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Guard Frequency Episode 087 | Hack Hack Revolution

Written by Lennon on . Posted in Podcasts

Greetings Citizens and Civilians, you’re tuned to episode 087, of Guard Frequency, the universe’s premier Star Citizen podcast recorded on 4th September 2015 and released for streaming and download on Tuesday, September 8th 2015 at GuardFrequency.com [Download this episode]

Geoff, Tony and Lennon are back in the hangar and ready for business so we kick off this week’s show with news from the Ad Astra Rocket Company about their latest engines in Squawk Box. In CIG News we bring you everything that’s happening around the UEE, including our weekly Crowd Funding Update, Tony Zuroveck’s Roadmap from the Welcome To ArcCorp letter, Around The Verse episode 59 and the latest Star Marine Update. In Nuggets for Nuggets we’re talking about ships, sensibly, and finally we tune into the Feedback Loop and let you join in on the conversation.

Topics Discussed

This Week’s Community Questions

  • Social Module: it’s out on time – early even! Is this a sign of the new CIG, or are we just crazy optimist fanboy podcasters?

Let us know your thoughts by commenting below!

We got patches!

View our post for the episode on the RSI forums.

Our Organisation: Guard Frequency Response

Click here to go to our Organisation page and apply today!

Priority One Productions are always looking for new team members that have a passion for Star Citizen or the general sci-fi world. Please know that all of our positions are volunteer, but we do offer a well known outlet for your work. If you have a particular skill that you believe could enhance our content, then send your contact information and experience along with a few writing samples to squawk@guardfrequency.com

You can also follow us on the social media sites! We’re on Facebook! Head over to www.facebook.com/guardfreq and say “hi!”, or check us out on Twitter via @guardfreq for details of our show times and other fun stuff.

Liked this episode? Totally hated it? Leave a comment below, Contact Us using our handy web form or leave your comments on the Roberts Space Industries forums!

Thanks to Ronald Jenkees for his permission to use his music in our show.  Visit www.ronaldjenkees.com for more of his work! Enjoy the show!

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Comments (6)

  • Alan

    |

    “Greetings Citizens and Civilians, you’re tuned to episode 087, of Guard Frequency, the universe’s premier Star Citizen podcast recorded on 4th August 2015 and released for streaming and download on Tuesday, September 8th 2015 at GuardFrequency.com”

    Why did it take over a month to post? Must be a typo …
    It a good listen, thanks.

    Reply

    • Lennon

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      Doh! Well spotted 😀

      Reply

  • seannewboy

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    wonderful show everyone.

    Im thinking that they both more efficient than the let on, leading to the early release, and also trying to limit that guys power.

    Reply

  • Ostron

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    Great show guys

    I’m going to stick with Geoff and remain cautiously optimistic. As you brought up, the issue holding the social module back was it’s artificial link to the FPS module. In general terms, the social module is easy – there are very few game mechanics involved with it. Still an accomplishment for CIG, but I don’t think it’s a groundbreaking leap forward (though it is very pretty).

    Regarding Tony’s hacking concerns, I’m with Lennon. Designers said in RtV that they’re already concerned with the low time to kill for conventional dogfighting in AC right now, so I doubt they’re going to make hacking faster or more powerful than regular combat. It probably will function like a more complicated weapon system, and it will probably need to be done while maintaining some sort of lock on the target ship (like we have to do now with missiles). What it may allow for is total stealth attacks – someone has a very weak combat ship but it’s signature is nil and it has a mega EW suite. The combat there becomes cat and mouse – you have to find his ship before he hacks in and shuts you down completely. But, if you do find him, he’s got hardly any conventional weapons or defenses.

    Reply

  • Saoldian the Dave

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    Fantabulous show Gents! I got my patch! Yay, patch! I have it with my collection of military patches, thanks!

    This is not a new CIG, it’s just the CIG that’s ready to show what’s been worked on for so long. The info drought in early summer regarding the FPS status was a huge mistake, as they have admitted, but that aside, I think you guys will need to adjust your show to accommodate all the content that is going to be fire-hosed our way within the next few months. A 2 hour podcast maybe? No? How about twice a week! Better yet, Geoff could do a spin-off reality podcast with “The Verster” as his sidekick…yeah, that it! Genius!

    I love, love, love the e-war component introduced as well. I agree with Ostron’s assessment. It’ll all work out. A little FPS will do you some good Tony, it’ll put a little testosterone boost into your day. Who doesn’t love the smell of gunpowder in a space station corridor (in the morning)?

    Reply

  • Doc_Buckshot

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    With regards to concerns about hacking, fear not dear friends. I’d like to point out that the only method of actually gaining access to the opposing ship’s systems that was mentioned in the design post is through data-spike missiles. These are basically missiles that strike the target and implant a wireless access point that allows you to start hacking. I imagine it will be something that is easily countered if you’re paying attention and have anti-missile countermeasures. I can also see gameplay that lets you counter the hacking attempts as seen in the movie Hackers.

    Also, with regards to the character models, I disagree with Geoff that it is important for people to have characters of varying heights. Successful franchises like Mass Effect, Star Wars: Knights of the Old Republic and Elder Scrolls (without mods) do not let you change your character height, either. We’ve seen how much trouble the merging of 1st and 3rd person animations are for CIG with just the male skeleton of a single height. How much more work will having so many more variations of the skeletons add to the delay? I don’t believe it’s “cutting corners” for CIG to mark this a low priority and maybe come back to it after we have a working game, which should be their #1 priority right now.

    Reply

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