pure geneseed) who protect barely a single world (menaced by a group of rogue psyker) and for now our greatest enemy is was the bad version of Our own battlebarge filled with our battle brother gone heretic.