Game Interface - Place Units On Map
Posted: Sun Jan 08, 2006 4:21 am
The next form to improve on my list is the Place Units On Map form.
This form is used at the start of a scenario, when reinforcements arrive, when reserves are called out, when minor countries enter the game because they are attacked or aligned, and to place partisans on the map. It is very important that this form be done right because it is the first form that a player will use when he first plays MWIF. If this is awkward to use, confusing, or otherwise dysfunctional, it can cast a gloom over the entire MWIF gaming experience.
Regrettably, there are several tasks that need to be performed using this form and the entire process of placing units on the map for WIF is not straightforward. So, there has to be some complexity simply to follow the mandated WIF procedure.
Though players may not be using the Carriers in Flames or Planes in Flames options when playing MWIF, this form needs to support those options. This means that the player has several tasks to perform:
(1) Choose a number of air units from a random selection (e.g., choose 2 out of 5)
(2) Choose to which air units - from those picked in step 1 - to assign pilots
(3) Choose which carrier air units - from those picked in step 2 - to assign to which carriers
(4) Place all units on the map.
There are two major difficulties the Place Units On Map form has to overcome, in addition to accomplishing these 4 specific tasks. They have to permit the player to undo his decisions. And they have to restrict the placement of units to certain geographical locations as specified in the set up rules for WIF.
I have worked through several possible ways of doing this and here is what I have now. Rather than throw together draft screen shot(s), I would prefer to describe the process in words. Screen shots don’t really explain the process anyway.
The form will be as small as I can make it vertically, but the full width of the screen. It will contain 4 basic sections:
Group: a vertical list of groups to be placed (each group has a distinct geographical restriction on where units in the group can be placed).
Air: a horizontal list of air units sorted by type.
Naval: a horizontal list of naval units sorted by type.
Land: a horizontal list of land units sorted by type.
For screen shots of what I intend for the air. naval. and land lists see the User Interface thread posts for the Scrap Units form.
Each land unit will have a label underneath it saying “Ready”. That means it can be placed on the board. Most of the naval units will be Ready too. The only exceptions will be carriers that have not been assigned carrier air units. Their label will say “No Planes”. Once planes are assigned, then the carrier label will change to Ready.
The air units are the trickiest. All of them will start out as either “Unpicked” or “No Pilot”. The player left clicks on an Unpicked air unit to pick it. It’s label will then become “No Pilot”. Left clicking a second time - on a No Pilot air unit - will return it to the status of Unpicked.
In some cases there is only one plane to choose from, so the program will automatically start those units at step 2. Now, I intend to actually use the label “No Pilot - 3" or some other number. The number will be how many pilots are available for that type of plane. Note that the carrier pilots are different from other pilots. The player might have 5 land based pilots and 3 carrier pilots available during setup.
Right clicking on an air unit without a pilot will transform it either into Ready (if it is a land based air unit) or “No Carrier” if it is a carrier air unit. Right clicking a second time - on a Ready land based air unit or a No Carrier air unit - will undo the assignment of a pilot to the air unit and return it to No Pilot status.
Left clicking on a No Carrier air unit and then left clicking on a carrier assigns the air unit to the carrier. At that time the air unit will have the status of Assigned and the carrier will have the status of Ready. Right clicking on either the assigned air unit or the Ready carrier will undo the assignment.
Yeah, I know. That is a lot of left and right clicks. However, once you have done it a couple of times it will be pretty easy. Mistakes are painless too, since everything can be undone and redoing tasks is very simple. I considered the use of drop down menus and drag and drop processes, but they can be tedious and require a finer degree of mouse control (selecting a certain item off a menu is harder that clicking on a unit). Using keystrokes in combination with mouse clicks also was more complicated. I’ll work out a way for this to be done just using keystrokes too, but I expect the mouse to be the preferred method for most players.
This brings us to item # 4 on the task list. All units that are Ready can be placed on the map at any time. Carrier air units can also be placed on the map as stand alone air units (without their carrier). Normally they will be assigned to a carrier and they will be placed on the map when their carrier is placed on the map.
The player can select as many units as he likes (left clicking on each) and then move the cursor around over the map. There is no need to drag and drop here. If the units can be positioned in the hex, the cursor will be a green crosshair (circle with cross). If the hex is illegal (due to stacking limitations or setup restrictions) then the cursor is a red X. Left click on a legal hex and the units are placed therein. Right clicking on a placed unit brings up a menu with the option of returning the unit to the setup lists. Placed units can also be repositioned on the map freely, so long as they do not violate stacking or setup restrictions.
The player goes through this process for each of his setup groups. For example, the USA has part of its navy required to set up on the East Coast, part on the West Coast, and part in Honolulu. Their fourth setup group (mostly land and air units) can be placed anywhere in the US.
