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Can you explain in detail how quantum dampeners and quantum snares will work on ships in NAV mode?

TL;DRQuantum dampening and snaring aren't implemented yet; they're on the to-do list for 3.23 but it's unknown whether they'll make it, since design details are still untested.

Yogi KlattPrincipal Vehicle Programmer

Not yet. No, obviously quantum dampening and snaring, and in general keeping or trapping players within the SCM speed, is something that has a big impact on combat itself. But the thing is, we have not specifically implemented that part yet. It's on the to-do list for 3.23. Whether we're going to make it for 3.23 or not, we don't know yet because there's a couple of things we still need to iron out. For example, do we simply say you cannot boost away? Do we need to take the size of the ship that wants to escape into account? Do we just change the spool timers? These are all just small details which we haven't tried out or internally tested yet. I mean, this also leads to the point that 3.23 is not the full experience for master modes, right? It's just the first step. There will be stuff missing. The ships will not be as varied as we would like them to be later. So we will build on that work. But exactly if quantum dampening et cetera will be there on day one when master modes releases, I do not know yet. It depends how the normal work progress continues in the next few weeks. We'll see.

Star Citizen Live›Q&A: Master Modes·
Published on this date.8 Mar 2024