Difference between revisions of "Deadspace"

From EVE University Wiki
Jump to: navigation, search
(I rewrote this page so it made more sense and explained this a bit better.)
Line 3: Line 3:
  
  
You cannot warp directly into a deadspace pocket and you cannot warp around inside a deadspace pocket, although you can warp out back into normal space.
+
A deadspace pocket is an area of space that can't be directly warped too 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.
  
Microwarp drives work in most deadspace pockets, and afterburners work in all. The only way to be found in a deadspace pocket is with probes, combat probes for a mission pocket, or core probes if you are in an exploration area. There is no protection from probing offered by the deadspace pocket.
+
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 by jumping. You are able to 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.
 +
 
 +
Ships can move about freely in these pockets without restriction once you are in them afterburners and microwarp drives work the same as they do in normal space.  
 +
 
 +
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:
 
The following are Deadspace pockets:

Revision as of 01:40, 11 December 2013

This article is a stub. You can help the UniWiki by expanding it.

Deadspace pockets should not be confused with DED / DED complexes / Deadspace Complexes.


A deadspace pocket is an area of space that can't be directly warped too 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.

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 by jumping. You are able to 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.

Ships can move about freely in these pockets without restriction once you are in them afterburners and microwarp drives work the same as they do in normal space.

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
This article is deprecated and no longer in use. There is no replacement information available.