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== Mechanics == | == Mechanics == | ||
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]]. | |||
===Topography=== | |||
Example topography of a deadspace complex. [[Grid]] size and distance may vary. | |||
[[Image: Deadspace Topography.png]] | |||
=== Warp restrictions === | |||
Capsuleers | 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=== | |||
* | * [[Jump_drives#Cynosural_Fields|Cynosural Field Generators]] and [[Jump drives]] do not operate in Deadspace. | ||
* Warp | * Mobile Structures that require [[anchoring]], like Mobile Warp Disruptors (Bubbles), can be launched, but not anchored. | ||
* | * [[Propulsion modules]], such as the [[afterburner]] and [[microwarpdrive]], operate in Deadspace. | ||
** The [[Micro Jump Drive]] also operates in Deadspace and may be used to traverse ~100km distances. | |||
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===Spawn and | ===Spawn and despawn=== | ||
A | 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 [[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. | |||
==Occurrence== | ==Occurrence== | ||
Deadspace | 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 | ||
===Notes=== | |||
* 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=== | ||