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Orbital Bombardment Discussion

First post
Author
Rhapsodyy
Republic Military School
Minmatar Republic
#221 - 2012-03-30 21:17:32 UTC
Grideris wrote:
Rhapsodyy wrote:
Some great ideas, though i havnt had time to read everything in the thread.

Was chatting with grid earlier and it sparked a variation of one of his ideas so i thought id post it before i forget it or he hijacks it completly lol :)

Basically we were talking about Fighters/Bombers, and if Dust mercs could say have an airfield on the planet, and launch Fighters/Bombers from the ground, and a dust merc could sit in the "Control Tower" of the Airfield and control them, using a tactical overlay to assign them to targets.

They could launch up to say 10-15 at one time and if they have more in stock can launch fresh ones when deployed ones are destroyed. On their own Fighters/Bombers are not a huge deterant, but they could provide support for freindly eve players in orbit, or help to chase away and small groups/ships. Hell maybe they should be able to control loads more at once.

However the technical issues, and server load? i bet they are another matter if you start letting multiple districts on thousands on planets start launching fighters into orbit in eve.

Anyway Flame on! \o/


This is a terrible post and you never should have posted it. P


You are absolutly correct, i shall go and biomass myself immeadiatly.
:)
Yoma Karima
Deep Core Mining Inc.
Caldari State
#222 - 2012-03-30 22:29:10 UTC
Hears a though what happens if a dropship flyies into an OB? Does it simply explode or is it only sent into a spin that a good pilot could recover from assuming it hasn't taken sevear damage from the OB.

Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.

Raekek
Catharsis.
#223 - 2012-03-30 23:40:08 UTC  |  Edited by: Raekek
CCP Nullarbor wrote:
- There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered. I'm sure people have a lot of interesting ideas on how to counter an orbital strike, so feel free to discuss those here too.


EVE Skills:
Perfectly hitting a 20 meter or so radius target from several hundred km away in orbit might sound a bit difficult to do, so maybe the strike would not always hit exactly on target. There could be a skill that increases the accuracy of the bombardment, for example maybe a 20% accuracy increase per level. Base accuracy could be something like 50%.

A low accuracy would simply reduce the probability of striking the intended location. For example a 50% accuracy would mean that typically, 50% of the bombardment would strike the intended location. What about the other 50% of the shells that miss? Well, they could impact anywhere really, possibly damaging both allies and enemies.

So if you have this skill at level 5, and maybe high levels of similar skills, DUST players will revel in your awesomeness and continually make contracts with you. But you would also charge a higher fee, of course Twisted

DUST Modules:
On the DUST side of the game there could be some modules that infantry could deploy which affect the effectiveness of OB:

-An EWAR-type targeting sensor jammer which prevents orbital strikes for a certain amount of time, or at least reduces the accuracy of the strike.

-There could also be another DUST module that creates a "fake" sensor image which has a chance to provoke the orbital strike to target the "fake" area instead of the intended one.
Rhapsodyy
Republic Military School
Minmatar Republic
#224 - 2012-03-31 01:20:56 UTC
Types of guns: Long / Short range, just beams/rails or pulse/blaset for example, or just say the long range ones? would make mroe sense firing down onto the planet.

Hertzen
#225 - 2012-03-31 01:35:02 UTC
So far the ideas I love are.

Drones and fighters.

E WAR modules for dust bunnies. My idea for this category would be an extension of the mentioned iteration of the recon/scout battlefield role. A module that could detect target painters in operation (the target painters would have a decent length cycle time) and then flag that bunny for his DUSTmates to primary.

Make it Risky. Though Im sure eve players as long as they can warp to the bombardier will make this risky. An option here could be that a bombardment will use all your cap up, or have some other drawback like rigs do.

Friendly Fire. A MUST PLEASE!

Stronger effects planet-side. If its hard enough to pull off the rewards should equal that effort.

Creationists make it sound as though a 'theory' is something you dreamt up after being drunk all night.

Isaac Asimov

Yoma Karima
Deep Core Mining Inc.
Caldari State
#226 - 2012-03-31 10:30:27 UTC  |  Edited by: Yoma Karima
If it can be done with curent tec placeing the OB ship in the sky over Dust would add to the Realism and if that ship fires an OB than it should come from the ship in the Sky not some randome place derectly over the target.

