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Star Citizen Live ·
Published on this date.2019-10-11
· 14 Q&As

Star Citizen Live: Mantis and Quantum Enforcement

The developers cover the RSI Mantis and its quantum enforcement device, with quantum dampening and quantum snare modes. They discuss griefing safeguards, criminality rules, counterplay, backend prediction challenges, and the ship's design versus other RSI ships.

Transmission log

Full answers

What is the intended use of the Mantis for the lawful player? On the surface, it seems pretty obviously not for people wanting to be on the right side of the law.

TL;DRFor lawful players the Mantis is meant to stop criminals from escaping by pulling them out of quantum travel or blocking it, acting like security forces, though it can also be used for piracy.

Kirk TomeLead Systems Designer

You can definitely use it for piracy. That is one of the uses that it's not really designed for, but it fits that role nicely. But for the lawful player, really the whole point of the QED is to stop players, either by pulling them out of quantum travel or by preventing them from entering quantum travel and quantuming away. So for the lawful player, it's really to stop any players that you may consider a criminal, or that the game has determined are criminals by their criminality stat, and prevent them from escaping, either out to another area or just away from you or away from the particular lawful zone that they happen to be occupying at the time. So you're kind of acting like security forces, or really just a way to hold people in place and make them pay for their crimes.

Jared HuckabyHost, Community

When I was asking around to a couple other designers working on other systems, I got answers such as: the team working on bounty hunting is excited about the possibilities of a crew of bounty hunters going around with a Mantis and being able to pull criminals out of quantum or keep them from escaping into quantum. And of course, when I talked to Dave Haddock, he mentioned that in the lore, RSI is a major military contractor. RSI is the maker of the Bengal carrier, for instance. So they definitely have their military contracts. And the Mantis is something that would definitely be used by the Advocacy, for instance, in their efforts to police UEE space.

Kirk TomeLead Systems Designer

It's the same concept behind the security forces that come and scan you and prevent you from quantum traveling away, and in fact require you to not have your quantum device on while they scan you, or else your criminality stat does rise.

Jared HuckabyHost, Community

And current marketing for the Mantis in our fiction is towards militias. We've had the UEE militia initiative before. This is just one more thing like that, to provide the ship to militias who are trying to defend outposts that are maybe on the outskirts of UEE space. But there's plenty of lawful uses for the Mantis.

Star Citizen Live·
Published on this date.11 Oct 2019

The RSI Mantis seems like a bit of a design language departure from other RSI ships. Is that right, and if so, is this the future of RSI ships or just an aberration?

TL;DRChris Smith says the Mantis isn't really a departure, just a sleeker ship by a different designer that shares RSI design language, and he wouldn't be surprised to see echoes of its style in other ships.

Chris SmithLead Artist

Well, I wouldn't say it's necessarily a departure. We really don't have that many RSI ships in the game. We have the Aurora, we have the Bengal, and what's the third one?

Jared HuckabyHost, Community

Constellation.

Chris SmithLead Artist

And those are all very military-style ships. This one is a little bit sleeker. It was designed by a different person, Alex, one of our...

Jared HuckabyHost, Community

Yeah, we had him on the show last week.

Chris SmithLead Artist

Yeah, a really good guy. I like his stuff a lot. And I think it's kind of like a car manufacturer that builds different cars. They don't all look the same, but they do share certain features. So if you look within the Mantis, you will see similarities, or RSI language, so to say. The inside columns of the ship, for example, are very much like the ones on the Constellation. The front window even kind of echoes that language style. So I wouldn't say it's a departure, it's just a different ship in the series.

Jared HuckabyHost, Community

We've had conversations offline before. I'm a big fan of the visual look of the ship.

Chris SmithLead Artist

Yeah, I think it was pretty successful. The overall design language is very strong. It's well thought out. And I wouldn't be surprised if we see some echoes of the style in some of the medium to small ships, maybe even some of the bigger ones.

Star Citizen Live·
Published on this date.11 Oct 2019
ShipsArt & graphics

When the quantum enforcement drive is exposed during use, will we be able to sub-target it and destroy it like we do with other components?

