Difference between revisions of "DED complexes"

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| '''4/10''' || [[Angel Cartel Occupied Mining Colony]]|| [[Mul-Zatah Monastery]]|| [[Guristas Scout Outpost]] || [[Sansha's Nation Occupied Mining Colony]]|| [[Serpentis Phi-Outpost]]|| N/A
 
| '''4/10''' || [[Angel Cartel Occupied Mining Colony]]|| [[Mul-Zatah Monastery]]|| [[Guristas Scout Outpost]] || [[Sansha's Nation Occupied Mining Colony]]|| [[Serpentis Phi-Outpost]]|| N/A
 
|-
 
|-
| '''5/10''' || [[Angel's Red Light District]]|| [[Blood Raider Psychotropics Depot]]|| [[Guristas Hallucinogen Supply Waypoint]]|| [[Sansha's Nation Neural Paralytic Facility]]|| [[Serpentis Corporation Hydroponics Site]]|| N/A
+
| '''5/10''' || [[Angel's Red Light District]]|| [[Blood Raider Psychotropics Depot]]|| [[Guristas Hallucinogen Supply Waypoint]]|| [[Sansha's Nation Neural Paralytic Facility]]|| [[Serpentis Corporation Hydroponics Site]]|| [[Outgrowth Rogue Drone Hive]]
 
|-
 
|-
 
| '''6/10''' || N/A || [[Crimson Hand Supply Depot]]|| [[Guristas Troop Reinvigoration Camp]]|| [[Sansha Supply Complex]]|| N/A|| N/A
 
| '''6/10''' || N/A || [[Crimson Hand Supply Depot]]|| [[Guristas Troop Reinvigoration Camp]]|| [[Sansha Supply Complex]]|| N/A|| N/A
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| '''9/10''' || N/A || [[Dark Blood Fleet Staging Point]]|| N/A|| N/A || N/A || N/A
 
| '''9/10''' || N/A || [[Dark Blood Fleet Staging Point]]|| N/A|| N/A || N/A || N/A
 
|-
 
|-
| '''10/10''' || [[Angel Cartel Naval Shipyard]]||[[Blood Raider Naval Shipyard]]|| [[The Maze]]|| [[Centus Assemply T.P. Co.]]|| [[Serpentis Fleet Shipyard]]|| [[Outgrowth Rogue Drone Hive]]
+
| '''10/10''' || [[Angel Cartel Naval Shipyard]]||[[Blood Raider Naval Shipyard]]|| [[The Maze]]|| [[Centus Assemply T.P. Co.]]|| [[Serpentis Fleet Shipyard]]|| N/A
 
|}
 
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Revision as of 19:42, 3 October 2016


DED Complexes

DED (Directive Enforcement Department), the police enforcement arm of Concord, maintains detailed maps and reports on many Deadspace areas within the universe. Information from many of these reports is available to the public free of charge. A rating system is used to determine the danger associated with each complex. This rating is used to determine both the dangers involved and any restrictions on certain ship types that keep them from using the acceleration gates.

Ratings

The DED report value also indicates what types of ships the acceleration gates are capable of handling (A player may also access a Deadspace using ship types from a DED rating below the category rating of the complex).

1/10 Frigate
2/10 Destroyer
3/10 Cruiser *
4/10 Battlecruiser *
5/10 Battleship
6+ No Restriction

Note: * T3 Strategic Cruisers and Orcas not allowed as of Odyssey update

How do I Find the Deadspace Complex?

DED Complexes can only be found via using scan probes OR through an escalation from an anomaly. DED Complexes were once complexes that would show up on your overview and could be warped to directly, but they were moved to the exploration system some time ago.

What do I do once I Enter a Deadspace Complex?

Once you arrive at the complex, you will receive an incoming message to give you some information about the complex and its difficulty level.