Take a Titan DD for example the Titan should be in the sky over the dust battle field you should see the DD fire and come towords the Battle feild right before everything goes white indicating the battlefield got glassed.

This would be something to work forwords to if at all possible.

Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.

Drakolus
Never-Ever Undock
#227 - 2012-03-31 12:35:44 UTC  |  Edited by: Drakolus
Orbital Bombardment -



I'm thinkin Steatlh bombers, New Destroyer Hull "Heavy Bomber", Battleships and Dreads should have the capability to "nuke from orbit"



The Stealth Bombers and Heavy Bombers will fire a few different bomb types and typically will be the "get in and get out" type orbital strike. Good for hitting clustered troops, choke points and such. Maybe have them uncloak and be stationary for 30 seconds or so to "line up the shot" or something equally fluff worthy. Munition type would be cluster bombs, frag bombs and maybe incidiaries. The Bombers would NOT do much in the way of structure or anti "heavy" vehicle damage. Also they have to reset every time they fire (I.E. Reload which might take a bit with the new bombardment launchers and get back into position thus ensuring the Dust Bunnies are not just going to be bombed to death)



Battleships and Dreads on the other hand are going to be the big guns. I like the idea of siege modules being used, special one for the Bship and the dread can just slot a script of some sort. Either way they will both become immobilized. The dusties will have to paint your target and give you time to lock on "every time a target is painted it must remain painted long enough for the ship in orbit to lock on" type deal and as we all know, this takes a bit of time for a Dread. Once locked the Dread or BS can then unleash hellish judgement upon the ground...basically unless it's got some serious shielding and/or armor, everything in that hit is going to be atomized in a spectacular and loud fashion. Again, due to the nature of the bombardment munitions it'll take a bit for this option to be up and running again, but the siege module lets you sit there and fire from a stationary position vice being repositioned every time like a bomber



Cons - Fitting orbital bombardment equipment to your ship makes you less capable in space combat...making you a very tempting target. The bombers will have to choose between a regular bomb launcher or a bombardment launcher. The Bship will be hurt by fitting the Bombardment Computer and a Bombardment gun of some sort, the Dread on the otherhand is pretty much purpose made for this and it's only disadvantage will be switching ammo and being in Siege

Also, as it's one battlefield in one fairly small area, there is only one real place to be bombarding it from. As such both attacking side ships and defending side ships will be duking it out for the space (can you say tasty bombing targets?). When a Dust battlefield becomes active, it creates a warpable object in the overview. Overall this should nicely increase the chance for fights in Low Sec and Null-Sec. Extra bonus points if the Dusties get to see fleets duking it out above them CCP :).



Also, bombing planets should not be a "drive by" affair and as such should be somewhat pricey (think 10 times a bomb cost maybe?) and it will require interaction with the dusties in some form. Also, I'm guessing no matter what you do you should take a sec hit as dropping all sorts of hate on a planet from above has GOT to be a crime against humanity. Imagine if you miss and hit a populated area instead? Yeah sec hit
Drakolus
Never-Ever Undock
#228 - 2012-03-31 12:36:27 UTC
(huge post is huge...continued)

Ground Based Defenses -

I have not seen it mentioned here but it may have already been said. These should be built into and part of PI to begin with. I know the high sec'ers can get away without putting any sort of defense on their PI, so be it. That's what they pay the extra taxes for and get lower yields over all. The folks setting up the PI networks should have a seperate module they can deploy which will attach to their PI network (and take varying amounts of cpu and grid depending on quality) which will then provide them with a number of "hard points" that they can set up all manner of various defenses. (Again, bonus points to CCP if they can make this an "on the ground" or a much more detailed graphical representation of your PI assets so when you're setting up your defenses you can identify natural defensive areas and take advantage...)


Basically, Space Pilot "CarebearPI" decides he wants to set up on a juicy low sec planet. He goes out and buys the Command center and a "Defense Node" or whatever fluff title it may be. He sets up his PI network and slaps on the Defense node which gives him say 5 hard points (ooh, secondary idea...it'll give you a number of ground defense points too!) Basically the hard points can then be used to set up things like Orbital defense lasers, missile silos, shields, and anything else that can be dreamed up to make orbital bombardment a pain in the butt. These will come in two flavors...automated which will be more expensive and require more grid and cpu from the defense node or Crew Served which will require Dust Bunnies to put the hurt on us EVE players. The ground defense points will be for things like minefields, AA guns, emplacements with heavy guns, repair sheds for vehicles and again, all manner of neat things we can come up with.

