Difference between revisions of "Deadspace"

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Deadspace pockets should not be confused with [[DED]] / [[DED complexes]] / [[Deadspace Complexes]].
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Deadspace pockets should not be confused with [[DED complexes|DED]] / [[DED complexes]] / [[DED complexes|Deadspace Complexes]].
  
  
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Revision as of 02:23, 17 January 2014

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Deadspace pockets should not be confused with DED / DED complexes / Deadspace Complexes.


What are deadspace pockets?

A deadspace pocket is an area of space that can't be directly warped too normally. This is unlike jump gates or stations that can be accessed via your overview at all times. Deadspace can be accessed by acceleration gates (mostly with missions) or using core probes to locate the coordinates of an explorable area that is otherwise unreachable.


How is it different than normal space?

Deadspace is unique in that you can not warp directly to the area, but you can still leave that area normally by warping to another location by jumping. You are able to access that same deadspace pocket via the method you arrived there initially. This can be useful but time consuming if you need to undergo ship repairs in the middle of a fight.

Ships can move about freely in these pockets without restriction once you are in them afterburners and microwarp drives work the same as they do in normal space.


Why do they exist in EVE?

These areas of space allow a player to complete an agent mission without being interrupted by other players exploring or trying to salvage your wrecks. This protection does not stop other players from hijacking your goods in an area discovered by exploration. These areas, while harder to get too, do not limit access from other players.


The following are Deadspace pockets:

  • DED Complexes
  • Agent missions
  • Areas discovered via exploration