Difference between revisions of "Deadspace"
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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. |
Revision as of 01:10, 9 July 2023
- 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
Deadspace pocket and complex
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 gates.
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 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 gates.
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.
- 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 to a fleetmate who is outside the deadspace complex, any distance from the gate
- Warp to a fleetmate inside a complex
- Warp to a bookmark on grid with the first gate or inside a complex
- 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
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.
With the complex all acceleration gates and other Structures despawn. 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.
Other
The following modules do not work in Deadspace:
- 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 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.
Occurrence
Deadspace is usually 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
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.