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{{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}}
{{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 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.
'''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 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.  
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.  


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* [[Abyssal Deadspace]]
* [[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.  
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.
Note that a Deadspace complex entrance (Pocket 0) is itself considered Deadspace and is subject to Deadspace warp restrictions.


===Warping inside of Deadspace===
=== 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 gate]]s.
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.


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Capsuleers may warp out of Deadspace to any non-Deadspace location as normal.
Capsuleers may warp out of Deadspace to any non-Deadspace location as normal.


===Warping to a Deadspace pocket===
=== 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 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.


* Capsuleers may jump through an [[Acceleration Gate]] at a range as far as 100km. (See [[Acceleration Gate]] for more mechanics.)
* 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:
The following are all examples of ways to end up at 0km outside of a Deadspace complex: