Do modules keep running when your connection drops?

Hi folks, I can’t find any reliable info on this and a lot of it is conflicting, and EVE support tickets seem to be absolutely useless because the support runs your question through AI to get a summary and then answers something vaguely/not related and ignores follow-up questions.

If my connection drops while I’m in PvE combat, such as an L4 mission, will my active modules (mainly low slots) keep working until my ship manages to emergency warp?

I’m asking because I run a Marauder with an active armor tank that can easily survive L4 missions as long as my armor repairer and hardeners keep working, but if they’re off it can go down in less than 60 seconds depending on the mission (if the entire pocket in Smash the Supplier attacks me, for example, as it’s not easy to tank 20 battleships, 20 cruisers, and 20 frigates at once). And since it’s a Marauder with a blaster fit which fights at close range and is locked in place via bastion module, if I DC with 30+ seconds left on bastion and my armor repairers/hardeners turn off, I’ll probably log into a pod once I’m back.

Thanks in advance to anyone who can offer some insight here.

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i think it warps you to a ‘safe point’ even in abyssal deadspace, it did for me anyways

but i dont remember if your modules stay on

For missions, I think you are sent to a safe spot automatically, and you automatically return to the mission location upon reconnecting. In that case, whatever happen to your modules, you can reactivate them if needed. But I think they remain active (I never was in a bad situation when it happened to me, so it didn’t stick in my memory).

As for the abyss, my experience, and also seeing some streamers/youtubers being disconnected in the abyss, yes the modules keeps running. So there you are “fine”. Assuming everything was in control before the disconnect (meaning not in a situation that requires overheat and things like that) and that you reconnect with enough time to finish the site.

This one as an example, at 0:57 you can see when he reconnects his tank modules are running. It seems he disconnected after killing the room and probably had recalled his drones already and was about to loot when it happened. He simply picked up from there.

Note : your ship continue flying according to the last command you sent before disconnect. In AceFace case, he probably hit the loot button, so the ship would reach it and stop there. But if you fly manually, by double-clicking into space, your ship will continue its way toward that infinite point in space, until it dies outside the borders. But not a problem in your case, as you are doing regular security missions.

I think this might answer your question…

This was tested in Burner missions and posted on the forums in March 2017…

Impact of Disconnect:

Impact of Disconnect During a Burner Mission - Missions & Complexes - EVE Online Forums

TL;DR: All offensive modules regardless of slot position immediately deactivate as soon as the server declares you logged off (immediately in the case of a manual log off or after exactly 4:15 in the case of a disconnect). All other modules, regardless of slot position, continue to function until you disappear from grid exactly 5 min later.

  1. Log off detection: If you log off manually, the server immediately declares you logged off and you drop from fleet and disappear from local. If you get a disconnect (that I simulated by simply turning off my wifi), the server declares you logged off exactly 4:15 later. I know 4:15 is an odd number, but it was perfectly consistent across numerous runs.

  2. Module functionality prior to log off: Until the server declares you logged off, ALL modules continue to function as you left them and your ship continues following your last command. Your guns will continue to fire until they run out of ammo. Obviously, this only applies to a disconnect since log off is immediate if done manually.

  3. Module functionality after log off: Once the server declares you logged off, all offensive modules, to include guns, webs and scrams immediately deactivate. However all other tested modules, to include shield boosters, armor reppers, hardeners and prop mods continue to function until the 5 min aggression timer elapses.

  4. Ship status if pointed: If you’re scrammed (2 points) OR disrupted (1 point), you stay in the mission pocket after log off until the 5 min aggression timer elapses (with all defensive and prop mods functioning). At that point, you simply disappear from grid. If you log back in before 5 min elapses, you come back to your ship in the pocket just as you left it with defensive modules and prop mods functioning and the ship following the last commands given.

  5. Ship status if NOT pointed: If you are NOT scrammed or disrupted, then you immediately align and auto-warp out of the pocket as soon as the server declares you logged off (which happens immediately in the case of a manual log off or 4:15 later in the case of a disconnect). If you log back in before 5 min elapses, you subsequently auto-warp back into the pocket - at which point, defensive modules will continue to operate, but prop mods will not be active and your ship will come to a stop.

  6. NPC actions: The NPC continues to engage as long as your ship is on grid regardless of your log in status. It moves back to the mission beacon once you disappear from grid or auto-warp away.

  7. Actions when aggression timer elapses: The 5 min aggression timer begins when the server declares you logged off. When it elapses, you ALWAYS disappear from space regardless of where you are (at the auto-warp point or in the mission pocket) or whether you’re being scrammed or disrupted. This means that, in the case of a disconnect, it takes exactly 9:15 to disappear from space (4:15 for the server to declare you logged off plus the 5 min aggression timer). In the case of a manual log off, it takes 5 min to disappear.

  8. Logging back in: If you log back in after the aggression timer elapses, you reappear at the acceleration gate with all modules deactivated. If you log back in before the timer has elapsed, you either rejoin your ship in the mission pocket (if pointed) or auto-warp back into the pocket (if not pointed).

Hopefully that answers your questions…

DMC
o7

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I couldnt find anything recent either on it

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Thank you for all the info, it is greatly appreciated and exactly what I needed.

As long as my defensive modules keep running, even without the bastion module once it shuts down after 4:15, my ship should survive just fine in case I lose connection. The only possible issue is if the entire pocket is aggroed and I’m pointed so my ship can’t warp away for 5 min without the bastion module running as in a few very specific missions that might be more than my tank can handle for 5 min straight, but that’s something I should be able to mitigate without significant issue by sacrificing a bit of DPS for some defense.