Some complexes are very challenging and can not be completed by a solo player. At this point, there may be a need for combat as well as determining how the next gate may be activated. Gates are generally activated with a key, passcard or cipher, which are often well guarded by an overseer for that Deadspace pocket. Keys may be found within an on-site structure, such as an asteroid colony or a control tower (normally located centrally in every Deadspace pocket); you need to blow this up and loot it. Or, the key may simply be stored in a secured and guarded container. Keep in mind that not all gates need keys, and in those cases you need to try them out and see what they require (if you don't meet the requirements, you will receive notification).

  • Warning: The keys needed for some gates may be single use only, and disappear from your cargo hold once used. This means that you should enter the complex fully prepared, as you can't come out to restock on ammunition, or to come back with a salvaging ship. If you wish to take a fleet through such a gate, then everyone must be present and ready to activate it after the person with the key, in the short timeframe that it is unlocked.

What Do I Gain?

First of all, there is a lot of money to be made through Deadspace complexes. Inhabitants of the complexes often have generous bounties on their heads, which are automatically deposited into your account once they are eliminated.

Secondly, the Deadspace complexes are exciting for those wanting to fly around on their own, as well as for those that find most comfort in spending time and excitement with a gang or even a fleet of allies.

Thirdly, Deadspace often harbors secret laboratories, supply depots, shipyards experimenting with new equipment, and vessels fitted with or carrying enhanced equipment that can be looted.

Also, at the end of each Deadspace complex there is an overseer who has personal effects that may be looted. These personal effects may be sold on the market for a profit. CONCORD is especially interested in purchasing any overseer personal effects you may encounter in your travels.

So, in Deadspace, you will find money, excitement, valuable loot, and maybe even more...

What makes Deadspace different from normal Space?

There are certain restrictions on what you can do inside Deadspace areas, these restrictions apply to most but not all areas. For example most of these rules do no apply to Factional Warfare areas.

  • You cannot activate MicroWarpdrives in some sites, though Afterburners work fine.
  • You cannot warp between points inside the Deadspace area. However you can still warp out from Deadspace area.


this information was taken from Eveonline Wiki

Types of Complexes

Security Rating Angel Cartel Blood Raiders Guristas Pirates Sansha's Nation Serpentis Corporation Rogue Drones
1/10 Minmatar Contracted Bio-Farm Old Meanie - Cultivation Center Pith Robux Asteroid Mining & Co. Sansha Military Outpost Serpentis Drug Outlet N/A
2/10 Angel Creo-Corp Mining Blood Raider Human Farm Pith Deadspace Depot Sansha Acclimatization Facility Serpentis Live Cargo Distribution Facilities Rogue Drone Infestation Sprout
3/10 Angel Repurposed Outpost Blood Raider Intelligence Collection Point Guristas Guerilla Grounds Sansha's Command Relay Outpost Serpentis Narcotic Warehouses Rogue Drone Asteroid Infestation
4/10 Angel Cartel Occupied Mining Colony Mul-Zatah Monastery Guristas Scout Outpost Sansha's Nation Occupied Mining Colony Serpentis Phi-Outpost N/A
5/10 Angel's Red Light District Blood Raider Psychotropics Depot Guristas Hallucinogen Supply Waypoint Sansha's Nation Neural Paralytic Facility Serpentis Corporation Hydroponics Site Outgrowth Rogue Drone Hive
6/10 N/A Crimson Hand Supply Depot Guristas Troop Reinvigoration Camp Sansha Supply Complex N/A N/A
7/10 Angel Military Operations Complex Blood Raider Coordination Center Gurista Military Operations Complex Sansha Military Operations Complex Serpentis Paramilitary Complex N/A
8/10 Cartel Prisoner Retention Blood Raider Prison Camp Pith's Penal Complex Sansha Prison Camp Serpentis Prison Camp N/A
9/10 N/A Dark Blood Fleet Staging Point N/A N/A N/A N/A
10/10 Angel Cartel Naval Shipyard Blood Raider Naval Shipyard The Maze Centus Assemply T.P. Co. Serpentis Fleet Shipyard N/A

Please note that the 6/10 Angel Pirates/ Serpentis Corporation sites do not exist. However, the Angel Mineral Acquisition Outpost and Serpentis Logistical Outpost are regarded by CCP as the complexes intended to fill their spot.

Links