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Feature request: Unit Cycling Features #12785
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Proposal A
Purpose:
Proposal B
This also avoids the mixed use of the terms "Skip" and "Wait" and it avoids accidental skipping when using the Giant Button. We could still implement that "unit summary" info box, that should be always helpful. Thoughts? |
Fundamentally we have two options. The Giant Button either sets If we want to change the behavior, I feel like we need a very compelling reason and improvement system designed. It may have silent behavior, but people figure it out pretty quickly. Adding a summary table counting the number of Wait vs Due Orders is a handy use of unused UI space, but I don't feel like gives a lot of useful information. Especially since it doesn't provide immediate feedback as you give orders. Might be nice for at a glance if the number of units you have and potentially spot any that are currently Skipped/Wait, but then finding them requires more thought. |
The crazy 3rd option is move Unit Cycling out of the Big Button into two separate buttons below, and Big Button only is used for other important Next Things TODO. I don't particularly like this option though. Eats up real estate. But would allow two very explicit buttons right next to each other, one for Wait Order, one for Cycle to Next Due Unit, providing very clear contrast. Total War actually puts the Skip Unit Action button next to their Big Do Mext Thing button. |
Finding them is a matter of clicking those Proposal C When the user hits the Giant Button on a unit which has no orders yet, a Dialog appears:
I personally like this solution best
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I strongly disagree with the sentiment of that second sentence. Leaving a user to "figure out" undocumented, silent behavior is not kind to the user. As to the first sentence I am re-phrasing (and yes, also refining) much of the same argument/reasoning that I put forward in some off-topic comments for #12745 and presenting below as Proposal D.
I very much agree with the Big button being reserved for the phases of a turn rather than Unit Cycling. The two buttons for cycling forwards or backwards through the unit-queue already exist within the UnitInfo table. The "Wait Order" button rightfully belongs in the Unit-action menu immediately above those cycling/navigation buttons. This is where every other unit order can be found. So your stated goal of those 4 buttons (3 for navigation and 1 for Wait) all being close together is natively achievable in the lower left corner of the WorldView. That screen real estate is already set aside in that much more relevant place on the screen.
I think you will find the section of Proposal D headed "Wait a minute..." addresses the underscored portion of your remark. I find Proposal D to be a compelling, holistic argument however, you may disagree ... in which case I gladly welcome criticism. First of all a recap of the precedence established or apparent trends for other phases of a turn and other aspects of the UI. This is important if the UI is to be seen as consistent. The so-called (Next Turn) - a.k.a. (20) - a.k.a. "things to do" ... buttonI understand the fundamental goal of mimicking the Civ V user interface behavior. Keep in mind that Civ V also behaves badly/poorly. Therefore I am not convinced that mimicking that bad/poor behavior is virtuous. That button, labeled (20) in the Civilopedia article on WorldView, and being discussed here serves a different function that depends upon the phase of a turn:
The oddball in this list is the last one ... (Next/Skip/Wait) unit. It describes a much finer granularity of the turn than a phase in the turn. It really belongs within the UnitInfo pane or the Unit-action menu. For each of those other phases in a turn that button causes a Picker table to appear (usually full screen) and the user then picks whatever needs to be chosen and then closes that table. I hasten to add that the (Close/Dismiss) button for each of those Picker tables is consistently in the lower-left corner of the screen. That close button is not necessarily the button used to finalize a pick. Adhering to the apparent trend:
So too should the business of navigating through the due-unit-queue be left to the UnitInfo table and the dynamically generated Unit-action menu that appears immediately above it. Dynamic because there are different Unit-actions depending on the currently selected unit. End of summary of the apparent trend/precedence established for other phases of any given turn. Proposal DWith the above precedence/apparent trend in mind, during that phase of a turn that I am describing as: "manage units with unspent movement/action points" :-
That set of 3 numbers is more comprehensive/inclusive than @sulai 's proposal for a very good reason that is explained in the section of this proposal headed "Wait a minute ..." . Aside from that very compelling and novel reason, there is a certain sense of reassurance or check and balance that I believe any user, new or veteran, can appreciate when they see, in one tidy window, that all of their civilization units are accounted for. The ever-present alternate way that a user can cause the Unit/CityInfo pane to appear is to click on a tile occupied by a unit (or a city) belonging to the user's civilization.
