. x x x x x . . . . . . . . . . . . . . . . . . P . . . . . . . . . . . . . . . . . . . . . . . .Imagine that the "P" is the player's avatar. The "x"s are invisible non-dense objects that always track and mimic the players movements. Now imagine using image() to define something for each x, and send that image only to the player in question.
What could the images be? Status icons, command buttons (use a map click and calculate relative location to player), health bars, game scores, etc.
Someone please tell me how foolish I am. It wouldn't work, would it? ...
/mob/skysaw
This is done (in a non-moving way) in DragonSnot.
Your desire for a HUD is one reason, for 3.0, I proposed the idea of a set of turfs around the map that don't move with the map.
It should be totally doable...but you will have some gnarly challenges, like handling cases where player's HUD objects are on the same turf, or how to deal with a mob being on the turf that the player is clicking on. Do they want to attack the mob or click on the HUD?
One thing to consider is floating a full row of HUD objects above everything on the turf, and putting an underlay on the HUD objects that completely covers the turfs. That way you avoid the player seeing/trying to interact with things that are on the same turf as the HUD object. How well this will work with images, I don't know.