TL;DRThe quantum enforcement device can't be sub-targeted yet, but they're exploring it and hope to make it happen soon, once the surrounding gameplay behaviors are added; it isn't in 3.7.

Kirk TomeLead Systems Designer

So it's actually a quantum enforcement device. We can't currently target it, but we are exploring ways in which you can sub-target the QED in particular and keep hitting it till it's destroyed, and then it will disable the device. That is something we're looking into. It is not currently available in 3.7, but we're hoping to be able to make that a reality soon.

Jared HuckabyHost, Community

With all subsystem targeting.

Kirk TomeLead Systems Designer

Sure, right. And it's an external item. In the very near future we want to introduce a concept that's going to be difficult: being able to sub-target internal items, things like power plants and shield generators and the like. That's difficult because of the differences between how we physicalize items on the exteriors of ships and on the interiors. However, because this is an external item, that should be something that we can solve for the QED.

Mark AbentLead Gameplay Programmer

It also goes with the fact that since Item 2.0, we've had everything basically be componentized. So the health, the physics: as long as you strap them onto these items, like this QED device, it will function. It's just that we have to add in those extra bits, like if the health's low, it has to do this behavior or that behavior. So of course, every time we do the tier zero requirement, we want to get the base functionality in and then add in those extra bits. So we could add a health component and then allow the sub-targeting system to target it, and then you could shoot it. But it wouldn't be fun as a player until we add in those extra bits where we notify you that your device got hit, and the gameplay changes because of it. So it's more like we have the ability to do it, but once we combine them all, we want to approach the behaviors and add those behaviors onto it before we release it.

Kirk TomeLead Systems Designer

Yeah, we want to complete the gameplay loop for that. Because yesterday, actually, Matt and Trueri, who I'm sure a lot of people know about, and I were messing around with physicalizing the rings that make up the QED. It's actually very visually impressive, because you get knocked about as the rings encircle you, and you can enter the middle of the rings and feel very godlike in the midst of the QED firing. So it's pretty cool. But we need to make sure that all aspects of the gameplay work before we release it.

Star Citizen Live·
Published on this date.11 Oct 2019

Will we be able to detect and track ships traveling at quantum speed from far enough away, and accurately enough, to predict their path and set up an interdiction?

TL;DRTracking quantum-traveling ships to predict paths is not currently possible, but the team hopes to explore star map heat maps of busy lanes and longer-range radar, which depend on moving more logic into backend services.

Kirk TomeLead Systems Designer

Oh, that's a great question. The short answer is: currently not. We do hope to investigate being able to predict where players travel from quantum point to quantum point in the future. Obviously, that's the most effective way to use the QED. So one of the things we're thinking about is introducing things like heat maps into the star map. The most traveled quantum travel lanes could have a glow that indicates the most used lanes, which becomes brighter as there's more traffic along them. So it's just like seeing them on some kind of electronic map. You see where people travel the most so that you can do what we talked about. One analogy for the QED was that you're fishing. You'd have these streams that represent the most used quantum travel paths, and you're setting up a net. So you want to know: where is the most effective place that I can set up these quantum enforcement or quantum snare volumes so that I'll have the best chance of actually entrapping people? The other thing that we want to do is make some improvements to the radar so that we can detect players at further distances than we currently can. That way we could not only increase the distance at which the QED or the quantum snare is most effective, but also let you know where they are when you do pull them in at those larger ranges. Because right now, with the way we're doing our client streaming, the device doesn't allow us to get much further than what we have streamed into the client. And so these are things that we'll need to experiment with to figure out what's going to be most effective, not only for the gameplay, but also for how to communicate that to the player.

Jared HuckabyHost, Community

You're referring to when things travel a certain distance away from you and those items are culled out as part of OCS and stuff like that.

Kirk TomeLead Systems Designer

You want to talk about the technical limitations we have right now, the distances?