Whenever the UnitInfo pane appears in the bottom-left of WorldVIew it's 3 navigation buttons:- (Prev, Next and Close/Deselect) ought to be located:
The present day Unit-action menu changes from one unit to the next. There is one important unit action button that ideally would never change on-screen position relative to the 3 navigation buttons in the UnitInfo pane immediately below the Unit-action menu. That button/action is described next. Wait/Skip/Do nothing/At any time a unit is selected the user may decide not to spend any remaining movement/action points within the current turn. That decision should always be an explicit decision made by the user clicking a Unit-action button. Under no circumstances should the UI presume to make this decision for the user. The name of that action ought to be identical for every unit in the game and ideally that action-button would be in the identical (on-screen) position within the Unit-action menu even as the selected unit changes. Refer, once again, to "the user muscle memory test". I am agnostic as to what that action-button be labelled. I only suggest that consideration be given to the many ways that any single-word label might be _mis_interpreted or have it's meaning "lost in translation". There is adequate room in the Unit-action menu width for multiple words so please, use all of that horizontal space wisely to give the action an unambiguous description. e.g. "Do nothing more in this turn" ... or similar. Wait a minute ... did I skip a unit that I did not intend to skip?OK, so recall that I added a third number to the Summary of the status of the Unit-queue? Well here is the reason for that. I readily admit that it is feature-creep and is more of a QOL matter than anything else. It does however, have the potential to make Unciv UI significantly superior to Civ V UI. You may not realize this until you observe other turn-based games mimic Unciv in this unique aspect of UI design. As the Due-unit-queue shrinks in size the user reaches a point where there are no more Due units. The (20) button should still be disabled (although, I offer a compelling argument, below, as to why it should turn a shade of Amber) and should display the same three numbers that summarizes the entire unit queue.
At this point the user may continue to navigate through the unit queue. The difference between this cycle of navigation and previous cycles of navigation is that whilst the (20) button is Amber the units being cycled are those units with non-zero movement/action points remaining ... even though they may have already been tasked with some action!
The virtue of this part of the proposal is that the user can have no doubt that they have been shown and had the opportunity to review/modify any and all unit movements OR actions for the current turn. Even those actions that were tasked/assigned in some prior turn.
The user muscle memory testList/queue/stack navigation ought to be achievable with the user relying solely on muscle memory to locate the point on the screen to (mouse) click or (finger/thumb) tap to advance forward (or backward) through the list/queue/stack. This so-called muscle memory places no demand on the user for ballistic eyeball movement to re-discover the on-screen location of those stationary/static navigation buttons. Why is Proposal D compelling?
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You can turn off to "check for idle units" in the Options. |
Thanks @najevi, that's a lot to take in. Proposal D has a few problems:
As a rule of a thumb, I think the Giant Button should never get disabled. Not sure if this can currently happen under some circumstance. | did I skip a unit that I did not intend to skip? Currently, What I do like is that little hint window you mentioned, giving information about how many units are still due, etc. That might help players understand what's going on. |
Holistic solutions do demand a great deal of attention but if you read carefully you will see that some of the existing UI components already do what I have described. I include those in my proposal specifically to show how it all dove-tails together.
I could not disagree more! The whole point of replacing button (20) with unit management progress status numbers is to remind the user where their attention ought to be focused in the current phase of the turn. By all means discuss the information that should be displayed where button (20) was but don't lure the user into managing the units in a way that quickly moves them onto the next phase of the turn if, in the process of doing so you inadvertently cause the user to overlook managing one unit or another.
I agree. I am not in a position to examine how Unciv behaves on an Android platform. That is beyond my scope so far as providing feedback/input. I might suggest however, that Next/Previous buttons are not ideal for hand held platforms. Left-swipe and Right-swipe are more familiar gestures for "navigation" on a hand-held platform. A little searching reveals that Koplin language can support such gestures but I do not presume to understand how useful that might be to Unciv. Is it the case that the very same Tables/popups are used on the Android platform? Or is there some
Is that rule of thumb based in logical argument or traditional dogma?
Yes, we have discussed this elsewhere and I agree that a button should not make more change to game state than it's label describes it as changing. i.e. No hidden helpers that go undocumented and inevitably lead to a confused/bewildered user.
Good! Because what you have acknowledged here is precisely the solution to your very first point of criticism against Proposal D. viz.
Please think about that a little longer. |
You seem to be very convinced you are correct by stint of fundamental prior opinions in a vacuum. Please try to be kinder and with a bit more humility. |
I am not familiar with the phrasing "correct by stint of" ... so I fear I have not understood your message in this regard.
I have been extremely polite and patient! |
Ah, my apologies. Considering your verbosity I had assumed.
