How will QED work with Master Mods?
TL;DRThe current plan is that QED is used in SCM, while a target pulled out has its quantum drive disabled and is limited to SCM speeds, though balance between pirates and haulers is still being tested.
So for both aspects of this, there's the player who's firing the QED or using the QED and there's a player who's going to be on the other end of it essentially being pulled out or dampened. So for the person who's using it, the idea is it's going to be or the current idea anyway will be in SCM mode along with a bunch of other things. So that you're in SCM, you've got the QED active and then that's when you can use it and along with lots of the other like the combat stuff is all in SCM. That's the intention at the moment. So you can still do all the same, everything else, you have the dampener, you have the snare, everything works the same way from that end. And then on the other side, the person who's being pulled out or dampened, the current working plan will be that when you get pulled out, essentially the quantum drive will be disabled or restricted somehow because a lot of the internals of Master Modes doesn't necessarily care about which mode you're actually in directly. It's if your quantum drive is active. That's what quite a lot of the things are. So for example, if you're in Nav mode, but you've turned your quantum drive off for some reason or it's been blown off or damaged or distorted or whatever else, you will still lose, you won't have access to those top speeds because the quantum drive is off. So that's what the restriction is. So if you're in Nav mode and you get quantum dampened or quantum snared, your quantum drive is going to be off and you're going to be limited to SCM speeds for that time period. And then you can swap back to SCM mode yourself and then go try and defend yourself. That's the current plan. We still need to test all these kinds of PU-specific things because there's open questions about things like in a pirate versus cargo hauler situation with QED, for example, what kind of, like, how often should the pirate be successful versus how often should the cargo hauler escape? Because historically we've gone back and forth in balance a lot of the time where the cargo hauler is always able to escape so the pirate can't really do much. Or the other way around and the pirate's always able to catch the cargo hauler. So we want some middle ground between that and we're still working to get the exact, like, balance of where everything fits.