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[Feature Request] "Are you sure?" for all fire and move buttons!!!

Posted: Sat, 14. Mar 15, 14:31
by ubuntufreakdragon
I request an "Are you sure?"-question for every commoption of the type:
-"you are fired"
-"come back on board"

The implementation of these would be pretty easy: (example NPC_Staff.xml)

Code: Select all

find all nodes looking like this:
<add_player_choice text="{1002,3004}" section="cStaff_fire" position="bottom_left" comment="You\'re fired!"/>
change them to:
<add_player_choice text="{1002,3004}" section="cStaff_fire_are_you_sure" position="bottom_left" comment="You\'re fired!"/>
and add to <cue name="SectionHandler" instantiate="true"> the following statement:
            <do_if value="event.param == 'cStaff_fire_are_you_sure'">
              <add_player_choice text="'Yes I am sure you are fired'" section="cStaff_fire" position="top_left" comment="Yes fire" />
              <add_player_choice text="'No You are still of use'" section="cStaff_goodbye" position="bottom_left" comment="Nevermind."/>
            </do_if>
Files to edit:
NPC_Staff.xml
NPC_Marine.xml
NPC_Engineer.xml
NPC_Architect.xml
NPC_Specialist.xml
If you want this feature toggleable trough gameoptions:

Code: Select all

find all nodes looking like this:
<add_player_choice text="{1002,3004}" section="cStaff_fire" position="bottom_left" comment="You\'re fired!"/>
instead of changing them to:
<add_player_choice text="{1002,3004}" section="cStaff_fire_are_you_sure" position="bottom_left" comment="You\'re fired!"/>
replace the statement with:
<do_if value="$sometoggle" exact="1">
<add_player_choice text="{1002,3004}" section="cStaff_fire_are_you_sure" position="bottom_left" comment="You\'re fired!"/>
</do_if>
<do_else>
<add_player_choice text="{1002,3004}" section="cStaff_fire" position="bottom_left" comment="You\'re fired!"/>
</do_else>

Posted: Sat, 14. Mar 15, 14:37
by The Q
Voted "no", as I cannot see any benefit from this. Care to elaborate, what it would be good for? If I want to fire someone, I want to fire them. Why would I want to be asked, whether I'm really sure?

Posted: Sat, 14. Mar 15, 14:40
by ubuntufreakdragon
The Q wrote:Voted "no", as I cannot see any benefit from this. Care to elaborate, what it would be good for? If I want to fire someone, I want to fire him. Why would I want to be asked, whether I'm really sure?
Because the button is inside the staffs main menu extreme close to the "show me you skill"-button so if you press 3 instead of 2 say goodbye to your 5*5*5* Marine Officer :roll:

Posted: Sat, 14. Mar 15, 14:40
by UniTrader
The Q wrote:Voted "no", as I cannot see any benefit from this. Care to elaborate, what it would be good for? If I want to fire someone, I want to fire them. Why would I want to be asked, whether I'm really sure?
maybe you talked to your 5★ Captain about a new Assignment and just hit the wrong button?

Posted: Sat, 14. Mar 15, 14:53
by The Q
Hasn't happened to me yet.

Posted: Sat, 14. Mar 15, 14:54
by ubuntufreakdragon
The Q wrote:Hasn't happened to me yet.
Try it, it's easy.

Posted: Sat, 14. Mar 15, 15:00
by D.O.S.
Voted Yes but only for "You are fired"

I'm like The Q Not fired anyone by acident yet touch wood :lol:

I think if this option is added that there should be a option in the Game Options to enable / disable the Question

Posted: Sat, 14. Mar 15, 15:06
by The Q
ubuntufreakdragon wrote:Try it, it's easy.
Sure, if you do it on purpose. But I think that's not what is meant here, isn't it?

For me adding another query means I need one more keypress to get the action done I want. The more keypresses I have to do, the worse it gets. So If the system works for me now - and if at all I would think XR need less keypresses to get things done - then why would I want to extent the number of keypresses?