Mark AbentLead Gameplay Programmer

Right now we have client-side streaming, and if a vehicle is not within a certain range, we stream it out. Now, if you're a player, you'll always be streamed in on the server. You'll always be there. But if you're not a player and you're just a random entity, you could get streamed out once we enable server-side streaming. And that brings some problems, because right now we're counting on all the things being there on the server when we interdict and when players are detecting things on the radar. But if they're not there because things are streaming out, we can no longer rely on the dedicated server, which means we won't be able to know where people are traveling towards unless they're a real person. This is where we want to move stuff out of the dedicated server and maybe more into the backend. Right now the quantum drive fully functions on the dedicated server, because players will always be around. So it's kind of cool. But if we ever have to do any kind of interdiction, or we want to see trace points of where things are, we have to know what they are to report to the clients. And that gets difficult if you want to then report some of that stuff to the backend. So there's been some talk about how we can rearrange some of this data. Maybe we could put some of that information about how we're jumping into the backend, so then we could be aware of all the players on the server. It's also going to get more and more challenging as we add more players to a server. Maybe we want to move some of that logic out of the server into these backend services, so they could go: this guy's quantuming, and we don't have to know where he's going to be until we want to pull him to see the path he's going on. Maybe he'll get interdicted, and then we put him in there and report it to the client, or something fun. So in the future, a lot more stuff is going to be in these services, and we've got to figure out how we're going to relay the information between the server, the backend and all the clients. So we could get that information where I could pull up a heat map or something to see where all the players have been traveling, rather than going through every quantum drive and asking, hey, are you traveling here? Are you traveling here? Right now that might be okay because we have only a few, but if you want a server with thousands of players, you can't do that. We need to rely on the servers and the services more.

Kirk TomeLead Systems Designer

Once we're finished with these underlying systems, how much fun would it be to bring up the star map and see all these paths, and maybe see dynamically where everyone is, especially the ones that are quantum traveling, and where the quantum snare volumes are, in real time? Then you could actually see all this information and decide where you want to park and activate the quantum enforcement.

Star Citizen Live·
Published on this date.11 Oct 2019
Quantum travelUI & HUD

Were there any changes to how quantum travel works itself as a result of this new feature [quantum enforcement] coming online?

TL;DRQuantum travel now continuously sends trajectory predictions to the backend so interdiction by player devices can be detected mid-flight, which closes the old trick of switching off the drive; curved surface paths and orbiting zones remain hard and ongoing.

Cataldo "Aldo" FanelliSenior Gameplay Engineer

Yes, that's correct. We had to update the backend services with the trajectory constantly, if you allow me to say this word, and do a little prediction in order to be able to detect when someone is actually being enforced by another player. So we have to track both the position of the player who is activating a quantum snare and the player who is quantum traveling, in order to detect when they get caught by the Mantis. This was basically the main challenge in this development cycle that we had to tackle.

Mark AbentLead Gameplay Programmer

It was a lot bigger too, because for the longest time since we've had quantum drive, the moment you activated the device was when we determined whether you were going to get interdicted or not. And I know some players used that to their advantage, because that's when we streamed in the mission, and they could go, oh, I could cut off my device and not get interdicted. So now, other than knowing we're going to fix that, some of the work Aldo did was... well, what did you do to fix that?

Cataldo "Aldo" FanelliSenior Gameplay Engineer

Oh yes, we basically had to send constant messages to the backend services, and we had to tweak the probability of being interdicted by an environmental mission, and we basically had to run this sort of prediction of the trajectory to have the backend services correctly locate you and the enforcement device.

Mark AbentLead Gameplay Programmer

Before, you had the jump from A to B, we detected that you get interdicted, cool. Now, since we have player devices, they could just turn it on, but we still wanted you to get interdicted during that travel. So some of the work that you had to do was: as you're traveling, we now send consistent messages with your prediction model to see how far out, or whether, you would get interdicted. And I know there were some fun complications that you ran into with the notification and the effects of the interdiction, because we have that warning that we want to give you that you're about to be interdicted. But if someone just pops up a quantum interference device right in front of your face, there's only so much time we can give you before you're smacking right into it.

Cataldo "Aldo" FanelliSenior Gameplay Engineer

And to get out of quantum travel in the exact predicted position where you should. Yeah, we had to do a little bit of math for that. Just a little bit.

Kirk TomeLead Systems Designer

Do you want to talk about how some of the difficulties came from how fast quantum travel actually occurs, and the fact that the quantum travel path isn't always a straight line?

