Hello EVE Community,
I am an enthusiast for AI development and large-scale simulation as part of my Matrixgame project (a personal development and gamification framework).
I developed a simple Java/Swing simulation where thousands of autonomous units fight in a collective battle. When I watched the resulting zerg fights and fleet movements, the first thing I thought of were the massive EVE Online Fleet Fights.
I am now asking for your analytical expertise:
Could the simplified logic in this simulation be a starting point for a very basic sandbox tool to visualize and test fundamental Fleet Commander (FC) concepts like:
-
Target Prioritization (Currently: always the nearest enemy)
-
Engagement Distance (Currently: based on the unit’s
distancestat) -
Kiting/Brawling (Based on relative
speedanddistancestats)
Key Logic (The Core Code):
The primary logic driving the fights is very simple:
-
Targeting:
Unit gegner = nextGegner(unit);finds the absolutely nearest unit from the opposing team. -
Movement: If out of range,
unit.moveTo(gegner);makes the unit move directly towards the target at its fixedspeed. -
Damage: If in range (
unit.getDistance(gegner) <= unit.distance), damage is applied.
The Ask & Vision:
-
Analysis: Please look at the code (especially
Unit.javaandupdateGameState()inSchönerZoom2FormScaleUnitsFights.java). Does this simple model capture any fundamental, core element of EVE combat or fleet dynamics? -
Missing Mechanics: Which EVE mechanics are crucial and completely missing here (e.g., E-War, capacitor, module cycles, tracking, armor/shield/hull resistances, sig radius)?
-
Next Steps: If you believe this has potential for a simple learning tool, I am highly motivated to refine it into a more representative simulator for EVE-Online concepts.
Link to the Java Code (GitHub): meine-java-projekte/BasisEditorenMatrixgame at main · andreasschneider01989-source/meine-java-projekte · GitHub
I appreciate any serious analysis and feedback you can provide! Thank you and Let’s Go!