Difference between revisions of "Deadspace"
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− | {{ | + | [[Image:Image Deadspace.jpg|thumb|400px|Old Deadspace Artwork]] |
− | Deadspace | + | {{hatnote|This article is about the game mechanic, "Deadspace." See [[Abyssal Deadspace]] or [[DED complexes]] for PvE content, [[CONCORD#Divisions|DED]] for the NPC Corporation and [[Faction_modules#Deadspace|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 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 traversable 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]] | |
− | Deadspace | + | === Warp restrictions === |
+ | Every pocket of Deadspace has special warp restrictions. Capsuleers cannot warp directly to a location, bookmark, ship, or entity in Deadspace, including to a fleet member. 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 from outside to inside ==== | |
+ | Attempting to warp to Deadspace 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.) | ||
− | The | + | ==== Warping from inside to inside ==== |
+ | Attempting to warp to Deadspace 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.'' This occurs whether warping within the same pocket or in a different pocket of the same complex. | ||
− | == | + | ==== Warping to outside from inside ==== |
+ | Capsuleers may warp out of a Deadspace complex to any non-Deadspace location, as normal. | ||
− | + | === Bypass entering restrictions === | |
+ | {{important note box|Bypassing any acceleration gate to enter its destination, especially those in [[Encounter Surveillance System]]s or [[Factional Warfare]] complexes, is considered as a usage of declared exploit and will cause gamemasters to interfere.}} | ||
+ | It is possible to reach the deadspace pocket without using acceleration gates and warp drives, by simply align/approach a point inside the deadspace pocket, and using sub-warp movement to traverse ~50,000km distances, which takes hours or a day. The ship eventually will enter the deadspace grid, ignoring restrictions of acceleration gate and deadspace warping. | ||
+ | === Other restrictions === | ||
+ | * [[Cynosural field generators]] and [[jump drives]] do not operate in Deadspace. | ||
+ | * 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. | ||
− | The | + | === 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. | |
− | |||
− | |||
+ | When Deadspace despawns, all structures and acceleration gates despawn with it while the shipwrecks and [[Containers#Jettison Container|cargo containers]] stay in space at their respective position. The area is no longer Deadspace and Capsuleers may warp to it freely. If the pilot wants to loot the complex after completion, [[bookmarks]] in all pockets become useful. | ||
+ | == Occurrence == | ||
+ | Deadspace may be encountered by players in the following situations: | ||
+ | * [[Combat_sites#Cosmic_Signatures|Cosmic Signatures]] | ||
+ | * [[Missions|Agent missions]] | ||
+ | * [[Drifters#Drifters_Wormhole_Systems|Unidentified Wormholes]] | ||
+ | * [[Faction_warfare#Complexes|Lowsec faction warfare based complexes and battlefields]] | ||
+ | * [[Encounter Surveillance System|Nullsec Encounter Surveillance Systems]] | ||
+ | |||
+ | == 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: | ||
+ | |||
+ | * [[Epic Arc]]s (some missions) | ||
+ | * [[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 === | ||
+ | There are reports <ref>https://forums.eveonline.com/t/how-to-enter-restricted-lvl-5-mission-deadspace-after-combat-probing-target/303474</ref> on at least one Level 5 [[mission]], where scanned ships generate direct warpins inside a complex pocket. | ||
+ | |||
+ | == History == | ||
+ | During the early days of EVE, the usage of [[microwarpdrive]]s was prohibited inside deadspace. Additionally, player ships inside deadspace were much harder to scan, although this didn't apply to drones, so [[Ninja Salvaging and Stealing|Ninja Salvagers]] and [[Suicide ganking|Mission Gankers]] took advantage of this. | ||
+ | |||
+ | == References == | ||
+ | <references /> | ||
+ | |||
+ | [[Category:Game mechanics]] | ||
[[Category:PvE]] | [[Category:PvE]] |
Latest revision as of 21:11, 6 May 2024
- 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 traversable 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.
Warp restrictions
Every pocket of Deadspace has special warp restrictions. Capsuleers cannot warp directly to a location, bookmark, ship, or entity in Deadspace, including to a fleet member. 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 from outside to inside
Attempting to warp to Deadspace 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.)
Warping from inside to inside
Attempting to warp to Deadspace 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. This occurs whether warping within the same pocket or in a different pocket of the same complex.
Warping to outside from inside
Capsuleers may warp out of a Deadspace complex to any non-Deadspace location, as normal.
Bypass entering restrictions
It is possible to reach the deadspace pocket without using acceleration gates and warp drives, by simply align/approach a point inside the deadspace pocket, and using sub-warp movement to traverse ~50,000km distances, which takes hours or a day. The ship eventually will enter the deadspace grid, ignoring restrictions of acceleration gate and deadspace warping.
Other restrictions
- Cynosural field generators and jump drives do not operate in Deadspace.
- 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.
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.
When Deadspace despawns, all structures and acceleration gates despawn with it while the shipwrecks and cargo containers stay in space at their respective position. The area is no longer Deadspace and Capsuleers may warp to it freely. If the pilot wants to loot the complex after completion, bookmarks in all pockets become useful.
Occurrence
Deadspace may be encountered by players in the following situations:
- Cosmic Signatures
- Agent missions
- Unidentified Wormholes
- Lowsec faction warfare based complexes and battlefields
- Nullsec Encounter Surveillance Systems
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:
- Epic Arcs (some missions)
- Sleeper Caches
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 mission, 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.