You have a great amount of zeal and have put a lot of thought into this. However, you also seem to believe your way and only your way is the logical and correct answer moving forward. Insinuating others are missing the point due to blind dogma, punting logistics as out of scope, and snidely insisting someone "think about that a little longer" is unbecoming of a collaborative spirit. It doesn't matter if you're the smartest person in the world. If you can't express yourself succinctly, with generosity, and in a way others will agree with, it is useless. To a specific point, it seems the vast majority intuitively understood how the Next Unit button would work and would skip past the unit for the turn. Also players learn from the feedback and quickly adjust as part of learning the UI and the game. There are certainly opportunities to explain during a tutorial or on-boarding for a completely new player, but once it's explained we don't need to explain it every time they press a button. |
Thank you . I just finished experimenting with that option both checked and unchecked and I can see that unchecking it makes button (20) prompt for (Next turn) ... and never prompt for (Next unit) ... while the user is assigning movements and/or orders to units. |
To illustrate the unit cycling user interface that I imagine I generated the GIF below to simulate a user stepping through 6 units in the unit queue.
For that gold region to have fixed height, some combination of the suggestions made within the comments in response to #12745 would be necessary. I have no preference for one button graphic over another so chose to illustrate one of @sulai 's suggestions in this GIF to hopefully engender some familiarity/resonance/agreement.
Relative to those 3 navigation buttons the proposed (Skip turn) button could quite feasibly be pinned immediately above the (Show more) button within the menu of Unit-Action-Buttons. Highlighted in lavender with purple border. With this illustration I hope you can begin to appreciate:
The present day (Wait) button has been given a watercolor-red fill just to draw attention to how that button currently changes position on screen as the selected unit changes. If I have understood the proposal for a (Skip) button correctly then this Wait button will be removed. Is this correct?
Does this help you imagine how these 5 buttons being fixed in place on screen as the user cycles through the queue of idle/due units will facilitate the same functionality that is being proposed for the Giant Button in #12799 and also Proposals A, B and C within this thread? This is what my perhaps overly-enthusiastic and verbose language elsewhere was trying to describe but clearly failed to do so adequately. Center-aligned or left-aligned ?Not strictly on-topic but I hope you will agree the following is relevant to the animated illustration is the observation that center-aligned:
bobbing left and right as a user cycles through units tends to pull focus. I realize only now that I probably could have given the present-day right-arrow and Close/Deselect (X) button a watercolor-red splotch of color to draw attention to how that pair also jumps left and right as the user cycle through the queue. I can't easily photo-shop these images to render an example of left-alignment but I can easily imagine it and I reckon it would look quite tidy. What do you think? |
Could you please explain the subtle difference between I am beginning to think that perhaps what you describe as |
Yes, I can visualize that as well. It is a very effective/clever way to draw a user's attention to the lower-left of the WorldView screen for that unit-management phase of a turn. |
@najevi I think we have common ground here regarding the layout of the unit info box and the position of the "wait/skip" a turn button. It's on my wish list, but sadly, I currently can't invest the time to try it in code. Good job on the mockup! |
Does the following ring true to you?From a user's perspective the units a user is responsible for managing may be divided into sets/categories as follows: (a) Currently has an order (whether assigned within: this turn or some previous turn) (i) Has non-zero movement/action points remaining The above two pairs of classification are not mutually exclusive. Together they form a matrix of 4 categories: (a-i), (a-ii), (b-i), (b-ii). Depending on the situation, it may be worth a user's time to step/cycle through a unit with any of the following orders so as to review that order in light of any change in circumstances relative to whenever the order was issued:
Independent of any of the above, the units may also be divided into two sets according to: Why mention this?To perhaps influence your choice of words used as you consider changes currently afoot for the UI. Most notably the excellent idea of a unit summary table visible whenever the Unit/City-Info-pane is not visible. A potential custom-filter for "cycling" unitsIf you do agree with my observation about the bulleted list of 7 unit orders then just perhaps there is the potential for a user-customizable 'filter' to determine which subset of units will be stepped/cycled through starting from that proposed summary table and morphing into the Unit/City-Info-pane. Such a filter may be in the form of check boxes so that any combination of those 7 bulleted orders plus the 6 classifications: (a, b, i, ii, 1, 2) may be selected as the subset of units that are "cycled" through when using the Prev & Next buttons on the Unit/City-Info-pane. Footnotes
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Agreed. Effectivly the two categories you describe could be summarized with
Currently the unit table cycles Idle and Waiting units. I'm not opposed to the idea to cycle all of category B) in the UnitTable, while NextUnit only cycles Category A). I have no strong opinion about that though.
Conceptually, we could allow long-click / right click on the |
Clarifying questions
To which "Wait" are you referring here? The "wait" that means:
Your use of the word "Idle" sounds like it might be the same as what I categorize as { (b-i) , (b-ii) }.
