Difference between revisions of "Deadspace"

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== Mechanics ==
 
== Mechanics ==
=== Deadspace pocket and complex ===
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A Deadspace complex is a sequential network of Deadspace pockets that are linked by [[acceleration gate]]s. Conversely, a Deadspace pocket is a single [[grid]] of Deadspace (analogous to a ''Room'' or ''Stage''). Each Deadspace complex has a single entrance, a location in traversible space known as the entry pocket, or Pocket 0. Jumping through the first [[acceleration gate]] warps the capsuleer to Pocket 1, and so on. A complex can contain one or more pockets, depending on the complex type or mission script. The entrance location of a Deadspace complex might be provided by a mission NPC or by scanning down a [[cosmic signature]].  
A Deadspace Pocket is a single [[grid]] of Deadspace (analogous to a ''Room'' or ''Stage''). A Deadspace Complex contains one or more pockets, linked by [[acceleration gate]]s.  
 
  
Types of Deadspace Complexes include:
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===Topography===
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Example topography of a deadspace complex. [[Grid]] size and distance may vary.
  
* [[Mission]] sites
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[[Image: Deadspace Topography.png]]
* Certain [[Cosmic Signatures]] including:
 
** Combat sites
 
** Data and Relic sites
 
** [[Faction Warfare]] Complexes and Battlefields
 
* [[Abyssal Deadspace]]
 
 
 
Capsuleers may warp to the entrance of a Deadspace Complex. This entrance, or ''Pocket 0'', contains a single acceleration gate which leads to the first pocket, ''Pocket 1'', of the complex. A complex can contain one or more pockets, depending on the complex type or mission script.
 
 
 
Note that a Deadspace complex entrance (Pocket 0) is itself considered Deadspace and is subject to Deadspace warp restrictions.
 
 
 
=== Warping inside of Deadspace ===
 
Capsuleers may not warp to a ship, fleet member, or bookmark within their own Deadspace pocket or complex. (Attempting to do so will trigger an error message: ''You cannot warp there because natural phenomena are disrupting the ship.'') Deadspace must be traversed with sub-warp engines and modules like the [[Afterburner]] and [[Microwarpdrive]], as well as [[acceleration gate]]s.
 
  
A [[Micro Jump Drive]] may be used in Deadspace, to traverse ~100km distances.
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=== Warp restrictions ===
  
Capsuleers may warp out of Deadspace to any non-Deadspace location as normal.
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Every pocket of Deadspace has special warp restrictions. Capsuleers cannot warp directly to a location, bookmark, ship, or entity in Deadspace. Attempting such a warp has different effects depending on whether the Capsuleer is already within the Deadspace complex. Note that the entry pocket, Pocket 0, is physically part of the complex, and Capsuleers inside that space are inside the complex.  
  
=== Warping to a Deadspace pocket ===
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Attempting to warp to a complex location, fleet member, or entity ''from outside'' of the complex warps the  
When warping to a [[bookmark]], player, or beacon inside or on the grid with the gate outside a Deadspace complex, the ship will always be redirected to the center of the outside pocket (Pocket 0). This may be at 0km on the gate, or at 0km on a beacon in some cases (for example, the [[Encounter Surveillance System]] gate is a few kilometers from the beacon).
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Capsuleer to the [[acceleration gate]] at the complex entrance, Pocket 0. Warping at range warps to that same range from at or near the gate center. Note that an [[acceleration gate]] may be jumped through from a range as far as 100km.)  
  
When warping in at range, the ship will land at that range from the gate. It isn't possible to warp to another pocket from outside the complex. Also, it isn't possible to warp to another pocket of the same complex from inside the complex itself, including pocket 0.
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Attempting to warp to a complex location, fleet member, or entity ''from inside'' of the same complex does not engage the warp drive. The ship gives an error: ''You cannot warp there because natural phenomena are disrupting the ship.''
  
* Capsuleers may jump through an acceleration gate at a range as far as 100km. (See [[Acceleration gate]] for more mechanics.)
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Capsuleers may warp out of a Deadspace complex to any non-Deadspace location, as normal.
  
The following are all examples of ways to end up at 0km outside of a Deadspace complex:
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===Other restrictions===
  
* Warp at 0km to the complex
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* [[Jump_drives#Cynosural_Fields|Cynosural Field Generators]] and [[Jump drives]] do not operate in Deadspace.
* Warp to a fleetmate who is outside the deadspace complex, any distance from the gate
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* Mobile Structures that require [[anchoring]], like Mobile Warp Disruptors (Bubbles), can be launched, but not anchored.
* Warp to a fleetmate inside a complex
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* [[Propulsion modules]], such as the [[afterburner]] and [[microwarpdrive]], operate in Deadspace.
* Warp to a bookmark on grid with the first gate or inside a complex
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** The [[Micro Jump Drive]] also operates in Deadspace and may be used to traverse ~100km distances.
* Warp to a complex where the center of the outside pocket (the gate or beacon), is bubbled
 
* Warp to a combat-probed signature
 
  
===Spawn and Despawn===
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===Spawn and despawn===
A deadspace complex spawns with all its pockets when a player initiates a warp command to the site at the latest. The complex despawns after the target conditions have been met and the last player has left the complex for at least 2 minutes. Reentering the complex within this time-frame resets the despawn timer. Cloaking inside a complex after completion and cloaked players in general do not prohibit the site from despawning.
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A Deadspace complex remains dormant until the first Capsuleer initiates a warp command to the site entrance. Conversely, The complex despawns after the target conditions have been met and the last player has left the complex for at least 2 minutes. Reentering the complex within this time frame resets the despawn timer. However, a cloaked Capsuleer does not prohibit a Deadspace complex from despawning.
  