All of these items/modules will be produceable and will have to be carried to the planet and "attached" to the PI network thus upping cost (isk sink, yaaah)

Dust Bunnies Interaction/Perspective -

Each side goes through and looks for contracts. When they see a contract, the first thing that they get is a recon/overview which will give them a detailed layout of the battlefield. Both the Defenders and Attackers get this. They can then decide what to bring and what their plans are and such and whether to request OB and what kind of OB to request.

Also, another random thought. Maybe Carriers and Super Carriers can carry a "dust clone vat" module which will allow dusties to spawn on their ship and then hop in one of their Fighters or Fighter-Bombers? They click *Launch* and after a short wait they are spawned into the zone with a shiney new (and expensive) toy to fly around strafing and causing mayhem. AA will be an option for defense points/hard points.
SlayerOfArgus
Hermes Enterprises
#229 - 2012-03-31 12:44:54 UTC
For countering, why not give the people on the ground the ability to fire some sort of electronic "cloud" over the area which disrupts the ability to hit properly? The EVE player can still fire, but it will be a blind shot pretty much. This will shield the people from possibly having a dust strike on them and it may end up hitting the other dust people. But with activating this, it disrupts the ability to aim and the functionality of the dust equipment. It will still work but not as effectively. It would only disrupt the people who were about to be fired upon by the orbital strike.

Basically by doing this, you create a lot of risk for all parties and will make things very interesting...
Berendas
Ascendant Operations
#230 - 2012-03-31 14:12:03 UTC
One thing I thought of (that might have been mentioned by someone else already) is racial bombardment weapons. Each weapon type [hybrid, laser, projectile, maybe even missiles] could have different effects on the battlefield.

For example:

Hybrid weapons: having rounds partially charged with plasma, hybird weapons leave an energized residue at their place of impact that lingers for a time causing damage and interference in the area.

Projectile weapons: staying true to their high alphawtfpunchintheface mentality, projectile weapons have much higher damage in a concentrated area.

Lasers: being beams, they could fire in a sweeping motion, covering a directed line type aoe. (think the ion cannon from C&C Generals)

Missiles: being explosive, they cover a wider area than turreted weapons.


Just a thought, would be hard to balance but variety in bombardment weapons would be cool Blink
Erik Finnegan
Polytechnique Gallenteenne
#231 - 2012-03-31 15:33:26 UTC  |  Edited by: Erik Finnegan
So glad I find the important threads....like a week too late. Ugh

Read some great suggestions here, but I haven't read them all. No offence, guys and girls, these are twelve pages we are talking about. Now this is my hitlist, having attended fanfest and played DUST514....terribly, but I won with Team Haggis !

Fire
  • My take on friendly fire ( MUST have friendly fire ) : I like Grideris' suggestion of showing the EVE player the battle field map, I would expect it much like mercs see it in-game. Thus you require communication via landmarks which can go wrong -- intentionally or accidentally.
  • Friendly fire using targeting systems : automatic targeting I think should be possible, too. Maybe the Capsuleers on grid would not only see the location "painted" by the mercs, but also the mercs sending the signal themselves ? The Capsuleers could then simply choose in the overview whether to lock onto the target, or backstab by locking onto the guy who's carrying the equipment.
  • Special ammunition, yes, but use the same guns. Limit the bombarding ship by requiring some sort of "orbital siege mode", give damage from athomspheric friction, ammunition/crystal specific for bombardment, targeting module's CPU-need.
  • I want to see different visuals on the ground for different gun/ammunition types hitting. Potentially as well for the Capsuleers : show us different athmospheric resonance from the shots going down.
  • A bombarding ship that is being sensor dampened may not hit the target on ground precisely.


