Overall, I like the style presented. Cudos to the Art team 
Regarding the radar system:
If i’m interpreting this correctly, the upper left radar shows everything to the back and sides, while anything that is in front of you is simply an icon on screen. Effectively this makes that display the radar equivalent of a hemispherical rear-view mirror.
If correct, then this is something that I think I could get behind. It would only need to be referenced when I need to know what I can’t see and would prevent overlapping forward and reverse hemisphere dots on the radar. It would also prevent icons from cluttering the edge of the screen. A win-win in my opinion.
In this case, for the forward screen icons, I would suggest (if possible) that the icons themselves scale and/or change intensity with distance, up to radar range. Both would be preferable to keep clutter to a minimum. Also to keep icons from blending into background, animating them in some fashion with a 2-3 second interval would keep them noticeable. Any contacts known from external sensors (outside ship radar range) would only show up on the map. Selected navigational targets would be an exception.
A question though: If the HUD is tied to the player’s view, then does radar coincide with the forward ship direction, or the player’s viewpoint.
Some HUD thoughts:
- I generally agree with @arkebrien’s suggestions, especially on shield display
- I personally like the squadron display. I think it’s possibly a little too large. If scaling happens, then it’s not an issue. Possibly fade in and out individual team members as they get damaged and/or are out of radar range.
- The compass at the top would disappear in space, leaving a gap that may or may not be awkward. I haven’t decided.
For HUD elements that may or may not be missing:
- Afterburner charge? Was this rolled up into the fuel gauge?
- Thermal gauge for the ship? Is this going to be a thing?
- A secondary target indicator? Some people might like to have the option of switching between a couple targets.
Lastly, a general question:
In the past, quite a few of us have posted suggestions on gameplay mechanics, but to date, I’ve really only seen general outlines for how you guys want the mechanics to work. I was wondering if you might take the time to tell us the level of intricacy you wanted for these mechanics. Knowing whether things like thermal management is an intended mechanic, and how you want to implement it, would help us provide better feedback on what and how we would like information arranged on the HUD. It might also save some time in the long run so the HUD doesn’t get re-designed a bunch of times.
Thanks, and keep up the good work! 