With the complex all [[acceleration gate]]s and other Structures despawn. The shipwrecks and [[Containers#Jettison Container|cargo containers]] stay in space at their respective position and can be warped to freely. If the pilot wants to loot the complex after completion, [[bookmarks]] in all pockets are necessary.
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Despawning removes all structures and acceleration gates from a complex, while the shipwrecks and [[Containers#Jettison Container|cargo containers]] stay in space at their respective position and can be warped to freely. If the pilot wants to loot the complex after completion, [[bookmarks]] in all pockets are necessary.
 
 
===Other===
 
The following [[modules]] do not work in Deadspace:
 
 
 
* [[Jump_drives#Cynosural_Fields|Cynosural Field Generators]]
 
* Mobile Structures that require [[anchoring]] like Mobile Warp Disruptors (Bubbles) can be launched, but not anchored.
 
 
 
When a ship inside a deadspace complex is scanned via [[Scanning#Probe Scanning|combat probing]], the resulting warpin is redirected to the gate in pocket 0.
 
 
 
==Topography==
 
Example topography of a deadspace complex. [[grid]] size and distance may vary.
 
 
 
[[Image: Deadspace Topography.png]]
 
  
 
==Occurrence==
 
==Occurrence==
Deadspace is usually encountered by players in the following situations:
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Deadspace may be encountered by players in the following situations:
  
 
*[[Combat_sites#Cosmic_Signatures|Cosmic Signatures]]
 
*[[Combat_sites#Cosmic_Signatures|Cosmic Signatures]]
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*[[Epic arcs|Epic Arcs]] (some missions)
 
*[[Epic arcs|Epic Arcs]] (some missions)
 
*[[Sleeper Cache|Sleeper Cache]]s
 
*[[Sleeper Cache|Sleeper Cache]]s
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===Notes===
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* When a ship inside a deadspace complex is scanned via [[Scanning#Probe Scanning|combat probing]], the resulting warpin is redirected to the gate in Pocket 0.
  
 
===Bugged deadspace===
 
===Bugged deadspace===

Revision as of 17:49, 10 July 2023

Old Deadspace Artwork
This article is about the game mechanic, "Deadspace." See Abyssal Deadspace or DED complexes for PvE content, DED for the NPC Corporation and Deadspace Faction Modules for the module category

Deadspace is a type of space with special warp and entry restrictions in EVE Online. A Deadspace complex, and each of its inner pockets, can only be accessed by jumping through a connected acceleration gate. Pockets of Deadspace cannot be warped into directly, whether from inside or outside of the complex. Deadspace complexes include missions, certain exploration sites, and other instanced content, and a Deadspace complex expires some time after its content is completed.

Mechanics

A Deadspace complex is a sequential network of Deadspace pockets that are linked by acceleration gates. Conversely, a Deadspace pocket is a single grid of Deadspace (analogous to a Room or Stage). Each Deadspace complex has a single entrance, a location in traversible space known as the entry pocket, or Pocket 0. Jumping through the first acceleration gate warps the capsuleer to Pocket 1, and so on. A complex can contain one or more pockets, depending on the complex type or mission script. The entrance location of a Deadspace complex might be provided by a mission NPC or by scanning down a cosmic signature.

Topography

Example topography of a deadspace complex. Grid size and distance may vary.

Deadspace Topography.png

Warp restrictions

Every pocket of Deadspace has special warp restrictions. Capsuleers cannot warp directly to a location, bookmark, ship, or entity in Deadspace. Attempting such a warp has different effects depending on whether the Capsuleer is already within the Deadspace complex. Note that the entry pocket, Pocket 0, is physically part of the complex, and Capsuleers inside that space are inside the complex.

Attempting to warp to a complex location, fleet member, or entity from outside of the complex warps the Capsuleer to the acceleration gate at the complex entrance, Pocket 0. Warping at range warps to that same range from at or near the gate center. Note that an acceleration gate may be jumped through from a range as far as 100km.)

Attempting to warp to a complex location, fleet member, or entity from inside of the same complex does not engage the warp drive. The ship gives an error: You cannot warp there because natural phenomena are disrupting the ship.

Capsuleers may warp out of a Deadspace complex to any non-Deadspace location, as normal.

Other restrictions

Spawn and despawn

A Deadspace complex remains dormant until the first Capsuleer initiates a warp command to the site entrance. Conversely, The complex despawns after the target conditions have been met and the last player has left the complex for at least 2 minutes. Reentering the complex within this time frame resets the despawn timer. However, a cloaked Capsuleer does not prohibit a Deadspace complex from despawning.

Despawning removes all structures and acceleration gates from a complex, while the shipwrecks and cargo containers stay in space at their respective position and can be warped to freely. If the pilot wants to loot the complex after completion, bookmarks in all pockets are necessary.

Occurrence

Deadspace may be encountered by players in the following situations:

Variations

Semi-deadspace

Some newer content has softened forms of deadspace in place, where the Warping inside a deadspace pocket mechanic does not apply. Known examples are:

Notes

  • When a ship inside a deadspace complex is scanned via combat probing, the resulting warpin is redirected to the gate in Pocket 0.

Bugged deadspace

There are reports [1] on at least one Level 5 missions, where scanned ships generate direct warpins inside a complex pocket.

History

During the early days of EVE, the usage of microwarpdrives was prohibited inside deadspace. Additionally player ships inside deadspace were much harder to scan, although this didn't apply to drones, so Ninja Salvagers and Mission Gankers took advantage of this.

References