In terms of a HUD improvement, what I was really talking about was just making the backgrounds of the HUD and buttons more attractive, and maybe tweaking the font. Visual fluff. I think what a lot of folks here are talking about is more of a HUD redesign.
It's interesting that there's a debate about if the HUD is good or bad or hard to learn or easy to learn or whatever. Even in the press, some have praised the HUD as being really good, but then others have said it was bad, etc. My take on that is:
1. I think that the HUD does an excellent job of getting you all the information you most need, in as condensed a format as it can so that you can actually still see the gameplay view.
2. Particularly on smaller monitors, which we have to support; I think a lot of people with giant resolutions forget this, but on our smallest supported resolutions the HUD is absolutely taking up every inch of space that it can, and probably constitutes... I don't know... 40% of your screen? Our biggest challenges with the HUD tend to be how to add things such that they actually fit there.
3. The other challenge for the HUD is knowing WHAT information to show. I think that we've worked that out pretty well. Sure there are always more things that could be shown, but that's true of anything. In terms of making the game learnable, having the screen littered with too much information is just as much a problem as having too little information. And I think that AI War is right on the line of skirting both problems, having a bit of each. The HUD is undenyably overwhelmingly full of stuff for new players, but at the same time it contains everything that is most needed -- for everyone, new players included -- without having extraneous stuff that you don't need as frequently.
4. Over time we've added various sub-menus and other looks at things to get more data. Filters and rollups and whatnot. Control options. Extra hotkeys for x, y, z. These things started out largely as nice to haves, but then in the minds of advanced players become "you must have this to play effectively." And to some extent that's kind of true, but remember the game didn't always have those things and players still played fine. It's better WITH those things, but a new player in no way HAS to learn all that stuff right from day 1 in order to play the game on difficulty 5 or 6.
5. Like a lot of traditional hardcore strategy games, this one assumes that if you want to be better-than-average proficient with the game, that you'll read the keybindings and look in the menus and so forth. Tooltips abound, and there's a giant wiki to help with many things, and in general it's a lot more approachable than the old paper manuals from back in the day.
6. Once you pass a certain threshold of complexity, no interface is "good" in the sense of being immediately accessible. It just isn't possible. If you expect to be able to just plunk yourself down in the pilot's seat of a fighter plane or the space shuttle, forget about it! Those interfaces are "bad" in the sense that they are impenetrable unless you know what the heck is going on there. If you are learning to be a fighter pilot, though, there's more to it than just learning what all the dials and switches and whatever do: you also have to become a subject matter expert, so you know what "yaw" actually means, and what the ramifications of various G forces are and all sorts of other things. They have to learn both the interface and the theory behind what the interface is helping them to do. The same is true in AI War, or any sufficiently complex strategy or simulation game (though these are obviously all way less complex than something like learning to be a fighter pilot).
7. Mainly my point is that with a game of this sort, the interface needs to be expressive without being more cluttered than it has to be. It has to give you all the summary information that it can without occluding your view. It has to give you ways to get more information or extra controls when you need them. And it has to be organized in an internally-consistent way so that once you learn the system, things make sense.
AI War does all of those things, and so I'm inclined to think that the HUD is pretty darn good. There is more information that we could show, but it would further occlude the view in a way that is probably not worth it for the information in question. There is not much that we could cut without really hampering both new and veteran players from having the information we need, which is a good sign there is little wasteage. Each part of the screen is dedicated to specific things, and things consistently show in those parts of the screen, which makes the interface predictable once you learn it.
And so on. Personally I don't ever see a major revamp of the HUD being needed, as it would just be shuffling things around. I was just talking about the visuals behind the HUD, since there was more than a bit of grumbling about that from moving from AI War 3.x to 4.0 when those bits of the graphics changed.