1. Remove "manufacture categories" entirely or make it enable in the advanced options (off by default). I never seen ANYONE using this. I don't know who would wanted that thing, but it steals list space and make almost ZERO use, statistically speaking.
I don't agree with this: I find the categories useful, especially when using mods that add items to the list (e.g. FMP)
2. Make proper use of Shift/Ctrl as modifier keys, instead of "process as ordinary key". Tab/Shift-Tab is conventional way of switching between things, and we have tab/shift, which looks like it simply raw and unfinished thing. And previous unit should be as Shift-Tab, not just Shift. And inventory copy/paste should be not just C/V, but Ctrl+C/Ctrl+V, because it's CONVENTIONAL.
I don't mind this either way. The current system is far from unwieldy, and single-key hotkeys are convenient. If there were so many hotkeys that we were running into collisions, then I'd say implement modifier keys. But we're not there yet.
3. Implement proper drag'n'drop style for items and drop down menus (LMB down, moving to entry, and LMB up to switch). I don't think it worth discussion because it's conventional modern UI style. Item drag'n'drop tho is tricky, because classic xcom style also should be working "by default". It's better to make it autodetectable (by mouse moving beyond some threshold to "untie" and switch into d'n'd mode).
probably a good idea, but we'd have to make sure it doesn't get confusing when players use it in the battlescape inventory, where every tu counts.
4. Make RMB for selling/transferring/buying screens work not as max/min but increasing/decreasing by 100. When you have 1000 alloys, it's pretty unhandy to scroll it to sell 500. Mouse wheel as increasing-decreasing values is not good advise, because it screws solid concept "scroll is always scroll", can cause accidental value changes, thus multiplies mess. It's bad to mix different things into single control. It's not how UI should work. As alternative - make Ctrl/Shift modifier key to work as scaler, i.e. change values by 10 instead of 1.
I believe it is already configurable to do exactly this.
5. Add total expenditures into base info screen, showing expenditures of all project, not just selected base (there are plenty of space to add it without messing).
plus one to this. The graphs are quite misleading as they are.
6. Make inventory screen "copy/paste" layout buttons static. Why? 1. Because there are no dynamic buttons in the Xcom UI. Making exception leading to mess. 2. There's no need to show either it filled or not, since it "saves" layout only during single equipment session, and there's no need to mix "paste" with "clear". Mixing things into single control is a bad UI design, as I said earlier, and it's not "my" vision, it's conventional QoL thing.
as the author of that particular piece of code, I can say that the paste button does not mix with the clear functionality. clear is a hotkey-only function ('x') that doesn't have a ui element. in the code both hotkeys are attached to the paste button, but clear could have been bound anywhere. the 'x' hotkey runs a separate subroutine from paste -- it was just convenient to bind it to that element since it shares the same enabled-disabled semantics.
7. Need to add fast forward for walk animation. "RMB" as "fast forward" for firing was spontaneous choice, without consideration of the walk (RMB works as abort walk). Suggestion: Make "Space" button fast forwarding any animation - either firing (projectile, grenade throw), or walking (make walkers speedup their journey). RMB as cancel of long action - abort walking (as it was), and stop burst fire. Burst fire cancellation should work with the less impact on the gameplay, it shouldn't restore any TUs (it still will be spent), and perhaps, all bullets still gonna be spent. Cancelled bullets aren't gonna make any damage. The point of burst fire cancellation is to lessen "damaging" effect of fire misclick. Changing RMB behaviour for the fire is bad, but changing RMB for the walk is even worse, and leaving them not matching is bad too.
RMB for both speed firing animation and cancel walk made sense to me: in both cases, they're what you want to happen when you click something. Just adding space as a fast-forward walk without the other changes sounds good to me.
8. Make hint for each dropdown entry, not just single hint for the whole dropdown list. Because, obviously that 2 lines for 7 entries is not enough. Will need of translation work.
potentially good idea, but how many dropdowns have items that need individual tooltips?
9. Mod descriptions (for EN-us by default and for each language optionally). Damage formula, as gameplay element, should be transferred from the advanced options to mods (because tftd has tftd formula and ufoeu has ufoeu, as default).
this seems like to very different ideas, but both seem like good ones.
10. Make it possible to change unit positions during pre-battle equipment and show actual unit locations (small thumb-like top view) in the craft, considering tanks. Perhaps make tanks relocatable. For the base "craft eqipment" screen, and perhaps, for the pre-battle inventory too.
as long as it doesn't make the ui confusing, it sounds like it would be a nice feature.
11. Fix the mess with fire/walk confirmation thing. Currently Path preview is tied to walk confirmation, and fire confirmation doesn't have any kind of preview. Need to split these options to "Confirmation" and "Preview". Preview without confirmation should work in "hover" mode, with, like, 200ms delay if mouse is still or something (not to overload CPU when moving cursor around). Preview of fire can be done with using "projectile" rendering technique just with "dot sprites" spreaded through the trajectory, including throw parabola. Confirmation is needed thing for touch devices (walk preview, walk confirmation, fire preview fire confirmation).
sounds pretty non-invasive and useful.
12. Grenade indicator should blink not only in inventory screen, but in the battlescape panel as well (in hands).
this sounds very useful
13. Make it possible to drag item, and while holding it at the cursor, switch unit, and put at the other unit's slot, without using of ground. Also switch items if "dropped" one over another. Conventional inventory works like that. During actual battle these manipulation tweaks ain't gonna be working tho, it's only for pre-battle equipment, like copy/paste thing.
I worry that this, while convenient, would cause too much confusion. different mouse behavior on the same screen can be jarring.
14. Add support of modular fonts (to make it possible to add extra alphabets without replacing "classic", and add exotic thai, japanese, korean and chinese "fonts" + make UI elements "rulesetted" (bigger line heights, etc).
as long as it's not too complex, this would be a welcome feature
15. Hint over the left/right hand slots of the panel should show item name and loaded ammo type/bullets left (instead of irrelevant Captain Obvious stuff like "Use Left Hand Item"/"Use Right Hand Item"). Also show grenade charging state/turns and Medikit P/S/H numbers.
definitely useful
16. During pre-battle equipment "unload" should work even if hand slots are occupied, and in this case spread ammo/weapon to the ground slots. When hovering over the weapon - it should show ammo type/bullets left within the hint (as with previous #15).
again, I worry about making the behavior too different between the loadout version and the battlescape inventory version. more info in the tooltip would be welcome, though.
17. Ufopaedia available from the tactic screen (to see weapon/ammo/item properties). Perhaps replace "MultiLevel view" with ufopaedia button.
this could be useful
18. When moving items between slots in the combat mode (not pre-battle), it should show NUMBER (TU cost) at the corner of the cell you're trying to drop to (when hovering), with "dim", not contrast color.
I very much support this!
19. In pre-battle screen (perhaps just at the base), when clicking into paper doll image (square area in the chest), it should allow to change armour. Also when moving mouse over the paperdoll, it should show armour type as HINT.
good idea