There are a few more things for this form: save and load setup positions from disk, for instance. But what do you think?
This form is used at the start of a scenario, when reinforcements arrive, when reserves are called out, when minor countries enter the game because they are attacked or aligned, and to place partisans on the map. It is very important that this form be done right because it is the first form that a player will use when he first plays MWIF. If this is awkward to use, confusing, or otherwise dysfunctional, it can cast a gloom over the entire MWIF gaming experience.
Regrettably, there are several tasks that need to be performed using this form and the entire process of placing units on the map for WIF is not straightforward. So, there has to be some complexity simply to follow the mandated WIF procedure.
Though players may not be using the Carriers in Flames or Planes in Flames options when playing MWIF, this form needs to support those options. This means that the player has several tasks to perform:
(1) Choose a number of air units from a random selection (e.g., choose 2 out of 5)
(2) Choose to which air units - from those picked in step 1 - to assign pilots
(3) Choose which carrier air units - from those picked in step 2 - to assign to which carriers
(4) Place all units on the map.
There are two major difficulties the Place Units On Map form has to overcome, in addition to accomplishing these 4 specific tasks. They have to permit the player to undo his decisions. And they have to restrict the placement of units to certain geographical locations as specified in the set up rules for WIF.
I have worked through several possible ways of doing this and here is what I have now. Rather than throw together draft screen shot(s), I would prefer to describe the process in words. Screen shots don’t really explain the process anyway.
The form will be as small as I can make it vertically, but the full width of the screen. It will contain 4 basic sections:
Group: a vertical list of groups to be placed (each group has a distinct geographical restriction on where units in the group can be placed).
Air: a horizontal list of air units sorted by type.
Naval: a horizontal list of naval units sorted by type.
Land: a horizontal list of land units sorted by type.
For screen shots of what I intend for the air. naval. and land lists see the User Interface thread posts for the Scrap Units form.
Each land unit will have a label underneath it saying “Ready”. That means it can be placed on the board. Most of the naval units will be Ready too. The only exceptions will be carriers that have not been assigned carrier air units. Their label will say “No Planes”. Once planes are assigned, then the carrier label will change to Ready.
The air units are the trickiest. All of them will start out as either “Unpicked” or “No Pilot”. The player left clicks on an Unpicked air unit to pick it. It’s label will then become “No Pilot”. Left clicking a second time - on a No Pilot air unit - will return it to the status of Unpicked.
In some cases there is only one plane to choose from, so the program will automatically start those units at step 2. Now, I intend to actually use the label “No Pilot - 3" or some other number. The number will be how many pilots are available for that type of plane. Note that the carrier pilots are different from other pilots. The player might have 5 land based pilots and 3 carrier pilots available during setup.
Right clicking on an air unit without a pilot will transform it either into Ready (if it is a land based air unit) or “No Carrier” if it is a carrier air unit. Right clicking a second time - on a Ready land based air unit or a No Carrier air unit - will undo the assignment of a pilot to the air unit and return it to No Pilot status.
Left clicking on a No Carrier air unit and then left clicking on a carrier assigns the air unit to the carrier. At that time the air unit will have the status of Assigned and the carrier will have the status of Ready. Right clicking on either the assigned air unit or the Ready carrier will undo the assignment.
Yeah, I know. That is a lot of left and right clicks. However, once you have done it a couple of times it will be pretty easy. Mistakes are painless too, since everything can be undone and redoing tasks is very simple. I considered the use of drop down menus and drag and drop processes, but they can be tedious and require a finer degree of mouse control (selecting a certain item off a menu is harder that clicking on a unit). Using keystrokes in combination with mouse clicks also was more complicated. I’ll work out a way for this to be done just using keystrokes too, but I expect the mouse to be the preferred method for most players.
This brings us to item # 4 on the task list. All units that are Ready can be placed on the map at any time. Carrier air units can also be placed on the map as stand alone air units (without their carrier). Normally they will be assigned to a carrier and they will be placed on the map when their carrier is placed on the map.
The player can select as many units as he likes (left clicking on each) and then move the cursor around over the map. There is no need to drag and drop here. If the units can be positioned in the hex, the cursor will be a green crosshair (circle with cross). If the hex is illegal (due to stacking limitations or setup restrictions) then the cursor is a red X. Left click on a legal hex and the units are placed therein. Right clicking on a placed unit brings up a menu with the option of returning the unit to the setup lists. Placed units can also be repositioned on the map freely, so long as they do not violate stacking or setup restrictions.
The player goes through this process for each of his setup groups. For example, the USA has part of its navy required to set up on the East Coast, part on the West Coast, and part in Honolulu. Their fourth setup group (mostly land and air units) can be placed anywhere in the US.
There are a few more things for this form: save and load setup positions from disk, for instance. But what do you think?