Despite the Devs not knowing how they wanted QEDs to work with Master Modes, they managed to get it figured out and working before 3.23 left Wave 1. Not unexpected that they would get this in as quickly as possible to appease the "pirates" so they wouldn't have to wait for a part of their gameplay to be implemented. In any case, as it stands, the QED is (and always has been) a way to lock down a ship with no way to escape. Sure, you can destroy the QED ship, if your ship is fast and maneuverable enough and you can bring it in to weapons range long enough. Let's be honest, that's a pretty tall order for every single ship that's not rated for combat. So, I propose some limitations to the QED. What if the QED overheated after some amount of time? Base that time on the number and size of QT drives being affected. The higher the total size of QT drives in the damping field, the faster the QED overheats. Once overheated, it takes some time to cool off and be reengaged. Enough time for even the slowest spooling QT drive to get back to MM and get away. If the victim(s) apply more power to their QT drives or Overclock, that increases the strain on the QED so it overheats faster. This gives some active counter to the QED in cases where a lone Mantis pilot has locked down some slow industrial ship with no intention other than interfering with that person's ability to play the game. Without the counter, this solo Mantis pilot can pretty much lock down another ship until he gets bored (which he won't because that's what he's there for) or until the victim hits ALT-F4 and goes off to do something other than play Star Citizen (which he will). This would also give actual pirates more of a time limit when they trap a ship before said ship can escape, which should add a bit more excitement for them.