Cataldo "Aldo" FanelliSenior Gameplay Engineer

Correct. Oh yes, the spline quantum traveling thing. When you travel on the surface, the predictive model needs to be a little bit more complicated than if you travel in deep space, because that's basically a straight trajectory, if you will. When you quantum travel on the surface, it's a curve, and so the predictive model needs to be tweaked and adapted, hopefully in an optimized way, I do hope so, to factor this in and have the trajectory correctly calculated by the backend services, in order to correctly find the intersection between the trajectory and the interdicting bubble. This was one of the problems we had to tackle, and we are actually still working on it.

Mark AbentLead Gameplay Programmer

There was actually another fun one too. This goes with Kirk saying that quantum drive isn't always traveling in a straight line. It depends on your perspective. If I'm traveling from point A to B, it will look like I'm going in a straight line. But the moment you hit one of those planets that orbit, from your point of view, you're going in a straight line, but from another person's point of view, you're actually orbiting around, because as you orbit, you're traveling toward the planet. And the backend services don't know anything about zones or this orbital rotation. So some of the work that Aldo had to do was not only to send the information in world space to the backend, but also to predict where the quantum jump would be during that rotation. I know that's ongoing work right now, and there are some complications with the sampling, because you're sending, I think it was every two seconds, roughly...

Cataldo "Aldo" FanelliSenior Gameplay Engineer

Roughly.

Mark AbentLead Gameplay Programmer

And then the backend does a smooth interpolation. But there was a problem with that, because our quantum drive does, was it fourth-order motion, where it does velocity, acceleration and jerk.

Cataldo "Aldo" FanelliSenior Gameplay Engineer

Yes, the rate at which acceleration changes when you jump. That caused complications.

Mark AbentLead Gameplay Programmer

So the time that the backend gave us corresponded to a completely different position than where we thought we were going to get interdicted. That's where the fun maths had to come in: this is where the backend thought we were, and we have to readjust to figure out where we would actually be.

Cataldo "Aldo" FanelliSenior Gameplay Engineer

Yes, you reproject the time in space, and that enables the code to calculate where that point is on the correct trajectory of the quantum travel. And that triggers the calculation of where you're going to get out of quantum travel correctly. So we hope we got it right.

Kirk TomeLead Systems Designer

We'll find out when we see how players use it. To sum up, one of the major changes we made is this: before, with the AI mission interdiction, we could basically calculate or predict where you were going to get stopped. Now we actually have to dynamically figure out whether you would get stopped, and, when you actually enter the position that we predicted, whether the quantum snare volume is still active at the time. So that was the major change.

Mark AbentLead Gameplay Programmer

And then some future stuff. I was mentioning before that we want to move some stuff into the backend services. Well, we're bringing in some new technology to write our services in a way that's more focused on how the game objects work. Right now, a lot of our backend services are written in C# or some other language, I forget which, but it's a whole different story. It doesn't know how the game world works. It just makes some approximations. These new service APIs are very hooked into the game, and they know about the same structures as the game does. They're more on the C++ level, which allows us gameplay programmers to write the code ourselves and not rely on another engineer whose sole focus is the backend stuff. And that would hopefully open up the doors to account for some of the issues with the zones, so we could account for them correctly in the backend rather than doing these little hookups and fixups on the game side. So again, it's just one of those tier zero things. This is the tech that we have, here's how we can solve it, and then when the newer tech comes online, we can improve it.

Kirk TomeLead Systems Designer

Right. And the improvements that Mark's talking about would maybe allow us to do longer-range radar or longer-range pings, or just get further distance and more fidelity for scanning, for example.

Cataldo "Aldo" FanelliSenior Gameplay Engineer

And less CPU consumption with this new technology once it's available, and it will also enable more features and more power. Space is big. And it moves. Everything moves.

Star Citizen Live·
Published on this date.11 Oct 2019

Did you even consider struts? Where are the struts, Chris?

Chris SmithLead Artist

Well, that wasn't designed into the ship. And I think over the years we've had some people complain about struts and stuff. So I think this came about because a lot of the new designs were trying not to obscure the view so much, which wasn't considered with maybe some of the early concepts. I heard people were actually calling for more struts on this thing.

Jared HuckabyHost, Community

They are. I'm looking at people in chat right now saying bring back the struts.

