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 a game mechanic "Deadspace". See [[Abyssal Deadspace]] or [[Combat_sites#DED_rated_complexes|DED complexes]] for the PvE content, [[CONCORD#Divisions|DED]] for the NPC Corporation and [[Faction_modules#Deadspace|Deadspace Faction Modules]] for the module category}}
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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}}
  
'''Deadspace''' is a type of space with special warp and entry restrictions. 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 is associated with [[missions]], [[cosmic signatures]], and other instanced content. A deadspace complex expires and becomes inaccessible some time after its content is completed.
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'''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==
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== Mechanics ==
===Deadspace pocket and complex===
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A Deadspace complex is a sequential network of Deadspace pockets that are linked by [[acceleration gate]]s. Conversely, a Deadspace pocket is a single [[grid]] of Deadspace (analogous to a ''Room'' or ''Stage''). Each Deadspace complex has a single entrance, a location in traversable space known as the entry pocket, or Pocket 0. Jumping through the first [[acceleration gate]] warps the capsuleer to Pocket 1, and so on. A complex can contain one or more pockets, depending on the complex type or mission script. The entrance location of a Deadspace complex might be provided by a mission NPC or by scanning down a [[cosmic signature]].  
A '''Pocket''' is a single [[Grid]] of Deadspace (other names being ''Room'' or ''Stage''). In most scenarios, the player will encounter multiple deadspace pockets linked together by [[acceleration gate]]s. These linked deadspace pockets form a so called '''Deadspace Complex'''.  
 
  
The initial Warpin point provided by [[Agents|mission agents]] or successfully [[scanning]] a [[Combat sites#Cosmic Signatures|Cosmic Signature]] leads the player to the entrance of a deadspace complex. This entrance or ''Pocket 0'' contains just a single [[acceleration gate]] but all further explained mechanics already apply to this [[grid]]. Once activated, the [[acceleration gate]] warps the player's ship to the next pocket of the complex. [[mission]] guides refer to these subsequent pockets as ''Pocket 1,2,...'' and so on, which again contain [[acceleration gate]]s leading deeper into the complex (except the last pocket of the complex).
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===Topography===
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Example topography of a deadspace complex. [[Grid]] size and distance may vary.
  
===Warping inside a deadspace pocket===
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[[Image: Deadspace Topography.png]]
The warp drive can't be used inside a deadspace pocket. Neither warpable objects nor [[bookmarks]] can be used to warp around inside the pocket. When trying to initiate a warp the following message is displayed and also voiced by the ship's computer [[Aura]]:
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=== Warp restrictions ===
  
''You cannot warp there because natural phenomena are disrupting the ship.''
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Every pocket of Deadspace has special warp restrictions. Capsuleers cannot warp directly to a location, bookmark, ship, or entity in Deadspace, including to a fleet member. Attempting such a warp has different effects depending on whether the Capsuleer is already within the Deadspace complex. Note that the entry pocket, Pocket 0, is physically part of the complex, and Capsuleers inside that space are inside the complex.  
  
Warping to a [[bookmark]] or object outside of the complex however is still possible.
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==== Warping from outside to inside ====
  
===Warping to a deadspace pocket===
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Attempting to warp to Deadspace from outside of the complex warps the Capsuleer to the [[acceleration gate]] at the complex entrance, Pocket 0. Warping at range warps to that same range from at or near the gate center. (Note that an [[acceleration gate]] may be jumped through from a range as far as 100km.)
When warping to a [[bookmark]], player, or beacon inside or on grid with the gate outside a deadspace complex, the ship will always be redirected to center of the outside pocket. This may be at 0km on the gate, or at 0km on a the 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.
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==== Warping from inside to inside ====
  
The following are all examples of ways to end up at 0km outside a deadspace complex:
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Attempting to warp to Deadspace from inside of the same complex does not engage the warp drive. The ship gives an error: ''You cannot warp there because natural phenomena are disrupting the ship.'' This occurs whether warping within the same pocket or in a different pocket of the same complex.
  
* Warp at 0km to the complex
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==== Warping to outside from inside ====
* 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===
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Capsuleers may warp out of a Deadspace complex to any non-Deadspace location, as normal.
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 gate]]s and other Structures despawn. The shipwrecks and [[Containers#Jettison Container|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.
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=== Bypass entering restrictions ===
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{{important note box|Bypassing any acceleration gate to enter its destination, especially those in [[Encounter Surveillance System]]s or [[Factional Warfare]] complexes, is considered as a usage of declared exploit and will cause gamemasters to interfere.}}
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It is possible to reach the deadspace pocket without using acceleration gates and warp drives, by simply align/approach a point inside the deadspace pocket, and using sub-warp movement to traverse ~50,000km distances, which takes hours or a day. The ship eventually will enter the deadspace grid, ignoring restrictions of acceleration gate and deadspace warping.
  
===Other===
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===Other restrictions===
There are a few restrictions regarding [[Modules|module]] usage. [[Jump_drives#Cynosural_Fields|Cynosural Field Generators]] of any sort do not work inside deadspace. 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.
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* [[Jump_drives#Cynosural_Fields|Cynosural Field Generators]] and [[Jump drives]] do not operate in Deadspace.
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* Mobile Structures that require [[anchoring]], like Mobile Warp Disruptors (Bubbles), can be launched, but not anchored.
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* [[Propulsion modules]], such as the [[afterburner]] and [[microwarpdrive]], operate in Deadspace.
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** The [[Micro Jump Drive]] also operates in Deadspace and may be used to traverse ~100km distances.
  
