Wait a second, why ship icons to begin with? What is the point of ship icons? Did Homeworld have ship icons?
Did Homeworld NEED ship icons? ;P Did SOaSE have fancy ship icons? (I don't rightly remember.. I don't think it did?)
SidebarWhen I am in combat, I have control groups, I want to see (on the left) a (CONDENSED) list of my control grouped ships and a short-form of ships in them, I want to see (and be able to) click on "same type" ships in that window, I want to see low HP squads and maybe have them retreat, I want to see how many ships are left at a glance). If I have a control group I want to see whether it is cloaked or not, but if mixed, then I don't care about that.
Right below that, I want to see the allied and enemy ships in a same-scale comparison. if there are 500 of mine and 500 enemy and 600 allied (things) then I want a relative scale comparison that allows me to see, at a glance, how my forces fare in combat. I should be able to hide all INFO tabs in the sidebar, especially ALLY ships if that leads to too much clutter.
Additionally, I want to see a condensed (abstracted) list of all ships of mine and of the enemy in a planetary gravity well. I want to know what they are when I hover over them, and I want to see whether they are detectors. Since I don't see cloaked ships, I thus don't care whether ships are cloaked, when I see them they aren't cloaked after all (heh!). Simple (type) shapes is all I need there for icons. If something is a bomber type then it does bomber things, and I really don't care about specifics then ;P I probably planned something when making control group 5 cloaked only and whatever it is, the game doesn't need to tell me what it is unless I look specifically for that information or more specifically, hold a modifier key.
Things I want to see on the actual gameplay window when zoomed "kinda" out to give orders
What is a detector (I don't care what of me is cloaked, I care what can detect me if I were caring about cloaking)
What is that things detection range (see above) (+ALT)
What is a super scary AI thing I should NOT be overlookingWhat is scary thing X's weapon range (+ALT)
Where is my control grouped fleet at (condensed Icon) (singular, per control group 1 icon, if fancy, selection drawn around it)
When holding ALT, I want to see my selection fire range (among other things) and HP of all squads/ships in the game window IF they are damaged (please do not have 1dmg dealing AOE or gradual slow-down effects thank you).
As you can tell, the less icons you clutter in-game window the better for my perception of what is going on. In battle I will only look at the "sidebar" anyway, if I have 800 ships of a type, I seriously do not care if I lose 10 or 12, but if I lose 400 when the enemy only loses 20 I should be able to see the condensed sidebar give me that info instantly, it should have memory of how many ships I had in this control group to give me tactical feedback and maybe allow automated resupply via production straight back into that control group to the old historical limits.
Sending ships without control group into anything shouldn't be a thing that is advisable in AI War in my view ;P And game should promote higher level management of control groups (by giving control group info with priority in a sidebar) and there only thing that matters is whether thing is alive, what type it is)
Now why did I write all that? Look at the icons so far, explain to me how they will help me tell what I have selected in a control group of 800 ships.... mixed types, mixed abilities and mixed capitals. The thing I worry is that you put icons in the game-view, forgetting that nobody cares about singular squads in battle, in battle you are supposed to
have your control groups set up. And the game should give me info related to my control groups, not about some single squad (unless I have it selected as only thing). Hover should tell me in all instances what it is specifically when I hover over it. But at a glance? I really don't care if something has 5, 6 tentacles or 12, as long as it got tentacles and knows how to use them to harass the AI (ie. if it can shoot, I want to know that, if not I don't have it in my combat control groups). This also means a civilian ship selection filter... etc.
Anyway, lots of text, my point is.. this approaches GUI with the "clutter" approach. If you are serious about AI War 2 having 2000+ ships in a battle, you should already see why icons for each squad and ship are NOT a good idea for overview reasons.
But as it is, this is my view on RTS GUI and it could be something no other person ever would find agreeable. I am just going to throw this point in because I think it is a wrong direction to give every little ship a unique icon in the *GAME* window and having such fancy icons in the (hopefully considered yet) sidebar would be impossible, you can't condense any of that info down with fancy icons.
If you are curious how this works in practice, play Sins of a Solar Empire or look at gameplay vid on youtube of that, it is basically the thing I described. Only I'd want it even fancier.
Anyhow, if we are not doing a sidebar that has awareness of control groups then I don't think how well icons work is really relevant. Because you are not going to see much of value in a giant fight (Already a big problem in AI War 1 and the reason it has a sidebar, even though that thing is seriously on the wrong side of the screen ;P)