Grid pain
  • I read that the orbital bombardment warp-in was "lower" than the planet warp in. I like that ! Have a planet warp-in and a district warp-in. Require that ships go to planet warp-in first and then continue from there.
  • While the planet rotates, you only see that rotation at planet warp-in. The ships at the district warp in would not have to be "visible" from the planet warp-in -- just show them on the overview of a ship that is at planet warp-in.
  • A district should have a warp-in tied to it, regardless whether a structure is in space or not. So just show districts on the ship's overview.
  • While at a district warp-in, ships could take damage from atmospheric friction. This could be different per planet/planet type.
  • A ship in orbit at the planet's warp-in, could see changing distances on the overview for ships that are at any district's warp-in, depending on the planet's rotation. After all, I heard you want to match the visuals on the ground ( battle going on = explosions and smoke visible from orbit ) with the rotation; so the distance information which changes due to rotation ( planet warp-in --> district warp-in ) could be calculated at run-time and be "approximate".
  • --> but in total : do not visually rotate the planet for Capsuleers who are a district warp in.
GeeShizzle MacCloud
#232 - 2012-03-31 16:36:16 UTC  |  Edited by: GeeShizzle MacCloud
As for the grid requirement for orbital bombardment i see it working in the same way satellite recon tasking is done in RL.


  1. Dust514 Commander calls for an Orbital strike grid. This creates a bookmark right above the district node and can be shared only by the Dust Commander to eve players in any chat channel. The creation of this grid also starts a desync timer (more about that below).
  2. Eve Online Fleet FC is able to import the bookmark from the channel (This bookmarkis in very close proximity of the planet and right above the district node the Dust514 Commander Called from)
  3. Fleet FC warps Fleet to spot
  4. Fleet Arrives and orbital desync counter appears on the HUD of the ships on that grid. This counter is the time till orbital desync between the grid and the district, much like the timeframe on orbital recon satellites. After the timer expires the grid is considered to far from the district for weapons to be effective and a new Strike grid needs to be called. This incurs a cooldown timer so that eve players cant continually facerape dust players and provides some buffer between both games affecting each other too much.



this way the orbital grids are dynamic and maintaining an orbital blockade isnt a case of just sitting on the 1 grid allocated for OB. you'd need a Fleet to actually work and have a prober to keep on top of it
Yoma Karima
Deep Core Mining Inc.
Caldari State
#233 - 2012-03-31 18:49:05 UTC
If Dust gets none tempret planets in 2013 OB effects should mirror the new planets environments. If the battle field is under water you should see the OB spawn a trail of gas bubbles representing the vaporized water

On lava planets the OB lights up the smog filled sky like a lightning strike, this should also go for storm planets, and night battlefields

Als
-If Dusk mercs have the proper module equipped they should be able to see the strike radius of the incoming OB no mater what side they are on. This may not save them if they are directly in the middle of the circle, but it would give them advance warning it was coming and those on the outside of the OB radius could steer clear. Considering this would take up a module spot it would not be overpowered as only those who had it equipped would see it as most would oped for another module

-The impact of the OB (depending on the side of the bombardment) should effect the Dust battlefield concussion waves that knocks those to close to the bast to the ground with slight damage, and tremors that affects aim further out.

Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.

Serene Repose
#234 - 2012-03-31 19:25:37 UTC
CCP Nullarbor wrote:
...There have already been a variety of suggestions on how to make sure it isn't one sided or overpowered. I'm sure people have a lot of interesting ideas on how to counter an orbital strike, so feel free to discuss those here too....

Whatever you do, make it small. Screen overload is already a visual problem. A small box half the general width of the in-space drone window with a stack of icons...numbers to the right, would be easy enough to read, that is...as long as any targeted items appear in the selected items window with the appropriate redlines that make us feel so warm and fuzzy inside.

We must accommodate the idiocracy.

royalcommand
Trivium
#235 - 2012-04-01 06:24:03 UTC  |  Edited by: royalcommand
A lot of incredible idea’s mates, keep them comin.

Some of mine…

different ammo's/guns is defiantly a good idea, fire-storm an area or a EMP launch to wipe out all vehicles, standard rounds for normal effects, chemical/radioactive shells, so on.

