Sorry in advance for the long-windedness. I've read through the various things since I last visited the thread, and here's my POV.
Simplicity is key here. The overall goal is to simplify the UI and make it more nub-friendly. Don't lose track of that.
IDK why people want such complex breakdowns, when that's more properly stuff you need in post-game analysis tools, if you're really trying to pin trends down or refine your game. Or, if you're a pro and you want absolute numbers that get stored in the Infolog to track things... that's all
very easy to develop, and requires no visual refinement, since a pro player isn't going to care anyhow.
So, keep the nub situation plainly in view at all times. Just my opinion on this.
I'm nearly done implementing my concept model, with a few minor improvements (and some visual polish) in P.U.R.E.'s UI, and it is simple and easy to understand, and is a fairly big improvement, in terms of easy-to-see relationships.
I use a scalar relationship for the two bars, where they reflect percentages of one another. IOW, if you're using up all of your metal income, the bar on the left-hand side of the display goes completely full, the right-hand is cut down to a percentage of completeness. So you know you're pulling more than your income visually, without seeing the numbers (although they're displayed). So, it's an at-a-glance tool for gauging how well your economy is doing at the moment, with minimal need to actually view the numbers.
This works well, for most changes in income, and is especially useful when showing changes in Energy consumption overall, which is usually where fixed costs are a bigger deal in OTA games, and should work correctly with Overdrive.
The multicolored bars, on the other hand, are visually confusing. Perhaps instead of the bars, have little marker flags that are color-coded, which reveal full numbers underneath if you hit a button? I mean... most of the time... you just need to see the relationship between your income, outgo, and storage. If you have low income or low storage, then you have a different pattern if spikes or stalls occur, and that's visually easy to show with a straightforward color shift on the negative end of the bar.
The only real difference between our resource UI needs (well, until certain things get done on my end) is Overdrive, and again, that
should be simple. In fact, it's pretty
vital that it's simple, since that's not just a visual, but a crucial part of gameplay.
I don't agree with the dial idea. While it's cute visually, it's hard to control, in terms of click-and-drag. It's like one terrible game I played, where they had literal interpretations of radio dials- spinning them to the right positions was horribly hard to do in a hurry!
Instead, I'd honestly suggest a straightforward slider, where the slider scale keeps changing with income, so that 50% Overdrive drops to 25% on the slider, if real income doubles, with a "hold" button to keep it at a flat percentage of income, if people want Overdrive to be a "tax" that scales with their income.
But don't make the UI complex, to appease the numbers people. They need better post-game analysis tools, or a "pro" UI that can be used as an alternative, imo. I'd keep what you've built thus far as a prototype for "pro" and think harder about how to visually show people things without adding more details that must be visually parsed- color shifts work well, and convey a lot of information, for example, even if they occur at the edge of human vision, while things like numbers and small breakdowns require people to focus their eyes directly on the UI and spend a moment processing that information.
A perfect RTS UI should convey the most important information without requiring much direct eye contact, imo. Audio signals are also potentially useful- a warning tone when you're out of resources entirely, for example, is a good nub tool (although pros who stall constantly on purpose will want to turn it off asap), while a really sudden change in income downwards might warrant a specific sound, if it repeats more than one update, to alert poor nubs that building something that eats a lot of E without the income to support it might be a bad idea, or that that Saktoth they just started building is going to cripple their economy soon
Anyhow, that's where I am at on this. I'll show some screens of my current UI as soon as it's done-done, should be tonight.