And even that can be optimized away - after all, in Eve, you basically issue commands like 'lock onto this ship' and 'activate this cannon', which will then fire every X seconds - all each client has to know is the target, ship information, and a toggle command for a given weapon, the rest can then be determined completely on the client-side when it comes to the visuals. Every X ticks, data (like health) of the target ship can be sent through - although I reckon that too would be optimized away and only sent on-demand, i.e. when the user actually selects the ship under attack.