This tread makes me wish we still had the old forums to link to stuff. HUD and Radar, endless discussions…
As far as Radar is concerned, i am still 100% certain that any radar concept based on Kartesian coordinates, no matter what projection is used, is highly inferior to a radar concept based on Polar coordinates, projected onto the fixed visual plane you have anyways: Your screen center / forward view. At least for anything you want to do in a fighter like spacecraft. Might have to draw a mockup again once we get closer to actually testing radar concepts.
As to the HUD in general: Minimalist line style is great but can be hard to read. Contrast enhancing additons, like black outlines, will be needed. Monochromatic is ok, but colour choice by players should be a standard feature.
Condensing information is extremely needed, a great example is that small picture/icon for the energy distribution: Clear, intuitive, easy to read.
Placement, relative size and GROUPING of HUD elements needs careful evaluation for each information displayed: E.g. if you are close enough to a planet to need Altitude information, you do NOT want it to be hidden in the top left corner like that. And making it that tiny compared to huge cardinal directions / compass that you most probably do not even need is also no good. It probably needs to be grouped with your speed information.
Another aspect is how easy it is to extract information from graphics. If e.g. you have a simple linear shield and simple linear health model, it makes sense to have 2 percentage bars, straight or curved, near the screen center. But the more you work with shield regions / local armour / ship subsystem damage, the more it makes sense to have a dedicated simplified ship model near the screen edge that gives a direct visual indication of where shield/hull/system damage is located.
Features that can take up much screen space, like chat or squad info, should have quick expansion / minimization options. But also, they should be “out of the way” as much as possible - e.g. the squad info as shown could easily be a single row at the bottom of the screen instead of the column it is now, taking up the same area but less “valueable” area.
Then there are minor nitpicks, e.g. chat is often found in the top left corner, because of the western convention to read from the top left first. Conventions can be helpful, as long as not followed blindly, because they allow players to quickly learn a new HUD.
Some aspects of Infinity will clearly require deviations from conventions - everything scale related for example. With dozens of planets, potentially dozens of capital ships and hundreds of fighters, every system that lacks robust grouping / prioritizing of contacts to display will fail. I think there will HAVE to be an extra HUD element / window / status monitor to show detailed information on a locked - on target - especially if that target is actually a group of contacts created by the necessary information compression system. Simply not showing things beyond a cutoff range will not always cut it i think.