The idea is that an experienced player will use the shortcuts almost exclusively. I actually considered a ring layout, but it's troublesome - buttons potentially being on top of something you might want to right-click on, handling selecting something near the edge of the screen (or that gets moved near the edge of the screen after being selected), etc.
The popup menu in the previous version could work the way it did because there was no right-click to give orders, and it was functionally a modal dialog.
Edit: btw, I appreciate you taking the time to make mockups for your UI suggestions - seeing something concrete is very helpful.
I don't get the edge of the screen problem, since the edge moves with your cursor it will never be in the way. The
real edge of the screen is far away from the battlefield after all.
And the buttons being in the way of a right click could be zoomed away, since the ring menu diameter is constant while the visible distance between ships changes. It's admittedly not perfect, but a occasional zoom is still faster than a regular slide to the edge.
Ok, movement would be another problem with this. Hm.
For multiple ships I'd say have the ring appear near the ship that was closed to your cursor after selecting to have the shortest way. You cant give orders via buttons to multiple ships anyway, only with right click.
Well, but shortcuts are the way to go obviously, so it's not a very high priority problem.
Mh, I guess than I have to rebind. I don't get how one is supposed to get his hand from ADSW all the way to L without looking away from the screen.
By the way, is there a way to rebind the campaign menu shortcuts hidden in some .ini or such? Got the same problem with them.