Guard Frequency Episode 241 | Last Georaffe Standing

Cits and Civs, Captains and Commanders, you’re tuned to episode 241 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on December 7, 2018 and released for streaming and download on Tuesday, December 11, 2018 at

[Download this episode]

This Week’s Schedule

  • Flight Deck: Star Citizen, Elite Dangerous, a little X4, and Rebel Galaxy Outlaw
  • Galactic Public Radio w/ Spencer McDunn
  • Guard Frequency Origins: A satisfying ending to the second adventure…we swear. FOR REAL THIS TIME GUYS!
  • Feedback Loop

Community Question(s)

Tell us how you feel about launchers and platforms. Does the publisher interface influence your decision to buy a game?

Are you happy with where you ships are in the pipeline?

How’s the Elite update treating you?

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






3 responses to “Guard Frequency Episode 241 | Last Georaffe Standing”

  1. seannewboy Avatar

    Wonderful show everyone.

    Say it with me “orbital elevators”. Although the sled/launch ramp idea is good as well.

    As to last weeks feedback, i think you guys should read that one part more carefully, formatting is not one of my forte’s. It should be 3 lines with specific words at the start of each line, meant to be noticed/read by one person in particular.

    I will use whatever launcher gives me the game.

  2. