Chat Box.
My biggest problem with chatboxes is that designers use one box for everything and if you want to use multiple boxes all the boxes are tabbed behind each other. I want to see a chat box defaulted with two visibile boxes so anyone can divide up communications between people they are close to and the other box for everything else. Who wants to be forced to scroll back up their box or resizing their box for a handful of importnat lines that blurred by?
The issue with chat boxes for me is that no matter what they always seem to add so much clutter to an already packed HUD/UI. Allowing for a resizable chat window would be very nice, with options to color certain messages. For example: squad messages, squad leader messages, whispers, etc. The dual window doesn't sound half bad, by default... maybe not, but the option to make channels new chat windows should suffice, depending on coding difficulty.
World Map.
There's a lot of ways this could be done but I'm only going to mention two.
1. Allow us to draw on the map manually and with recongnizable icons.
Allow us to create tooltip macros for icons so players can ahve customized icons with additonal information that can be added on the fly.
The World map doesn't have to take up the entire screen. Give us the option to split our screen so we can view world wide ojectives while maintaining control of our character.
Simple. Make them NAV points and if possible allow a short tag to be added (like 30 character or so). At the same time it may be nice to give squad mates and squad leaders mini-NAV points, so a semblance of cohesion could be easier to maintain.
Map wise, how about having it replace the radar when toggled?
2. Instead of doing it like past mechwarrior games, when players switch to the world map they are given an isometric view that shows everything around them as if they were playing an RTS game. The map would be obscured by a fog of war that represents our line of sight modified by electronics like Mag Res and IR. (the fog of war shouldn't even exist but play balance is more important than adhering to battletech fiction) Clanners with enhanced imaging can really overcome the limitations of the fog to a high degree.
Fog of War for the terrain part of the map? No. orbital recon before the attack. And the defenders obvisouly have maps of the terrain. FoW for enemy units? I can agree on that.
HUD
Icons that are placed on the world map can be viewed without switching to the world map would be pretty nice. Icons can only be seen if your character is facing in the icons general direction.
See NAV point reference above.
Quick Chat Commands
One of the things I enjoyed from a game called Planetside were quick commands. Basically with three key presses you could send out messages like "Thank you", "Base is being Hacked", "Air support Inbound." because all of these messages were tied to hotkeys.
I agree this could be useful.
Electronics and Electronic Warfare.
Should what you can see on your HUD and worldmap be dependent on the electronics package of your mech? Should mechs using ECM measures be able to disrupt the usability of your map, chatbox and hud?
HUD, probably not, it's ECM, not EMP. Radar should definetly be affected, some sort of static disrupting the image. So the player knows there are enemies in the vicinity, but no details on troop strength. Make mechs easier to hide based on class. Light and med mechs = no radar signature. Heavy and assault = faint radar signatures. This makes it easier for faster moving, smaller mechs to infiltrate enemy lines, but make it difficult, but not impossible, to do so with heavier lances.
Icons and Color schemes
How many and what specific basic objectives should be condensed down to a single picture?
What type of pictures and colors should be used to convey these messages?
For creating NAV points use basic icons/shapes to indicate their purpose. Icons for Move (rally point), Attack and so forth.