On the topic of using Battleships, or dreads or what not, I’m thinking (excluding Titans "nuke it all" ability) a new Capital ship class "battle Barge series" with new ships and fittings. Creates a few people angry over not being able to just warp in on a normal ship and shoot, but makes it so not everyone and their bro have the ability. Have the ship, warp it, pick your orbit type(MEO,GEO) and aid those on the ground with bombardments, recons, EMP’s, so on.

as for the positioning around planets, I think the eve players should have to orbit around the planet to get to the site where it’s needed then siege mode set up, then get the targeting down(should take longer depended on targeting skills) then shoot which ever weapon is fitted. makes it so if two factions control halves of a sphere around a planet the eve battles going on under it will be influenced by those (unless one faction wipes the other out and takes control of the space around the planet.)

Back stabbing (quote Nova Fox) would be cool, good idea mate.

Chain of Command, Bombardments should be called in by battlefield commander, the cmdr calls it in and a player in EVE has to go to the cords and lock onto the target and fire, the battlefield commander should have targeting skills where he relays the target (if no or low level targeting skills it might hit for friendly fire, Same for the EVE player.)

The defensive team should have the ability to move a mobile (EWV) Electronic Warfare vehicle or ship (maybe similar to a MCC?) if skills are high enough they might have the option of slightly altering enemy targeting to move it back at the attackers. Jam EVE player sight/recon and more things like that.

planet defense should have anti-(Battle barge) and a large anti space weapon like seen in the original DUST 514 video shooting up and wiping out a ship it should be able to seriously damage a titan (maybe a series of ground structures ranging from Light arty for frigates to insanely large Cannons that look more like skyscrapers to nearly take down a titan [obviously costing a **** ton to make]) and possibly anti-warp generators on the planet? (build as a PI type thing)

Collateral damage should be AMAZINGLY costly to balance out the cost/benefit ratio of EVE players shooting at the planets

the "nuke everything option" should just turn into a deserted battlefield where only key geographical features are fought over or a EVE battle(the soldiers are in suits that could probably withstand radiation(maybe the radiation would make it so only medium and heavy armor is usable?) and this is only achievable by titans on top of that maybe a mother ship could launch all of its bombers to carpet bomb the living hell out of an area again and again until there’s nothing left, more resources are needed but it wouldn’t wipe an entire planet out, maybe just a district.

The targeting system should look bad ass like. Particularly like in the first Star Wars battlefront when you choose a mission and it zero's in on the target using parallel lines coming in.

Squad leaders can call in a drone bombing run and the Commander can call in a drone carpet bombing and orbital arty and so on.

(Quote Kel Hound) that is a good idea!(DUST PvE modes) an EVE player possibly coming around to help(maybe as training for moving into nullsec? training in high sec asteroid bases or something like that.)

as for the range of orbit around a planet, i think it should be put at or between a MEO(medium Earth Orbit)(for slow earth orbiting) or a GEO(Geo-Stationary orbit/Geo-Synchronous)(for sitting on one point on earth or one point in space) positions like satellites around earth.

like mentioned in the "Seeding the Universe" presentation at fanfest, the EVE players will see explosions and what not on a planet, likewise the DUST players should be able to look into the sky and see ships blowing each other to pieces. While not actual ships in eve just a skybox animation or something.
district wide shield generators and large scale surface to space weapons, etc. should cost a lot to build (more or less dependent on size) and Dust/Eve Cmdr (who ever is coordinating the planetary siege strategy) can send an entire strike force or a small black ops team (black ops team being maybe 10 players per team for 20 minutes or something). This makes it so strategy is involved so that if you want mother ships and cap ships blowing the hell out of everything your team HAS for fight for that ability, not just....warp in.....shoot the battlefield to bits.....warp out.

A few people from this forum talking to game designers over skype or TS or something would be cool too XD.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#236 - 2012-04-01 07:12:47 UTC
Drakolus wrote:
(huge post is huge...continued)

Ground Based Defenses -

I have not seen it mentioned here but it may have already been said. These should be built into and part of PI to begin with. I know the high sec'ers can get away without putting any sort of defense on their PI, so be it. That's what they pay the extra taxes for and get lower yields over all. The folks setting up the PI networks should have a seperate module they can deploy which will attach to their PI network (and take varying amounts of cpu and grid depending on quality) which will then provide them with a number of "hard points" that they can set up all manner of various defenses. (Again, bonus points to CCP if they can make this an "on the ground" or a much more detailed graphical representation of your PI assets so when you're setting up your defenses you can identify natural defensive areas and take advantage...)


