Difference between revisions of "Deadspace"
(→How is it different than normal space?: Clarified that warping within the grid is also not possible.) |
m (Djavin novienta moved page Deadspace Details to Deadspace) |
Revision as of 03:45, 27 January 2017
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 to 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. You must 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.
Inside a deadspace pocket you're free to use afterburners and microwarpdrives, but you will not be able to warp around inside the pocket itself. This means that while you're free to warp out of the pocket, you cannot use tactical warps on grid to position yourself. So you cannot warp to a wreck or a fleet member that's farther than 150km, which is an effect that many kiters user to their advantage in PvP.
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