The following is an automatic translation of a text in Spanish:
Hello,
A few tips regarding the user interface:
I'm throwing here a sketch of something you might like, it's very crude, but it gives an idea,
https://i.imgur.com/HVSxfND.mp4
A popup window when hovering over unit icons. This window would show the photograph of the unit inspector -where real images are usually placed-, so it would be something like this. Function? Increase the immersion in many points. Open a hole of reality in the dry and abstract interface.
The implementation of this floating window should provide options, such as an instant appearance of this window, or a few ms of delay, depending on the player's preference.
I also find it necessary to leave the option to the player to enable and disable this option. Just as there are players who disable sound effects, there may be those who prefer an experience closer to an abstract chess game, with minimal visual display. But this is not what a broad public demands.
Games that rely on flat maps and board tile-style icons often suffer from the penalty of imposing too much abstraction on the player. The original Flashpoint Campaigns mitigates this with a superb inclusion of sound effects, but visually it falls far behind, relegating the display of three-dimensional reality to an image in the unit inspector, not very directly accessible.
A game that solved this aspect masterfully, with little echo certainly, is Cossacks 2. Take a look. Look at the pop-ups, even the videos that intermittently appear, in an inconspicuous window, reinforcing an action that takes place.
Approaching something like this can be a qualitative leap in the gaming experience.
On the other hand, I see the separate GUI blocks. This reminds me of the evolution of the Command Ops GUI. While this addition may be greeted with glee by gamers with multiple screens on their desktops, the vast majority will prefer FC Red Storm's chunky spine - the same has happened with Command Ops. Separate blocks create shadows, irregularities, overlaps. The user has to adjust them. Many of us prefer a clean presentation, without protruding corners. I insist that it should be optional: decomposed GUI, suitable for a multi-screen mode, and a unitary GUI, FS Red Storm style, in traditional mode.