I think the kind of micromanagmant "Select units and to stuff with it" is not really good too, but I think a somehow different approach than John.d.h's would be better.
At first, I don't think it is a very good idea to make the default build menu look like a tech tree because most of the times it is not necessary to know where to build a unit as long as you can build it - and then a tree is IMHO waste of space (However, a seperate "interactive" tech-tree would be nice - especially for beginners)
Basically I think it would be good to not only display abilities/buildable structures etc. all units you selected can do but display abilities any unit you have selected can do (or rather: abilities that can be done with the selected unit, especially if it is not yours) and sometimes it is good to display even abilities of units you don't have selected (i.e. AOE-Damage-Abilities).
Therefore, any icons now can have two functions: Select and Build/Use. In order to distinguish between them, One part (i.e. the left upper could be used for selecting, the right bottom for building/using), of course the specified part should be highlighted on hovering:
Standard icon (Sorry for the shitty icons, I am the opposite of an artist):
[img]http://img15.imageshack.us/img15/205/sampleicon.png[/img]
Icon with selection highlight
[img]http://img15.imageshack.us/img15/5015/sampleiconselect.png[/img]
Icon with building highlight:
[img]http://img25.imageshack.us/img25/5103/sampleiconbuild.png[/img]
Maybe there should be two numbers on each icon: One (on the left upper side) to indicate how many objects there are (number of units and buildings, number of useable abilities) and another how many are currently being built (for units and buildings), how many are researched (for upgrades) and how many are used (for abilities).
Because it may be hard to hit the right corner and sometimes you need only to select and build something, there should be options (maybe changeable via hotkey) on what is done when clicking:
- Only selecting
- Only building/using
- Mixed: Abilities and upgrades are used and built, units and buildings selected (maybe useful when attacking)
- Both: Both is acitivated
Of course still the "right" corner of the icon should be highlighted because otherwise that would lead to misclicks.
I think it would be good to organize all the icons and unit information (and maybe, if there is still enough space, the minimap) in a single column on the right (or the left) which would have the advantage that less had to be rendered:
[img]http://img403.imageshack.us/img403/7944/showallunits.png[/img]
On the top there could be information of the current selection like
* Health and Energy-Points
* Abilities of the selection
etc.
Then all the other researches, units, abilities etc. icons come, maybe grouped. Because most tech trees contain more icons than it is possible to display, a "priority-system" should be used to decide what to show:
Maybe the default for this should be (from top to lowest priority)
* Currently selected units, buildings etc.
* Abilities of the currently selected units, buildings etc and units that can be built by the selected units
* Abilities which can be used on the selection
* "Global" abilities (if implemented)
* Units, buildings on the screen
* Abilities usable by units on the screen and units that can be built by the units on the screen, especially abilities usable on units on the current screen
* All other units, buildings, abilities etc.
Examples of what that would mean:
- If you select a ressource, top priority items would be harvest the ressource
- If you select an enemy unit, top priority items would be "attack" and use abilities on this unit
- If you select an own unit, top priority items would be all that is currently displayed
- If you select nothing but view a fight, top priority items would be abilities you could use on the enemy and your units
- If you select nothing but are in your town (no enemy in sight), top priority items would be your units, buildings and researches
I think that would reduce micromanagement quite a bit, but I think this would also be rather hard to implement.
Another note: Hotkeys and filtering is very important in current strategy games. Using such an Interface, it will occur often that a single shortcut does not unambiguously identify a single action. In that case, a "filtering" algorithm is used: All abilities/units etc. that do not match the hotkey are hidden/darkened out and additional hotkeys for the filtered units are displayed on the icon.
A certain ability is selected if only one ability/unit etc. is left in a "priorty group" (Selected units, units visible on the screen, all units)
If multiple abilities/units etc are filtered at the time of "clicking", all of them are executed (if possible) and for a short time the highlighting used when hovering over the icons is displayed to notify which actions have been done.
[img]http://img26.imageshack.us/img26/4424/sampleiconhotkey.png[/img]
This could be useful if you assign multiple hotkeys to each ability like giving every AOE-Damage-Ability a certain shortcut so the user can simply press this key and cast all AOE-Damage-Abilities he can cast at one time.
If no clicking-mode (see above) is selected, the user has to press another key to specify which usage is prefered: Selecting, Building/Using or "Mixed"