The number of weapon bars can perhaps be reduced by combining them into one, perhaps two if light and heavy weapons should be shown separated. For each weapon a thin mark is drawn onto the bar at the position corresponding the weapon's current state, and the bar coloring is done up to the maximum of all states. Hence, the coloring clearly shows the next available shoot, and the marks show the following shoots although less clear (so the importance is moved to what happens next).
To not contradict mippy's suggestion of segmentation (an idea that I personally find good), and to hint at their importance, the marks should not be confusable with segmentation ticks. While the ticks may be preferably thin and in background color, the marks may e.g. be colored close to the bar's color but more bright or saturated or so.
Arguably true, although I'm leaning towards removing these bars altogether. Truth be told, if there are 3 ships on either side, each with 5 weapons, we're looking at 30 gauges, which is far more than a player can focus on at any given point in time, even with slow motion.
This info could be available on rollover or click, but I'm leaning towards not binding it to the ship anymore.
That doesn't go to say that your suggestion didn't work though, just that I'm trying to make it easier to grasp and define where the player's attention should be upon first glance.
Also I like the top "fleet" bar. I don't like how it looks (something is wrong with it, dunno what, maybe colour?) but I like the idea.
What about the earlier suggestin to make it a tug-of-war bar? (aka, there's no grey area, only a continuum from green to red, and as red decreases, green increases and vice versa)?
Maybe tone down the effects a little. Have the mask go only half as red it does 0 -50%
Very accurate. I actually put it up as one of my notes on our Trello. The one reason I kept it as is for now is that full saturation is simple to understand, there's no doubt when the ship will break. 50% alpha will look arbitrary, and will take some getting used to for players to anticipate the "full damage" with an incomplete transition.
The shields might look better with an image overly that is darker at edges and lighter around the ship, some thing like this for instance:
I made the shield myself, as placeholder art. You're quite right about it being ugly, I don't take offense. I was also considering to animate it through sort of "pulsed waves" that start from the center and "hit" the edges to give it more feel. If possible, some electric-current-like waves across the surface would be cool (especially when hit by projectiles) but I was only laying the base here, not the polish.
Thanks for confirming my fears though!
Was the ref image from Gratuitous Space Battles?
The only other complaint I have his that the black background in 2 made it impossible for me to read the damage numbers. You might try making it a lighter colour like #333344. But it is looking good.
Again, quite accurate. I simply took the "255" of R and B to return the color integer, and the actual colors don't look great. I'd need to increase G to get more vibrant (and closer to white) colors.
Duly noted, if I do end up keeping the damage "boxes", I'll definitely change the colors.
Thanks!