# Experimental KI Unit Fight Simulator: Could this be a basic EVE Online Fleet Fight Sandbox? Seeking FC/Analyst Feedback!

**URL:** <https://forums.eveonline.com/t/experimental-ki-unit-fight-simulator-could-this-be-a-basic-eve-online-fleet-fight-sandbox-seeking-fc-analyst-feedback/501809>\
**Category:** My EVE\
**Created:** [November 27, 2025, 12:07am UTC](https://forums.eveonline.com/t/experimental-ki-unit-fight-simulator-could-this-be-a-basic-eve-online-fleet-fight-sandbox-seeking-fc-analyst-feedback/501809 "2025-11-27T00:07:30Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![AndreasSchneider01989](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/andreasschneider01989/32/481807_2.png) [@AndreasSchneider01989](https://forums.eveonline.com/u/AndreasSchneider01989)\
**Post date:** [November 27, 2025, 12:07am UTC](https://forums.eveonline.com/t/experimental-ki-unit-fight-simulator-could-this-be-a-basic-eve-online-fleet-fight-sandbox-seeking-fc-analyst-feedback/501809/1 "2025-11-27T00:07:30Z")

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### 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 `distance` stat)

- **Kiting/Brawling** (Based on relative `speed` and `distance` stats)

### **Key Logic (The Core Code):**

The primary logic driving the fights is very simple:

1. **Targeting:** `Unit gegner = nextGegner(unit);` finds the absolutely **nearest** unit from the opposing team.

2. **Movement:** If out of range, `unit.moveTo(gegner);` makes the unit move directly towards the target at its fixed `speed`.

3. **Damage:** If in range (`unit.getDistance(gegner) <= unit.distance`), damage is applied.

### **The Ask & Vision:**

1. **Analysis:** Please look at the code (especially `Unit.java` and `updateGameState()` in `SchönerZoom2FormScaleUnitsFights.java`). **Does this simple model capture any fundamental, core element of EVE combat or fleet dynamics?**

2. **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)?

3. **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](https://github.com/andreasschneider01989-source/meine-java-projekte/tree/main/BasisEditorenMatrixgame)

I appreciate any serious analysis and feedback you can provide! Thank you and **Let’s Go!**

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**Author:** ![system](https://global.discourse-cdn.com/eveonline/original/3X/4/1/41ec4921cbaca7a6f9ea556e7cc20018461eae5e.png) [@system](https://forums.eveonline.com/u/system)\
**Post date:** [February 25, 2026, 12:08am UTC](https://forums.eveonline.com/t/experimental-ki-unit-fight-simulator-could-this-be-a-basic-eve-online-fleet-fight-sandbox-seeking-fc-analyst-feedback/501809/2 "2026-02-25T00:08:29Z")

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