phew...
I am too lazy to make my own mockups for this ;p So..
The top bar is wasting space, way too much space.
First of all, why do we display the 24/s and 120/s for resource costs smaller. Is this a remnant of the eco change? We have a flow based economy, the full resource cost is unimportant, the sustained cost is important (meaning the rate should be relevant, the actual cost only secondary figure)
Secondly, The resource / Energy / Time / Cap thing can be moved upwards into a padded Tab so that it becomes
Missile Frigate - RCIX | 24/s (200) | 120/s (1000) | 200 | 00:09 | Cap: 98 |#######
for higher numbers
Missile Frigate - RCIX | 24/s (74k) | 120/s (744k) | 50k | 00:09 | Cap: 98 |#######
Primary directive, if you got numbers larger 999 to show, you are doing it wrong. And I remember we had this talk already, I still think we have a health number inflation problem, if the first thought is how does 100000000 fit inside, then you are ignoring the core problem, namely that such a HP value should be done via armor multipliers, and not by raw numbers. ^^
Note the ###'s thats the farthest the tooltip will ever stretch to the right. This has to be a fixed size. Based on this, you can now arrange every other piece of information below.. Also, you should think about shading and background. The name/player part needs to be visibly different from the rest.
For everything below this I haven't got an opinion yet. What really needs to be said though is that sometimes less is more. Get rid of those ugly commas. Commas have absolutely no place in a GUI, it has to be dots OR they have to be visually different (fainter) from the number. And they need to blend in properly. The main reason why the mockup still looks kinda "untidy" is solely the commas. Look at all these numbers, they look like they are damaged (visually)
Also stuff like % values need to be slightly brighter than the number itself, if you have a percent value. Because percent is important. The actual number, is not.
Look at my Drox GUI mockup for ideas, but generally speaking I like where this is going. But it is still miles away from "polished"
Kudos for the effort though
Also, omitting Health raw number is something worth trying. It is not a relevant value in the game.
Also, agreed on range being pointless. No idea what range even means in the game. I only know its more or less than something else.
And shortening ability descriptors should be done as well. Lots of superflous wording there.
By the way, we need all possible ability and immunity/armor combinations find the one thats longest and most annoying and design the tooltip around that space wise. Yes, that means thinking first how to make that large and annoying unit less large and annoying (tooltip wise)