Chris SmithLead Artist

Well, we can give them a variant. That's what we do. But I think it was actually very successful, because it does have some struts and it conveys some strength there, but a lot of it is just glass. And it still has that feel of RSI, even without a million struts like the Connie.

Star Citizen Live·
Published on this date.11 Oct 2019
ShipsArt & graphics

Will quantum enforcement be an automatic criminal offense in the UEE when it's used by civilians?

Kirk TomeLead Systems Designer

It depends on the particular jurisdiction you're in. There are currently criminality settings for using the QED in the jurisdictions that deem it criminal. So if you do turn it on, you'll quickly notice that you get CrimeStat warnings. That's something that we want to expand in the future.

Jared HuckabyHost, Community

Yeah, it's something that will evolve along with the law and order system as it continues to evolve. Tracking the jurisdiction that you're in will become a very important part of life in the Stanton system and in the Star Citizen universe as a whole: knowing when and where you can do certain kinds of things.

Kirk TomeLead Systems Designer

Right, it'd be nice to be able to go to a screen and know what's legal and what's not. It's on its way. It's something we're going to be working on.

Star Citizen Live·
Published on this date.11 Oct 2019
Law & crimeQuantum travel

If you've been interdicted, can you fight back without triggering criminality yourself?

TL;DRYou should be able to fight back against an interdictor without becoming a criminal, since being hit by the interdiction counts as the aggressive act, though some earlier builds didn't do this and any remaining cases are bugs to report.

Kirk TomeLead Systems Designer

Yes. You should be able to turn around and attack the person that interdicted you. And to be honest, if you are a sole Mantis doing an interdiction, it's kind of at your own peril, because we all know the Mantis is not the most heavily armed ship in our fleet.

Jared HuckabyHost, Community

I was watching poor Detox try to take somebody out in the Mantis the other night, and it was not a pleasant sight.

Kirk TomeLead Systems Designer

Yeah, so you'll want to have friends with you, unless you happen to pull out a much smaller ship or a much smaller AI. So it's best used with others who do the attacking for you. But yes, you should be able to retaliate, and if you're a large ship, retaliate pretty effectively once you get pulled out.

Jared HuckabyHost, Community

I saw the conversation with Dave Pollard, and we've talked about this before in other segments on the law system. Basically, the system tracks who shot first. It tracks aggressors. And there was some question about whether using the QED would count as an aggressive move against other people. In some earlier builds it didn't, so if you defended yourself, you looked like the aggressor. But that is definitely the direction that we're moving in. Hopefully it will work the way that we intend, and if it doesn't, it will be bugged up and it will be fixed.

Kirk TomeLead Systems Designer

If it's not working that way, that's not the intention. Bug it up and let us know.

Jared HuckabyHost, Community

But being hit with an interdiction wave or interdiction field, or whatever we're calling it, will count as the aggressive action.

Kirk TomeLead Systems Designer

Yeah, you're the bad guy in that case.

Star Citizen Live·
Published on this date.11 Oct 2019
Law & crimeShip combat

There are two different modes of quantum enforcement on the Mantis. What are the two modes?

TL;DRThe Mantis has quantum dampening, a small sphere that stops quantum travel and uses less power, and quantum snare, a much larger sphere that pulls ships out of quantum travel and holds them, with larger no-use zones around green zones.

Kirk TomeLead Systems Designer

Sure. There's quantum dampening, where you create a small sphere around you that prevents the quantum drive from engaging, so people can't quantum travel away. Right now it's a 2,000-meter-radius volume, so you kind of have to sidle up to someone to make use of it. It definitely uses less power than the other mode, which is quantum snare. The quantum snare is the charge, big explosion, create a big volume. The big difference there is that it actually pulls players and AI out of quantum travel and then holds them, also preventing them from quantum traveling away while they're in that much larger sphere. At the current time, that's a 20,000-meter-radius sphere. And to mitigate overpowered use of it, there are larger green zones for each of those, the quantum snare and the quantum dampening features. The quantum dampening green zone extends a little bit past the normal green zones we have. The quantum snare one is much larger than our green zone. So you can't just go to Port Olisar and keep firing off these quantum snare events.

