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Quantum enforcement

From the Star Citizen Wiki, the fidelity™ encyclopedia
Mantis activating the QED to disrupt a Caterpillar

Quantum Enforcement is the usage of different devices to inhibit a quantum drive's ability to function, with the most capable devices even being able to interrupt quantum travel. Due to the nature of this technology, certain jurisdictions will require licenses or for the operator to be a part of certain organizations.[1] Devices used in Quantum Enforcement generally operate in one of two possible modes / use two techniques: Quantum Snaring and Quantum Dampening.

Devices

The following is a list of devices providing a Snare and/or Dampener.

Device full Name has Snare has Dampener ship list
QED Quantum Enforcement Device Mantis
QDMP (formerly QD) Quantum Dampener[2][3] X Scorpius Antares, Cutlass Blue, Guardian QI, Zeus Mk II MR
QID Quantum Interdiction Device[3] X None (currently not actively used on any ship)

Device Modes

Mode interrupts Quantum Travel prevents Quantum Travel limits Master Modes
Snare X
Dampener X

Ships

QEDs and QDMPs are available on the following ships.

Ship Device Snare Range Snare Charge/Cooldown Dampener Range
Mantis QED 20km 90/1 seconds 12km
Scorpius Antares QDMP n/a n/a 5km
Guardian QI QDMP n/a n/a 4.5km
Cutlass Blue QDMP n/a n/a 4km
Zeus MkII MR QDMP n/a n/a unkown

Quantum Snare

The Quantum snare is the primary utilization of the QED (and QID), intended for ambushing targets hiding through or utilizing quantum travel,[4] and will create a "bubble" around the ship (which presumably appears as an obstacle to the Quantum Drive of a target ship)[5]. Any ship passing that bubble will be forced to perform an emergency stop. Anyone already present inside the bubble will also be unable to engage their Quantum Drive. Engaging the Quantum Snare requires significant charge-up time, and maintaining the snare requires a lot of power and thus generating large amounts of heat (IR emissions) and electromagnetic radiation (EM emissions).[1]

Current functionality of the Quantum Snare

The current game implementation is fairly limited at best, as the functionality for properly scanning travel routes does not yet exist. If you want to interdict a ship it has to pass close enough to you. In the case of the Mantis (the only ship currently with Snare functionality) this will be 20km in each direction. Any ship that gets into range of the Snare will automatically perform an emergency stop. As Interdiction does not discriminate between ships an active QED in Snare Mode will interdict everyone and everything that will pass through your Snare.[5]

As a Snare is effectively a fancy roadblock that interrupts quantum travel (presumably by exploiting the collision avoidance system). It does not however actively disrupt the quantum drive of a ship. Ships may still make use of it and reach high enough speeds to escape the attacking Mantis in Nav Mode.[5]

After you've enabled your QED, you can choose to charge your Quantum Snare. This generally takes 90 seconds before you can engage your Quantum snare. For the duration the Quantum Snare is active, the QED will require a lot of power and ship will emit a considerable amount of IR and EM. If you choose to then disengage your Quantum snare, the QED goes into a cooldown mode for 1 second during which you cannot utilize the QED in any way.[5]

Ranges are component (and therefore ship) dependent.

Other things to consider

  • For an unknown reason the Quantum snare will only pull out ships traveling in the Quantum Tunnel. This tunnel opens after the ship traveled a significant distance.
  • It is suspected that bad server tick rates may cause target to bypass the Quantum Snare.
  • Nothing is static. Moons in the game rotate and if you are on the same physics grid you will rotate with them. Places like Everus Harbor or Grim Hex orbit a planet and are constantly rotating. Catching inbound and outbound traffic there is almost impossible. Always consider these places to be at every point of their orbit at the same time.
  • Interdicting ships is illegal and you will get you a 7500aUEC fine. You can stay outside of the range of a Comm Array to combat this issue but it is not always guaranteed you won't get a fine. Interdicting party members won't automatically get you a fine.
  • The Snare can not be used when its "Green Zone Check Range" overlaps with any "Greenzone" of any nearby station or outpost.
  • Snare-Event-Markers will be shown to all your party members. This makes it easy to engage a target fast.

[5]

Quantum Dampener

Quantum Dampening is the secondary usage of the QED and the primary usage of the QDMP, preventing the activation of Quantum Drives within a short range while active.

Current functionality of the Quantum Dampener

In contrast to the Snare, Dampening can be activated instantly, trapping lone unwary ships as long as they are within its radius.

Contrary to the Snare, while a Dampener is incapable of Interdicting a ship, it is the superior solution for fixating a target for attacks as it actively disrupts Quantum Drives, also limiting its ability to make use of different Master Modes.[5]

Ranges are component (and therefore ship) dependent.

Quantum Dampeners for makeshift Interdictions

While a Quantum Dampener cannot actively interdict ships, a ship equipped with a QED or QDMP can "chase" after a ship and engage its Dampener once both drop out of Quantum Travel.[6]

Tools like SnarePlan (see the "Tools" chapter below) provide integrated solutions for this kind of Interdiction as they may require fast computations depending on the route chosen and if the destination has a rotating physics grid.

Tools

Due to the limited implementation currently available up to and after Alpha 4.0 members of the community have created tools to make Quantum Interdiction more accessible to players.

SnarePlan is the most popular solution. It features:

  • A complete map of both Stanton and Pyro
  • Tools to calculate both simple and complicated routes
  • Tools to provide live feedback on the QED Operator's position in the game world
  • Tooling to utilize Quantum Dampeners for chasing.

Lore

Little is known about how Quantum Enforcement works in lore.

However it's theorized that a Snare's "Interdiction Field" appears as an obstacle to approaching ships, causing an emergency stop.[5] This may also be the reason why NPCs can use wreckage to interrupt Quantum Travel and why players sometimes get interdicted by abandoned wreckage.

The Quantum Dampener's "Interdiction Field" is theorized to directly inhibit a Quantum Drive's ability to form a Quantum Bubble. However it is not currently explained how this is done by official sources.

References

  1. 1.0 1.1 Mantis Q&A. Engineering - Comm-Link
  2. RSI Zeus MK2 Q&A
  3. 3.0 3.1 The Mirai Guardian does not have a QED : starcitizen (reddit.com)
  4. Newsweek Mantis reveal article
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Fishing Ships - A guide to Quantum Interdiction : starcitizen (reddit.com)
  6. How To: Doing Quantum Interdiction using a Blue : starcitizen (reddit.com)