Movement selection and control basics

Does anyone else feel like something is kind of off in the basic process of selecting units, and deciding where to move them to?

I want to mention this before it's formed in stone, but the process of clicking on a unit, and then clicking on where you want it to go feels wrong to me.

I have played many games of this type before, and I feel like the basic process is you left click on a unit to select it, and then left click on the location where you want it to move to.  Right clicking for where to move to feels wrong.

Also when you left click on a unit to select it, and then left click on a destination to determine where it should go to, another left click should make it move to that destination.  Right clicking usually means get information on a location or space you have clicked on.

It might be worth looking at some other games, and seeing the consistencies in how they implement these basics. (I think the way MOM did this felt quite intutitive.)

Just my 2 cents.

17,087 views 15 replies
Reply #1 Top

I'm not going to hold my breath, but I would love to see Elemental ditch the right-click-sets-destination thing in favor of enabling context menus and/or info pop-ups throughout the game. I've played GalCiv2 for years, and it still seems 'off' somehow to me as well.

Reply #2 Top

* Really wishing they would re-impement watched threads feature to the forums

Reply #3 Top

Right-clicking to move is a thing from RTS.

It isn't so hard to learn, but I prefer, by far, the HoMM system described in the OP : one clicked to choose destination, then a second click to approve. With the same button.

Reply #4 Top

I guess this isn't bothering that many people.  Or perhaps I should have posted this in the Ideas section instead of the general section.  If anyone else is bothered by the movement selection system, please post, as it won't change unless a bunch of people comment on it.

(For me, I could get used to it, but I would much prefer not having to, and to have the system feel more natural.)

Reply #5 Top

I'm actually used to the "Right Click". I do agree though a "third click" should be added. One click to select the unit, another click to set it's destination, and a third click to actually make it move. This gets rid of the "oops, I didn't want it to go there" aspect.

Note: Maybe you should move/post this in the Elemental Ideas section and I'll add it to the list of ideas.

Reply #6 Top

Right-click move is Warcraft-style. Left-click move is Command-and-conquer-style. Either way feels fine.

Reply #7 Top

Despite being with lamperti about the current functionality just feeling a bit odd, my larger interest is in seeing the right mouse button made more generally useful via context menus and/or as the way to access rich info like the 'cards' vs. simple info like a ScreenTip on MouseOver.

p.s. to Raven: does it really need to be in the other topic area to get on your idea summary?

Reply #8 Top

I agree with the three click-scenario ... wether its a right click or a left click for the destination selection is moot. One should be able to click and Drag, seeing distance and travel time path-ways for each location as you are dragging the clicked mouse along. Then when you let go, it still is only Display. You can move the way points with your mouse to avoid un-wanted obstacles (way points being little visual dots on each tile you are set to move through). This way you can fully customize your path-way, and im sure the better at path-finding the AI is, the more streamlined path custimization will become. (for instance if you wanted to go AROUND the mountains for a sneak attack, while a second, later force moved directly towards the enemy).

Then once you are satisfied with the pathway ... you "right click" once more, to make 3 total clicks, in order to finally issue the movement orders.

If a unit still only has "display move orders" and official move orders have not been given, it will STILL move the currently selected path (if it is STILL selected) upon the End Turn button.

Reply #9 Top

What sort of commands would you guys expect to see in a unit movement context menu? I don't think we'll be having too many different things like you'd see with a former in SMAC for instance.

Reply #10 Top

One should be able to click and Drag, seeing distance and travel time path-ways for each location as you are dragging the clicked mouse along.
End of quote

Agreed. As a side note (I believe Disciples or AoW did this) we could have the first turn's movement path colored differently so you know how far you're going to get right away.

Reply #11 Top

indeed, like a different color for each turn of movement. Better for instant recognition, and more intuitive path guidance on the user's part.

Reply #12 Top

Quoting kryo, reply 9
What sort of commands would you guys expect to see in a unit movement context menu? I don't think we'll be having too many different things like you'd see with a former in SMAC for instance.
End of kryo's quote

  • Move straight : simple thing, straightest path
  • WayPoint : you place a waypoint then say how you should go to it.
  • Move to + avoid (each turn you calculate a new path if an enemy has appeared in range of the path, so you can avoid it)
  • Move to + stealth (you move only half your mouvement points, but you gain a +50 in stealth if that caracteristic will ever exist)
  • Move fast (you move for 1,5 X your MP, but your soldiers are exhausted at the end of the turn and for the whole next turn, effects are cumulatives, then move fast 2 or 3 turns would really be tiring)
  • Move + heal, each turn you only move half your MP, then get 5 HP instead of the 2 you would get)
Reply #13 Top

Quoting kryo, reply 9
What sort of commands would you guys expect to see in a unit movement context menu? I don't think we'll be having too many different things like you'd see with a former in SMAC for instance.
End of kryo's quote

For unit movement, I'd expect commands along the lines of Move Here, Attack, Invade, Follow, Capture, and Enter, with only an appropriate few available in a given context.

But the RTS reference has made me remember just how strong my keyboard bias is. I think of the mouse as a secondary option for moving units, mostly useful for long-range movement (especially because you can correct a destination after a fingercheck and lose little if any time for the full move).

Reply #14 Top

HOMM-style movement works for me. Left click on the unit to be moved, left click on the destination (a path appears to show exactly where the unit will move), then left click again to actually move the unit.

Reply #15 Top

Not sure how to move a post.  Let me know if I really should, and how to do so, and I will move this.