Mark AbentLead Gameplay Programmer

You could consider it a system that RSI put in place to prevent unlawful use of this device. So if you're in a region that should be protected, the device is aware of it and will prevent you from activating it.

Kirk TomeLead Systems Designer

Right. Plus it's just really annoying to be stopped right outside of [a station].

Star Citizen Live·
Published on this date.11 Oct 2019

At first glance, introducing any kind of interdiction ship seems ripe for trolling. What are some of the ways we've gone about managing that?

TL;DRGriefing is limited by disabling the device in green zones, high power demands that make it hard to use alone, criminality consequences and player retaliation, with the team saying it will watch feedback and adjust since this is an early version.

Mark AbentLead Gameplay Programmer

Well, that was one of the main things we were worried about up front: I could activate this device, so how do we prevent people from griefing? Because honestly, it sounds fun to just go to Port Olisar and turn it on, and people can't stop you. They can't shoot you, because you're in a green zone. So that was problem number one: make sure that they can't activate it in the green zone, and if they do go inside the green zone, we disable it. So if you do activate it outside, the other person can shoot you down. And once David Pollard's change goes in, you'll be able to shoot him and take him out without getting a criminal infraction yourself. So a lot of the stuff being added uses the existing systems to say: you can use it, but you're going to use it at your own risk. You can activate it outside, you'll get a criminal rating, and then some AI might take you down eventually, because you turn into a baddie. There are also restraints on the device itself. The Mantis is kind of one of the lower-tier interdiction ships, so it only has that small range that it can pull ships out of. And it also requires a lot of power from the ship. Just activating it will basically make flying feel drunk, and if you try to shoot, you'll end up using all your power. So if you just use it by yourself, you're going to have trouble. If you use it with some other players and form your own little group, that brings in some systemic stuff. And then the question is, how do you go and retaliate? Well, I love the community, and I'm pretty sure if they find a bunch of people... Maybe this could be one of those service beacon things that we add. Actually, that would be pretty cool. A bunch of players are trolling, and someone makes a service beacon saying, hey, take that guy out, they're griefing a bunch of people with the Mantis, and then a whole swarm of people come in. So we want to add some ways to make it systemic gameplay for the players, so they have ways to counter it using some of the systems. Now, again, this is tier zero. We did the green zone, the power and the criminal stuff. We'll see how players use it and abuse it, and we'll react accordingly.

Kirk TomeLead Systems Designer

Right, to expand on what Mark said, the primary way we're balancing it is by requiring a lot of power. Having the Mantis at its complete idle state and then charging up and activating the quantum snare gets you right to the edge of what your power plant is capable of. So if you do any afterburner maneuvers or fire your weapons, as limited as they are, at the same time, it will shut down the device. So players will quickly learn that they'll want to turn down their other systems in order to use the snare effectively. That's where it's up to the players to decide: do I want to reduce my shield? Do I want to turn off my primary weapons? Do I want to reduce the thrusters' capability? You make that decision before you set up your trap. Then you go ahead and spring the trap. And then, again, using your friends is probably the best method there.

Jared HuckabyHost, Community

And of course, like any other game system, we'll continue to monitor it. We watch streams, we read the Issue Council reports, we check Spectrum. We'll continue to monitor feedback, and if tweaks need to be made, either making it more restrictive or making it more available, those changes will be made as we deem necessary.

Star Citizen Live·
Published on this date.11 Oct 2019
Law & crimeQuantum travel

What methods do we have to counter quantum enforcement?

TL;DRCounterplay is still to be developed, but current options include dogleg routes, and possible future ideas include longer-range pings hinting at interdiction areas, size-matched devices, power-boost escapes, and resistant components; none are promised.

Kirk TomeLead Systems Designer

This is tier zero and we've just implemented it, so the counterplay will be something that we develop as we get more feedback and have time to iterate on this. But for now, again, the Mantis is not the greatest ship to take on another ship head to head. So there's that. Unfortunately, we don't have the ability to quantum travel outside of the normal lanes, so you can't choose to create your own path, but you can certainly choose to make a dogleg path to your destination to avoid possible QED volumes if you think there's going to be one on that path.

