I'm a little wary here; is the "10 movements and 1 firing command" per SECOND seems rather sparse for an FPS. The former could POTENTIALLY cut it, but it would invariably be laggy regardless of whatever smoothing algorithms are applied, and only 1 firing command per second would be horrendous. Assuming that the "420kbps downstream data" would apply to a fully-loaded 1k-player server, that means a measly 420 bits per second of data per player; in other words, it almost sounds like the game's solution to this issue with tons of players at once is to cut precision and fidelity to 1990s-era levels.
The end result is that this may likely wind up looking more akin to a typical "rubber-band-y" MMO than a smooth-running action-packed FPS. If smooth action was desired, I'd have to think that at least 20-30 movement frames would have to be transmitted for each player per second, with, similarly, more status frames for firing and other actions than just one every second.
[citation][nom]nicodemus_mm[/nom]No, it's not FPS, but the calculations on the server end may be more intensive. [/citation]
Actually, at least on a player-by-player comparison, EVE Online's serverload isn't as intensive as it is for a modern FPS. While all the "spreadsheets" for those Internet Spaceships may seem daunting to look at, remember that this is ALL of the information the server has to deal with; it's a non-action strategy/RPG. Contrast this to server-backed FPS games, where it has to handle complex physics calculations, and more rapid movement.