Basically, Space Pilot "CarebearPI" decides he wants to set up on a juicy low sec planet. He goes out and buys the Command center and a "Defense Node" or whatever fluff title it may be. He sets up his PI network and slaps on the Defense node which gives him say 5 hard points (ooh, secondary idea...it'll give you a number of ground defense points too!) Basically the hard points can then be used to set up things like Orbital defense lasers, missile silos, shields, and anything else that can be dreamed up to make orbital bombardment a pain in the butt. These will come in two flavors...automated which will be more expensive and require more grid and cpu from the defense node or Crew Served which will require Dust Bunnies to put the hurt on us EVE players. The ground defense points will be for things like minefields, AA guns, emplacements with heavy guns, repair sheds for vehicles and again, all manner of neat things we can come up with.

All of these items/modules will be produceable and will have to be carried to the planet and "attached" to the PI network thus upping cost (isk sink, yaaah)

Dust Bunnies Interaction/Perspective -


Incorporating planetary defenses into PI has been proposed. Please see this thread and its assembly hall version

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Benny Ohu
Royal Amarr Institute
Amarr Empire
#237 - 2012-04-01 07:58:48 UTC
Hey, do I get a notification if my OB scores a headshot?
Claire Voyant
#238 - 2012-04-01 08:26:59 UTC
Asuka Solo wrote:
Incorporating planetary defenses into PI has been proposed. Please see this thread and its assembly hall version

tl;dr tl;dr
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#239 - 2012-04-01 08:36:37 UTC
Claire Voyant wrote:
Asuka Solo wrote:
Incorporating planetary defenses into PI has been proposed. Please see this thread and its assembly hall version

tl;dr tl;dr


The Assembly Hall post has en Executive Summary of the TL:DR, its like 3 lines.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Danfen Fenix
#240 - 2012-04-01 18:07:30 UTC  |  Edited by: Danfen Fenix
Ok, I've had an idea of how 'missing' and friendly fire could potentially work.

Just like we have the option to warp in @ 0m, 10km, 20km and so on, how about the option to 'scatter' or 'walk' shots over a certain, selectable distance



This would offer various options...

On the Dust side:


Dust commander requests an 'Pinpoint' orbital strike, which would act very much like we saw at Fanfest
Dust commander requests a 'walking (or creeping) barrage', for a certain directon and distance. For those who don't know artillery or havn't played CoH,it is a barrage on a linear path. So one shot, then one next to it, then the next and so on, down a path
Dust commander requests a 'Scattered Barrage', which would have a larger area of affect than pinpoint, but obviously less effective against concentrated troops.

On the Eve side:

The eve ship gets the target, and the 'request', including distances/direction for the creeping & scattered, as well as possibly how far the shots 'may' miss. From the target, he can either select

'Pinpoint -> Deviation distance' option,
'Creeping barrage -> Direction & distance, Deviation distance',
'Scattered Barrage -> Radius distance, Deviation distance'.

This way, the EvE player can either comply with the request, or provide a totally different kind of barrage, with possibly the intent to friendly fire ( I.e. Dust commander asks for a creeping barrage, with a northern direction & 100m length. Eve player may decide to place it on a southern direction, with a different distance. This info may even be provided by the opposing commander, provding details on the firsts troop positions Twisted )

This could even be expanded on, so the eve player may select a certan distance to hit from the target. I.e. They're given a request for a pinpoint barrage. When selecting the target, they may instead chose scattered barrage, with possibly a deviation of up to 1km away, so the barrage will hit anywhere within 1km of the target, in any direction...

Edit:
Danfen Fenix wrote:


Heck, just thought of something else. Let deviation be affected by both player and skills. So, at maxed skills, uncontrolled deviation would be non existant, but at low skills, shots could be highly affected.

E.g.

Barrage with maxed skills, no controlled deviation -> Shots land roughly where they should.

Barrage with low skills, no controlled deviation -> Shots scatter quite a way off the target

Barrage with max skills, controlled deviation -> Shots land roughly on target, amount of deviation is correct

Barrge with low skills, controlled deviation -> Shots scatter away from barrage area, deviation is way off. (e.g. 1km deviation is selected, shots may land at 0.5km, 2km etc)




Just my 0.02 isk :)