Mark AbentLead Gameplay Programmer

To go off of what Kirk was saying: vehicle features specifically has plans in the near future to upgrade ping to use more of those backend services to uncover more information further out. Right now, ping just finds stuff that's actually spawned. We want to adjust it to find interesting things that may not exist yet or could happen in an area. So we also want to ping much further and allow you to scan potentially much further distances. I'm not saying it will happen, but something we would probably explore is: you do a large ping, and you discover there's maybe an interdiction happening in that area. Maybe not give you the exact coordinates, but say that area has some kind of interdiction play, you should be wary.

Kirk TomeLead Systems Designer

Give you a clue as to where these things could be. And then there are other things we can explore. This is currently our only QED ship. Should we make more? We can certainly balance it so that maybe you need a capital-ship-sized QED device in order to pull other capital ships out. There might be some counterplay with that, like maybe you do have to have the same size ship to do that. Maybe the smaller ships can pass through these using some kind of quantum physics, tunneling. Or maybe we can team up multiple smaller QED ships at the same time to create a really powerful quantum enforcement bubble that can pull a capital ship out of quantum travel.

Mark AbentLead Gameplay Programmer

And we do warn players that they're about to be interdicted a few seconds beforehand. It would be cool if we had a mechanic where you could boost power to some system to potentially burst through it. There are a lot of options we've talked about exploring in the future.

Jared HuckabyHost, Community

And of course, we've also mentioned in the past that the size, quality and grade of components themselves will begin to play a factor. You may be able to outfit a ship that's more resistant to the effects of a quantum enforcement device. So as more and more of the component system comes online, there'll be a number of ways to work around this.

Chris SmithLead Artist

You guys know the app Waze? When you travel, there's a word-of-mouth thing where someone has been interdicted, and they can leave a mark and message everyone, so it's a known thing: oh, there's an interdictor down this way, so be careful to avoid it.

Jared HuckabyHost, Community

I think you're probably absolutely right about that, Chris. As more of the Stanton system and more of Star Citizen comes online and this becomes a bigger thing, you will see orgs that act as service organizations for this kind of thing, reporting that quantum enforcement has been reported in this sector, along this route. And there will be an entire new cottage industry created for players to provide services to other players.

Star Citizen Live·
Published on this date.11 Oct 2019
Quantum travelShip combat

How will players be aware that they're being pulled out? If I've just been pulled out, am I going to know who did it, and why I just dropped out of quantum?

TL;DRCurrently, players see a large visual ring from the Mantis and should spot it on radar thanks to the snare's EM boost, while the team wants to improve the UI later and keeps pulled-out ships close for gameplay reasons.

Kirk TomeLead Systems Designer

In the future, we want to improve the UI so that we give you more information about that. Currently, though, we do have the rather large VFX ring that emanates from the Mantis as it's doing either the dampening or the quantum snare. So you will see this shark-like ship floating toward you with this ring of rather impressive VFX coming around you. So that is one method. Because of the current distances at which we entrap players with the quantum snare, it should also be on your radar. So you will see the Mantis that ensnared you, because it should be within radar distance. And because the quantum snare also increases your EM substantially, there's no way it'll be hidden once you get pulled out of quantum travel and are within the range of your radar.

Jared HuckabyHost, Community

We were talking about that the other day: when you pull them out of quantum, you want to be there to hit them. If they come out of quantum so far away that you have to travel to them, you can't catch up to them.

Kirk TomeLead Systems Designer

Right, that's the dichotomy. If we're preventing quantum travel, then we can't pull you out so far away that it requires quantum travel to get to them, because what fun is that?

Jared HuckabyHost, Community

Plus, you want to pull them out within enough range that you can actually get to them and attack them or steal from them or whatever. But at the same time, for game balance, we want them to come out close enough that they have a chance to attack you for pulling them out. So there are many gameplay reasons to make sure that they stay close together once they come out.

Star Citizen Live·
Published on this date.11 Oct 2019
UI & HUDQuantum travel

What were some of the most difficult technical hurdles in bringing about quantum enforcement?

TL;DRThe hardest hurdles were making the game server's trajectory predictions agree with simplified backend services that don't understand rotating zones, and keeping asynchronous interdiction checks accurate at quantum travel's speed and acceleration.

