1. The Problem: The Performance Trap
Currently, EVE’s mandatory Local Channel member list is the single biggest bottleneck for both the server and the UI. In a system with 2,000 pilots, every time one person jumps, the server must calculate standings and broadcast redundant metadata to the other 1,999 players. This exponential data flood clogs the network pipe, causing the “sticky” UI lag we experience when opening the Market, Wallet, or Assets windows.
2. The Solution: Tactical HUD & Unified Chat Console
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Tactical HUD Counters: Completely remove the member list from the Local window. Replace it with five dynamic counters at the top of the HUD (Blue, Light Blue, White, Orange, Red). The server only sends tiny “Integer updates” (+1 / -1), reducing the broadcast load by over 90%.
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Unified Chat Console: Replace the forced, separate Local window with a modern Unified Chat Console. This console allows players to customize their stream, showing messages from Local, Corp, Alliance, or Custom channels in one integrated view.
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No Presence Rendering: By removing the requirement to render thousands of interactive player IDs, we free up the UI thread. Chat becomes about “content,” while the HUD handles “presence.”
3. Technical Optimization: Instant Response & Scalability
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Server Relief: The Sol Node is freed from managing massive Local session groups. This allows the server to prioritize combat calculations, directly reducing Time Dilation (TiDi) in large fleet fights.
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Network Optimization: Without the constant flood of player profiles, network synchronization for UI windows (Market/Assets) becomes instantaneous.
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Client Fluidity: Removing the member list allows even low-end PCs or mobile devices to run smoothly in high-population hubs like Jita.
4. Gameplay Evolution: Restoring the “Dark Forest”
The current Local list provides too much “free” intel. By only showing a “Red +1” on a counter, players know there is danger but don’t know the exact identity or ship type. This restores the strategic depth of Directional Scanning (D-Scan) and scouting, bringing back the sense of mystery and risk that defines EVE.
5. Conclusion
EVE doesn’t need more hardware; it needs smarter, leaner logic. We need a system that prioritizes tactical performance over redundant social lists.
“We need a Radar, not a Passenger List.”
Proposal: Modernizing Tactical UI and Communications
“I’ve been thinking a lot about the current state of our UI, especially during large-scale engagements. I love this game and its complexity, but I feel our 20-year-old chat system might be holding us back from a more fluid experience. I’ve put together some thoughts on how we could modernize the interface to improve performance and tactical depth. I’m just one pilot sharing a vision, and I’d love to hear your constructive feedback on this.”
1. Tactical HUD Counter & On-Demand Indexing
Integrate a dynamic HUD Counter directly into the ship’s interface (near the capacitor/speedometer). This moves away from the inefficient “Server Push” model and focuses on constant-time category synchronization:
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Precision Four-Color Counting: Displays real-time counts for Red (Hostile), Yellow (Neutral), Blue (Friendly), and White (No Standing/General).
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Active Situational Awareness: When the Red count increases, the HUD element performs a subtle visual pulse/flash, triggering a pilot’s instinct without requiring them to scroll through a clunky list.
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On-Demand Indexing Interaction: Clicking a specific count (e.g., the Red number) instantly filters the Overview. This fundamentally changes the underlying logic: instead of the server forcing detailed profiles of 2,000 pilots onto your client (Server Push), the client only requests and “indexes” specific target data when the player actually clicks (Client Pull). This drastically reduces the CPU/RAM overhead caused by constant UI updates.
2. Unified Communication Feed: From Multi-Window to Streamlined Social
Eliminate the legacy design of multiple overlapping windows in favor of a Unified Stream. All messages are categorized by color and prefix:
【Simulated Chat Feed】
[Local] abc: hello, o7
[Corp] 123: What time does the mining op start?
[Alliance] 666: Just spotted a hostile fleet in Jita, stay alert.
[Private] Hublot: Hey, was that your killmail just now?
- Streamlined Interaction: Support instant channel switching via shortcuts (e.g.,
/lto Local,/cto Corp,/ato Alliance,/rto Private).
3. Surgical Removal of “Dead Weight”: Impact on Botting Ecosystem
By delegating intel to the HUD and social to the Feed, the static Member List can be entirely removed from chat channels.
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Killing the “Auto-Intel” Pipeline: Removing the list leaves bots with only a “count” and no “identity,” breaking the automated intel-scraping chain that relies on constant profile syncing.
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Return to “Active Recon”: Intel becomes a “Tactical Resource” earned through gameplay (D-Scan/Visuals), not a “Passive Gift” from a legacy UI.
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Performance Leap: Eliminates the massive data broadcast storms that slow down the client. By removing the need to sync thousands of portraits and standings, we ensure maximum FPS during heavy TiDi fleet fights.
Conclusion: This proposal evolves EVE from “Spreadsheets in Space” to a modern “Tactical Space Combat” experience. It is time for a high-performance UI that respects the player’s screen space and the CPU’s limits.