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Guard Frequency Episode 124 | House of the Dying Pun

Written by Lennon on . Posted in Podcasts

Greetings Citizens and Civilians, you’re tuned to episode 124, of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on Friday 10th June 2016 and released for streaming and download on Tuesday, June 14th 2016 at GuardFrequency.com [Download this episode]

Lennon, Tony and Geoff are back once again this week to bring you another episode of the Best Damn Space Sim Podcast Ever. In this week’s Squawk Box, we explore the vast expanse of our cosmic peanuts. On the Flight Deck we see what news has landed from your favourite space-sims as we cover:

Next, we debate the badassery of NPCs, and finally we tune into the Feedback Loop and let you join in on the conversation.

This Week’s Community Questions

  • Do we need more advanced, genuinely difficult AIs controlling NPCs in our MMO-verses? Or should the NPCs always be the low bar for combat?

Let us know your thoughts by commenting below!

We got patches!

Join us in-game!

Priority One Productions are always looking for new team members that have a passion for space sims. 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 (3)

  • seannewboy

    |

    Excellent show, loved the debate.

    There should be both types of enemies in a persistent type game, both cannon fodder and high end ai’s. I personally would love to see both from the starter areas onward.

    Reply

  • H. Alan

    |

    Thanks for the info boys. As for my listener feedback, AI NPC’s should not be impossible to defeat in any arena. Players should always be able to locate (in time) the AI’s Achilles Heel and give that plug a good hard tug. With great AI comes great responsibilities, ask Uncle Ben. That means AI needs balance just like any other game component.

    Reply

  • Rentaspoon

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    I hate easy cannon fodder, Difficult AI will always get my heart racing

    I would love to see the end of world boundaries and no fly zones being patrolled by almost undefeatable Ai but the death should not happen as a one shot one kill more a hard to shake of my tail AI.

    I’d also like to see challenging AI in certain areas where the risk reward might be worth running and dodging through those areas.

    For example, you have cargo on board, you can take a safe route and lose your “early delivery bonus” or you can take the unsafe route where you risk your ship, life and cargo. Being chased by clever AI and surviving with 2% of my ship left, will always get my heart racing as opposed to blowing up swarms of easy to kill Ai.

    I’m actually disappointed Elite will lose the crazy AI.

    Reply

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