This is the formalized proposal of the thread from eve general discussion board: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1545037
I propose that the Overload bar in all the buttons that can be overload are extended by 2-3 pixels into the main button area. This solves the problem of a tiny area to click, and limits mistakes when furious overloading is taking place. Additionally (or as a separate proposal); to solve the overload status issue have the overload color change to be bright red/purple for "active" and dark red/purple for "deactivating next cycle". Finally, the color would go back to regular green for "inactive". The arguments and samples are shown below as in the original thread:
CSM 5 Proposal: http://wiki.eveonline.com/en/wiki/Improve_Overload_User_Interface_(CSM)
Proposal to CSM: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1329053
Also this issue was part of the low hanging fruit/big wins last year: http://wiki.eveonline.com/en/wiki/User_Interface_-_Big_Wins%2C_Fan_Favorites_and_Low_Hanging_Fruit_(CSM)
Obviously there has been no changed to our HUD's (yet), and I was curious about the issue myself so I mulled it over a couple of beers. The changes (as far as I can tell) should be:
Easy to implement (not requiring 5000 hours of coding or artwork).
Overall IMPROVEMENT to the HUD (low Forum Whine Index).
Solve the status issues of overheating (when will it turn off? etc.).
As such I cracked my knuckles and after a bit of fighting with gimp I would like to propose a solution that should fit all the criteria:
Why not just extend the overload area down into the icon portion of the button by only 2 or 3 pixels? This give a HUGE increase of area to be click-able for overloading, doesn't interfere with basic button functionality, doesn't make the entire icon bigger than it currently is, and is much easier to distinguish between normal and overload operation.
To solve the activation status problem; why not have the "activated" overload state change the color of the green bar to BRIGHT red (or purple for the colorblind), and just regular red when the overload state is toggled "off" but still finishing the current cycle. Finally, when overload is completed and also toggled "off", the bar returns to green.
To illustrate this I have made a sample image with the changes so you can all see what I'm talking about.Please visit your user settings to re-enable images.
Starting from the left most button as number 1 until the far right as number 6.....
The current buttons are 1 and 3.
The buttons with "enlarged" overload toggles are 2 and 4.
Just extending the overload bar 2 pixels (as in the picture) you have a MUCH larger area to click in, while removing very little from the main button.
If a separate overload color was used, then button 5 would be the "on and active" overload status, number 6 would be the "off but finishing cycle" status, and number 2 would be "off and cycle done / normal operation".
P.S. there was another thing I was going to discuss but wanted to keep it simple for now (pulsating the icons faster as the damage status approaches 100%).
Also here is how the icons would look in the hud: Clicky