Guard Frequency Episode 236 | Night Vision Pit Stop

Cits and Civs, Captains and Commanders, you’re tuned to episode 236 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on November 3rd 2018 and released for streaming and download on Tuesday, November 6th 2018 at

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This Week’s Schedule

  • Flight DeckStar Citizen & Elite Dangerous
  • Galactic Public Radio w/ Spencer McDunn
  • Nuggets for Nuggets:  Commander KineticImpulser is jumping off the track and shovin’ into overdrive as he covers the single launched fighters
  • Guard Frequency Origins: The adventure continues, where no supply closet is safe from our conquering heroes.
  • Feedback Loop

Community Question(s)

Does night vision cripple stealth?

Should pit stops be reserved for road trips not space ships?

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2 responses to “Guard Frequency Episode 236 | Night Vision Pit Stop”

  1. seannewboy Avatar

    Wonderful show everyone, very well done.

    I agree he should not have eaten the book.

    Night vision should not in real life be effective at very long ranges, even in fighters. Also just what is meant by “stealth in ED?

    The overheating is just such a bad game mechanic.

  2. CeleBear Avatar

    I am a little late .. but in response to the Community Question: Traveling In-game? Do you love the scenic route, or do you want to take the shortcut to adventure?

    Simple answer .. I love the scenic route and the feeling of a vast universe .. as long as it’s not super-boring travel (it sounds like they want to make it exciting). However I think the underlying problem for me is that it is not cool to log into a game and not be able to play with friends quickly .. if you rule out fast travel or positioning multiple characters all over the verse .. I have a solution:

    When you login, having previously logged out *in a ship*, the game calculates how far you could have traveled (fuel, time/distance, etc and presents you with a list of all points of interest that you have already personally visited/discovered within the same system .. and any party members. You log in ‘nearby’ .. say just at the edge of radar range and suffer a “calamity” (think interdiction RNG, but not interdiction .. you may come under attack or undergo some type of other issue such as component failure on the ship) .. which would be awesome as your allies are nearby! When you choose a spawn area in dangerous space it warns you that the “calamity” could be severe .. risk vs reward .. you may bring doom upon yourself .. be forewarned.

    If you carelessly log in somewhere then change your mind .. tough 🙂 .. time to travel the long way.

    Limited “offline” travel, not too immersion breaking, helps casuals keep with friends and get into the action, has a cost (calamity/attack) to offset the time saving.

    There are a few small issues to work on, such as abusing this as a trader with multiple characters (perhaps have a minimum cooldown of 18 hours or so) .. but fun must prevail.

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