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How exactly do deadspace pockets work?

Author
Droidster
Center for Advanced Studies
Gallente Federation
#1 - 2016-02-11 18:22:53 UTC
How exactly do deadspace pockets work?

For example, if a player creates a bookmark in a pocket, then attempts to warp to that BM, the system computes the landing spot, and then makes the warp to the gate leading to the pocket instead?

What if the landing spot or BM is outside of the pocket? For example, if the BM is on the edge of the pocket and the player warps "to within 100km" of the bookmark, will that land the player in the pocket, or will the system still figure out that he would have landed in the pocket, and therefore lands him at the gate?

Does an acceleration gate always point at its destination pocket? How far away from the AG is the pocket? Is it always the same distance away?

How big is a DS pocket? Is it shaped like a sphere or something else?

Does an AG always warp you to the center of the pocket (sphere?) or can it warp you to different locations within the pocket?

For a DS mission, how long is it before the pocket despawns after the mission is done? If the mission is not done, does it immediately despawn as soon as the mission is declined or expired? Let's say a player's ship is destroyed in a mission and the player sets a BM to the location of the wreck. Can the player then safely collect any remaining modules from his wreck by declining the mission and then warping to the BM?
Aoi Litvyak
Doomheim
#2 - 2016-02-11 18:44:47 UTC  |  Edited by: Aoi Litvyak
When you scan a deadspace pocket and bookmark it it bookmarks the first acceleration gate. If you warp to it at 100 you land at 100 from the gate. Any bookmarks in the pocket will lead to the gate. I guess you technically could burn 10 000KM or so out and bookmark and manually burn onto the pocket grid, but now that grids are so massive yeah, by the time you get there in a cloaked ship the pocket will be ratted out, if you enter it uncloaked with MWD well you still have 10 000KM+ to burn to the target...

If you manually bookmark anywhere around it you warp to where the manual bookmark was taken
Estella Osoka
Cranky Bitches Who PMS
#3 - 2016-02-11 21:21:24 UTC
Jajuka Cirim
#4 - 2016-02-11 22:02:53 UTC  |  Edited by: Jajuka Cirim
Estella Osoka wrote:

First result is now this thread. Guess we better find something useful to say.
Several of these questions could be answered a bit more authoritatively by Seamus Donohue.

Quote:
Does an acceleration gate always point at its destination pocket? How far away from the AG is the pocket? Is it always the same distance away? How big is a DS pocket? Is it shaped like a sphere or something else? Does an AG always warp you to the center of the pocket (sphere?) or can it warp you to different locations within the pocket?


When grid sizes were expanded, there was a note that certain missions needed to have their distances between pockets and AG adjusted. This clearly implies that they were previously close enough to have seen both grids. Because grids are dynamically instanced upon creation, I believe it makes sense that where a gate puts you on a deadspace grid is automatically the center. I have no science to back that up however. I have no reason to believe that deadspace mechanics affect slowboating or warp tunnels, only warp drive into the pocket. It should be possible for you to warp right through a mission pocket, or slowboat into a final pocket if you knew where it spawned.

Quote:
For a DS mission, how long is it before the pocket despawns after the mission is done?

If you turn in the mission it is gone immediately along with all NPC objects, and your bookmarks become normal space unaffected by gates. This is why bookmarking wrecks or MTUs is good. Wrecks are owned by players. In the case of anomalies, the site's signature despawns immediately (if no bugs), but people can still warp to probable objects (like drones) within it until those are gone.

Quote:
If the mission is not done, does it immediately despawn as soon as the mission is declined or expired? Let's say a player's ship is destroyed in a mission and the player sets a BM to the location of the wreck. Can the player then safely collect any remaining modules from his wreck by declining the mission and then warping to the BM?


Yes I have done this with missions. With cosmic pockets the site still needs to be cleared within 2 hours.
Tarojan
Tarojan Corporation
#5 - 2016-02-12 08:52:10 UTC
Jajuka Cirim wrote:
Estella Osoka wrote:

First result is now this thread. Guess we better find something useful to say.
Several of these questions could be answered a bit more authoritatively by Seamus Donohue.

I like this post.

Will gank for food

Ginnie
Doomheim
#6 - 2016-02-12 17:13:00 UTC
A common strategy for players is to scan down a data, relic and/or combat sites, bookmark an object, wreckage, or whatever, then clear the site (or don't) and use the bookmark as a safe spot later. You could, of course, use a mission or mining site as well.

Now, in my experience some players and corps, get a little carried away with this. The last corp I was in had like ten or fifteen safe spots in the High Sec trade hub system in the region...overkill?

When I run a mission, after I clear a pocket, I bookmark a wreckage in the center of all of the wreckage and label it L1. Then I go to the next pocket and repeat the process naming the bookmark, L2. When I finish the mission, I turn it in, switch to my Noctis and warp to each bookmark, loot and salvage everything then return to base.

If I don't turn the mission in, then I would have to travel between each pocket like I did during the mission, using the acceleration gates.

It sounds plausible enough tonight, but wait until tomorrow. Wait for the common sense of the morning.