When you think about what you mean by "... and probably others" does the bulleted list that I gave above ring true for you as an exhaustive list or are there some omissions or perhaps even some invalid entries? Your (B) sounds like it might be the same as what I categorize as { (a-i), (b-i) }. CorrectionI actually described four (4) categories ... not two. viz.
It really puzzles me when (it appears to me that) you minimize (in this case 4 categories into 2 categories) without making crystal clear your logic behind the simplification even if that logic is painfully obvious to you. If I've understood you correctly this far then the category that is not yet addressed is (a-ii). Are you quite sure there is no need for a user to review the orders (whether unit-movement or unit-action) for a unit that falls into category (a-ii)? |
Yes, this represents so-called "feature creep" and it was cheeky of me to even mention it here. |
The "Wait" unit action as it is in the game right now. When a user decides to let a unit "wait one turn", that unit is not idle. However, it still has action points and you could change its order. @itanasi should we do a poll whether or not we should rename the "Wait" unit action to "Skip turn"? I like Wait, because it is "stays in role". However, "Skip turn" can't be mistaken as to what it does. If we changed to "Skip Turn", we should also change the icon to a curved arrow.
I didn't double check your list, but I think it's complete.
I'm sorry for the confusion. I wanted to reduce the 4 categories to the 2 meaningful ones that could be worth cycling. This would be the matrix you mentioned:
The upper 2 cells are meaningful to cycle, I called them A) and B) previously. The Big Button cycles Idle units and the UnitInfoBox currently only cycles Idle and Waiting units, but could by extended to all units that we still can change order (has order and has action points). Slightly off topic, as a user, I would like to have the flexibility to cancel, change or assign long term orders to the units that have no action points (the two lower cells). The game currently doesn't fully support this. To keep it simple, we could offer the user to cycle one of these in the UnitTable:
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Skip is the more common verb. Remember that Wait was originally chosen so that we would come back to the unit when cycling. And it's what people usually mention when I ask about replacing Wait. So we can definitely do that change. |
It does, but you need to select the unit first. Also, don't forget that the full list of units, along with their current commands, is in the Units Overview screen. |
You can't change a unit movement destination though, that's what I'm missing (a bit).
So it doesn't make much sense to cycle all units. So we're left with only idle (big button) and we could change the unit box to cycle all units with remaining action points. What do you think would that make sense? |
I would also comment that my assumption was the arrows on the table would cycle through All units. Not only Idle units. That's usually the convention in a lot of games. |
Oh! Thank you so much!! Your description of the design target specification for the list of units for "unit-cycling" is much clearer to me when communicated in terms of that 2x2 table. Now that I more clearly understand your intention I think that there is one, albeit thin, slice of (Has order, Has zero action points) that ought to be a candidate for the "unit-cycling" list. That is a unit with Automated-movement order even when that movement has ended for the current turn (i.e. zero action points remaining). As you know that is possible when a certain option is set.
There may be another such example that I haven't thought of yet but this is one that is easy to overlook and can lead to a wasted turn or to lost opportunity (if it weren't for save files).
Unit-cycling primary interfaceThat niggling thought of a "unit cycling list" filter that each user can customize to their own style of game play keeps recurring to me!
Skip turn versus WaitTo me, Skip turn conveys the meaning best. For so long as that order is a part of the Unit-action-menu it is very clear the order is being applied to just that one unit. For me, the association with just the selected unit is lost (or made ambiguous) when such a button is replicated in the top-right of World-View. There may be yet another verb that might be worth considering. In a very real sense the verb for "Do nothing more this turn but resume managing this unit next turn" might be described as Sleep (just this turn) ... as distinct from Sleep (until local activity wakes you). So a verb that resembles a short sleep might be ... Snooze!! |
This would pick up units that already have orders/are Automated but we haven't executed this turn yet. Is that your intention? |
Before creating
Problem Description
Some players would like a feature to skip past the current selected unit, but then cycle back to it later. This previously was Wait, but apparently that was confusing, and now Wait acts like Next Unit. That is, we set
due=false
and don't come back this turn automatically.There is also some concern that Next Unit is silently marking units
due=false
and so players may unintentionally be skipping that unit's turn, not understanding they won't cycle back.Overall we should have clarity without cluttering the UI. Please discuss different solutions.
Related Issue Links
#12745 #12308
Desired Solution
Open to discussion
Alternative Approaches
Current situation:
due=false
and moves to next unit in queuedue=false
and moves to next unit in queueAdditional Context
No response
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