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[[Image:Image Deadspace.jpg|thumb|400px|Old Deadspace Artwork]] | [[Image:Image Deadspace.jpg|thumb|400px|Old Deadspace Artwork]] | ||
{{hatnote|This article is about | {{hatnote|This article is about the game mechanic, "Deadspace." See [[Abyssal Deadspace]] or [[Combat_sites#DED_rated_complexes|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. A | '''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== | ==Mechanics== | ||
===Deadspace pocket and complex=== | ===Deadspace pocket and complex=== | ||
A | 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: | |||
* [[Mission]] sites | |||
* 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 to a | ===Warping inside of Deadspace=== | ||
When warping to a [[bookmark]], player, or beacon inside or on grid with the gate outside a | |||
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. | |||
Capsuleers may warp out of Deadspace to any non-Deadspace location as normal. | |||
===Warping to a Deadspace pocket=== | |||
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). | |||
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. | 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. | ||
The following are all examples of ways to end up at 0km outside a | * Capsuleers may jump through an [[Acceleration Gate]] at a range as far as 100km. (See [[Acceleration Gate]] for more mechanics.) | ||
The following are all examples of ways to end up at 0km outside of a Deadspace complex: | |||
* Warp at 0km to the complex | * Warp at 0km to the complex | ||
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===Other=== | ===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. | 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. | ||