--------------------

Me: Do that thing please!
Employee: Should I really do that thing you asked me to do?
Me: Yes, that's why I asked you.
Employee: Really?
Me: ...
Me: You know what? You're fired.
Menu: Are you sure you want to continue?
Me: ARGH...

-----------------------
D.O.S. wrote:I think if this option is added that there should be a option in the Game Options to enable / disable the Question
Don't forget the option, whether that option should be displayed in the game options menu. :P

Edit: typo.

Posted: Sat, 14. Mar 15, 15:13
by ubuntufreakdragon
D.O.S. wrote:Voted Yes but only for "You are fired"

I'm like The Q Not fired anyone by acident yet touch wood :lol:

I think if this option is added that there should be a option in the Game Options to enable / disable the Question
A toggle for this is pretty easy, too.

Posted: Sat, 14. Mar 15, 17:13
by wwdragon
Only for You are Fired!

Cause bringing them back on board, etc doesn't lose you anything.

Posted: Sat, 14. Mar 15, 22:45
by werewolves?
Sounds like a good idea.

Posted: Mon, 16. Mar 15, 09:17
by Sparky Sparkycorp
Voted for "Yes but only for "You are fired!" as it is something I have asked for several times to avoid the easy accident.

Didn't vote for the crew movement option to avoid extra clicks and as wwdragon mentioned, it isn't a fatal error.

I have to say though, I am VERY happy that Egosoft removed "You are fired!" from option 2 on the space radial menu for non-squad ships in 3.50. That was a much worse place for the option without a "Are you sure?". And then Egosoft replaced it with New Orders for non-squad ships too. Lovely.

Posted: Mon, 16. Mar 15, 09:26
by NodusCursorius
ubuntufreakdragon wrote:Because the button is inside the staffs main menu extreme close to the "show me you skill"-button so if you press 3 instead of 2 say goodbye to your 5*5*5* Marine Officer :roll:
The same could be said for a number of mistaken interactions: Selling the wrong item, shooting a floating container. It all comes down to double-checking your aim, double-checking your hands, and saving your game prior to making important choices.

I submit the solution for the majority of mistakes is: Quicksave/Quickload.

Posted: Mon, 16. Mar 15, 09:33
by Sparky Sparkycorp
NodusCursorius wrote:
ubuntufreakdragon wrote:Because the button is inside the staffs main menu extreme close to the "show me you skill"-button so if you press 3 instead of 2 say goodbye to your 5*5*5* Marine Officer :roll:
The same could be said for a number of mistaken interactions: Selling the wrong item, shooting a floating container. It all comes down to double-checking your aim, double-checking your hands, and saving your game prior to making important choices.

I submit the solution for the majority of mistakes is: Quicksave/Quickload.
As you have recognised, the issue is that it is possible to do this accidentally. It is not possible to predict when an accident will happen so saving and reloading beforehand isn't a solution.

It is a common feature in many walks of life to offer a "Are you sure?" for irreversible actions. ubuntufreakdragon isn't asking for special treatment - simply a normal fail-safe.

Posted: Mon, 16. Mar 15, 09:45
by NodusCursorius
Sparky Sparkycorp wrote:As you have recognised, the issue is that it is possible to do this accidentally. It is not possible to predict when an accident will happen so saving and reloading beforehand isn't a solution.
I feel this displaces user responsibility.

Are you about to partake in actions that are important or at risk of loss? Back up the data. (quick save) Is the data backed up? Double-check your input. In this specific case, provided the individual is aware the UI can fire an NPC, they should be quicksaving.
for irreversible actions.
But these actions are reversible. As an example:
  • User partakes in data alteration, but can not back up the data prior: Create a failsafe
  • User partakes in data alteration, but can back up the data prior: The act of backing up is the failsafe
In both instances the user is making a choice that they can predict: Checking skills means they may possibly fat finger into firing.

Doubling the failsafe seems unnecessary at best and a hassle at worst.