A big advantage of this design is that there is no more dragging of things into slots; checkboxes fill this purpose for the weapons (instead of e.g. 2x3 slots tanks simply have total slots, and each weapon costs some), and the highlight system (reflective and coolant shown) allows easy switching between armour types. In general, building the same tank as you did last time means pressing 'V' to open the menu and immediately clicking "Build Tank". If you had plain and there is now some other armour / engine, your loadout is switched automatically when opening the preset (when first opening the menu, or selecting a preset from the dropdown). This means you can still switch to plain, but you would have to do so explicitly for every tank if you wanted that. You no longer have to fill up on armour explicitly with this design; as you pick different weapons or engine the numbers on the left-hand side automatically change. It is also displayed on the armour type, so you can immediately see that, in this case, switching to plain would mean you get 12 plates of armour. If you click the lower part of a chassis button, you get the presets dropdown for that chassis. By default, your last built tank of each chassis type is saved. Clicking a preset sets all of the values, which can then be tweaked in the rest of the menu. When the commander saves a preset, it also appears in his teammembers' lists. Every block with armour, engine or weapon also has an info bubble on the top right which you can click to see all the stats (I think a seperate popup on top is the cleanest way). Note that items requiring further research are also listed, with dashes and "research required" text on them (first available items, then items that are too heavy / not enough available slots, then locked items, then unresearched items). In this case, the commander has locked Medium tanks and Reactive armour (this shall be done through the research menu). Clicking either of the configure buttons ("advanced"? both buttons do the same) opens the configuration screen, where you can spread the armour plates non-uniformly (or choose no armour at all!). By default, armour is split evenly with extra plates applied to the front, then the left, then the right side. I forgot to include the plate limitations per side, e.g. "4/6". The total tally is red if you can still add more plates. Similarly, you can choose a non-default weapon control mapping. By default, (1) missiles are grouped together, (2) Cannons prefer left mouse button, while missiles and MGs prefer right mouse button (since they are both aim-direct weapons rather than curved shots). (3) If there is one weapon, it is left mouse button; if there are two, they use left and right mouse button on one group, with missiles getting lmb before MGs. If you click one of those buttons with "Left", "Right" or "None" you get a little drop down to pick from those options. If a weapon has no binding in any groups, that whole row is highlighted red but you are allowed to build the tank. I want to also add an option "Custom" to the control bindings dropdown; this puts up a little popup: "Press any key", so that people can choose to bind middle mouse button or other buttons to weapons, for those who hate stateful interfaces or have too many mouse buttons. The main difference here is that I intend to design the control bindings area with just enough space to bind 4 weapons; if you have more you get a vertical scrollbar, and enough space for 3 groups (the left can be a bit smaller if we don't care too much about symmetry). I think a lot of the confusion about groups from new players stems from the fact that our current interface assumes you are going to need 6 groups. In this design, you add groups as needed and the default will be either 1 or 2 groups (if you have two weapons, this menu will come with only one group added, which makes it clearer to the player) The cost of the tank should be on the build button, so that it can be seen in both screens, and so that it is clear why you cannot build the tank when there is not enough resources. Vehicle weight, as far as I can tell, you never need to know; you only need to know how many plates of armour you can have with these particular weapons / engine.