Cataldo "Aldo" FanelliSenior Gameplay Engineer

The most difficult technical hurdle is probably what we talked about earlier: the predictive model, and having it work with backend services whose model is very simplified. They don't know anything about zones at the moment, so they don't know that you could be in a certain zone that rotates because it's orbiting. So the game server has to do the math and the calculations, hopefully in an optimal way that consumes as little CPU as possible, and send this prediction of the trajectory to the backend services in a simplified but not too approximate way. So I do believe this was the biggest challenge we tackled in this implementation.

Mark AbentLead Gameplay Programmer

There's also the interdiction device itself. For this functionality to work with player interdiction, we had to have the backend be aware of all the interdiction devices that are active at a time. We didn't have the nice new API I was referring to earlier, where we could hook into that with the new services. So we still have the old, or I wouldn't call it old, but our current service that determines whether or not you're going to get interdicted. I think it was the probability volume service. And so we had to work with Tony to figure out how we could give the backend information about these interdiction spheres, along with those segmented interdiction points, to determine whether we actually have been interdicted. Aldo was mentioning those rotating zones: when the interdiction device is on, we have to relay to the backend that we have this bubble and it's at this location, but that location is in world space. So you have to worry about the frequency of these updates, because if you're orbiting and you're going this way and the dot's right here, it will rotate around, and maybe you don't get interdicted, but the backend says that you are. So then we have to take the information that we gave to the backend and go: okay, when we gave them the information, we were over here; when we got the information back, because there are delays sending and receiving, we're now here. Are we actually going to interdict, or is the interdiction point at a new location? So we use the backend service to give us a hint, and then on the game side we look at that and go: that's right, but we're actually going to be here; or, we're not going to get interdicted, but it looks like we are, so let's send another one to see if that hits the backend, because maybe it's on or off. So the problem is not just the device itself, but how to send where the interdiction is and where we're jumping to, and have everyone agree that we actually did do an interdiction.

Kirk TomeLead Systems Designer

I think the general issue we had to overcome was that we're dealing with quantum travel. Quantum travel is very fast, and with that speed come big distances. So being able to ensure that we're actually going to hit the mark and be accurate with the collision of the quantum snare volumes and these quantum travel paths, and ensuring that it will work every time, was the biggest hurdle we had to overcome.

Mark AbentLead Gameplay Programmer

Asynchronous communication.

Cataldo "Aldo" FanelliSenior Gameplay Engineer

Asynchronous communication.

Mark AbentLead Gameplay Programmer

And we have acceleration getting higher and higher as we move along. One second into your jump, you could be a few thousand kilometers along, which is a lot. But a second later, you could be a few million, just because of our acceleration ramp. So a little small error can add up to a lot of error.

Star Citizen Live·
Published on this date.11 Oct 2019

Hypothetically, if you were to work on another RSI ship, what improvements to the RSI visual language from the Mantis would you want to bring forward to the next RSI ship?

TL;DRChris Smith can't say for sure, but would likely keep a minimal number of struts and balance the sleeker Mantis look, which suits smaller ships better than big military or industrial ones.

Chris SmithLead Artist

It's hard to tell. As we said in the beginning, this is a different ship from RSI. This one is a little bit sleeker than the ones before, I would say. I would say we would probably still do a minimal amount of struts, like we did with this one. I'm not saying we're getting rid of them, but strike a balance. I think on the early iterations of RSI ships they could be excessive in some cases. It's hard to tell; maybe some of the tech design that we incorporated in this one, just some of the small details and stuff. It's a little bit more round, but again, I don't know if I would want this look on a Bengal carrier. I like the Bengal carrier. It's a big military ship, so you wouldn't want this sort of sleek design.

Jared HuckabyHost, Community

It probably wouldn't work for the Orion either. There's the RSI Orion and the RSI Polaris, which are still to come. A lot of that shape language wouldn't work for a more industrial ship like that.

Chris SmithLead Artist

Agreed. I think it really just depends on the ship itself. And for most of the smaller ships, I could see us going a little bit more in the direction of the Mantis, perhaps.

Star Citizen Live·
Published on this date.11 Oct 2019
ShipsArt & graphics