Btw to come back to Wanderers post, it is also worth to consider that in a sidebar with condensing, you *can* sort by "status effect" "combat state" etc. (simply by having your condense script filter for that, but how would that become an interaction/filter toggle?) The problem this brings however is that we offload 1 info overload (glowing icons with NO info do count into that same as fancy icons with tons of info) to the sidebar, by now giving it many different feedback elements that we have to look at even when we don't want to.
The important thing to ask yourself, Wanderer, is if you could find your required information in the mock up I made (And how Sins did that) and how do you envision it to be displayed with icons that are not much larger than this mockup (maybe at best 2x larger). Because let's face that head-on, a side-bar is not a massive space that you can add infinite information levels to, or where you can add infinitely fancy icons to. It is
supposed to condense and abstract information. By adding more information to the icons in a sidebar, we are doing the exact opposite that we originally intended with it (that is to abstract information to give us general status feedback on our stuff, and on the enemy/ally)
Big thing to remember, that a sidebar does 1 thing that is needed (tactical overview, pinning, quick jump to planets where you got stuff, condensing, enemy display with mouse over) but it is not the be-all of GUI design. If you do not have fleets bound to a core element then you have blobs, and blobs will never look pretty no matter what you do ... Just ask.. Stellaris ;P Yeah, 2 fleets duking it out looks neat, but you know what fleets add as problem? The ships at the back never come into range when the ship in the middle stops to fire. (This is also why 4 smaller fleets "on top" of each other are always superior to 1 large fleet (with same numbers/firepower/ranges). Same of course also applies to blob sizes. Important is that we can't "move-glitch" the blobs to be more dense too ;P
It's also one of these things that just need to grow as the game is played. And since I don't plan on playing Alpha (no offense, but that spoils first impressions forever) I can only give general 2ct worth of opinion. And btw, I am not saying a side-bar is the only GUI element we would need either
Something fancy gotta be there to give us in-depth info about something we clicked on. An info container, somewhere to the bottom of the view or something?
Btw, just to be clear, my personal favorite is clearly a mix of flagships -> fleets and single units -> blobs for various tactics, in Sins for example, you often want your capital ship to do things it's good at, and not sit around forever destroying 5 mining stations. You want it in the fray, earning XP after all. You paid for it too, so that means you gotta put that investment to use ASAP.
Important thing I learned in RTS gaming is that if you invest resources into a unit and you are just bunching them up forever then that CAN be a vital tactic, but
not if your enemy has infinitely more resources. This is also where a fleet focus comes back, because a fleet ship means a mobile rally point. Or potentially even a flagship that can BUILD replacements out of combat (with resource cost+). Anyway, to me, the fleet idea is not dead, just a very far away
mod idea for now.