==Topography==
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===Spawn and despawn===
Example topography of a deadspace complex. [[grid]] size and distance may vary.
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A Deadspace complex remains dormant until the first Capsuleer initiates a warp command to the site entrance. Conversely, 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. However, a cloaked Capsuleer does not prohibit a Deadspace complex from despawning.
  
[[Image: Deadspace Topography.png]]
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When Deadspace despawns, all structures and acceleration gates despawn with it while the shipwrecks and [[Containers#Jettison Container|cargo containers]] stay in space at their respective position. The area is no longer Deadspace and Capsuleers may warp to it freely. If the pilot wants to loot the complex after completion, [[bookmarks]] in all pockets become useful.
  
 
==Occurrence==
 
==Occurrence==
Deadspace is usually encountered by players in the following situations:
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Deadspace may be encountered by players in the following situations:
  
 
*[[Combat_sites#Cosmic_Signatures|Cosmic Signatures]]
 
*[[Combat_sites#Cosmic_Signatures|Cosmic Signatures]]
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*[[Epic arcs|Epic Arcs]] (some missions)
 
*[[Epic arcs|Epic Arcs]] (some missions)
 
*[[Sleeper Cache|Sleeper Cache]]s
 
*[[Sleeper Cache|Sleeper Cache]]s
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===Notes===
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* 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.
  
 
===Bugged deadspace===
 
===Bugged deadspace===
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==History==
 
==History==
During the early days of EVE, the usage of [[Propulsion_equipment#Afterburners_and_microwarpdrives|microwarpdrives]] was prohibited inside deadspace. Additionally player ships inside deadspace were much harder to scan, although this didn't apply to drones, so [[Ninja Salvaging and Stealing|Ninja Salvagers]] and [[Suicide ganking|Mission Gankers]] took advantage of this.
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During the early days of EVE, the usage of [[Propulsion_equipment#Afterburners_and_microwarpdrives|microwarpdrives]] was prohibited inside deadspace. Additionally, player ships inside deadspace were much harder to scan, although this didn't apply to drones, so [[Ninja Salvaging and Stealing|Ninja Salvagers]] and [[Suicide ganking|Mission Gankers]] took advantage of this.
  
 
== References ==
 
== References ==

Revision as of 07:30, 28 August 2023

Old Deadspace Artwork
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

A Deadspace complex is a sequential network of Deadspace pockets that are linked by acceleration gates. Conversely, a Deadspace pocket is a single grid of Deadspace (analogous to a Room or Stage). Each Deadspace complex has a single entrance, a location in traversable space known as the entry pocket, or Pocket 0. Jumping through the first acceleration gate warps the capsuleer to Pocket 1, and so on. A complex can contain one or more pockets, depending on the complex type or mission script. The entrance location of a Deadspace complex might be provided by a mission NPC or by scanning down a cosmic signature.

Topography

Example topography of a deadspace complex. Grid size and distance may vary.

Deadspace Topography.png

Warp restrictions

Every pocket of Deadspace has special warp restrictions. Capsuleers cannot warp directly to a location, bookmark, ship, or entity in Deadspace, including to a fleet member. Attempting such a warp has different effects depending on whether the Capsuleer is already within the Deadspace complex. Note that the entry pocket, Pocket 0, is physically part of the complex, and Capsuleers inside that space are inside the complex.

Warping from outside to inside

Attempting to warp to Deadspace from outside of the complex warps the Capsuleer to the acceleration gate at the complex entrance, Pocket 0. Warping at range warps to that same range from at or near the gate center. (Note that an acceleration gate may be jumped through from a range as far as 100km.)

Warping from inside to inside

Attempting to warp to Deadspace from inside of the same complex does not engage the warp drive. The ship gives an error: You cannot warp there because natural phenomena are disrupting the ship. This occurs whether warping within the same pocket or in a different pocket of the same complex.

Warping to outside from inside

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

Bypass entering restrictions

Bypassing any acceleration gate to enter its destination, especially those in Encounter Surveillance Systems or Factional Warfare complexes, is considered as a usage of declared exploit and will cause gamemasters to interfere.

It is possible to reach the deadspace pocket without using acceleration gates and warp drives, by simply align/approach a point inside the deadspace pocket, and using sub-warp movement to traverse ~50,000km distances, which takes hours or a day. The ship eventually will enter the deadspace grid, ignoring restrictions of acceleration gate and deadspace warping.

Other restrictions

Spawn and despawn

A Deadspace complex remains dormant until the first Capsuleer initiates a warp command to the site entrance. Conversely, 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. However, a cloaked Capsuleer does not prohibit a Deadspace complex from despawning.

When Deadspace despawns, all structures and acceleration gates despawn with it while the shipwrecks and cargo containers stay in space at their respective position. The area is no longer Deadspace and Capsuleers may warp to it freely. If the pilot wants to loot the complex after completion, bookmarks in all pockets become useful.

Occurrence

Deadspace may be encountered by players in the following situations:

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:

Notes

  • When a ship inside a deadspace complex is scanned via combat probing, the resulting warpin is redirected to the gate in Pocket 0.

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.

References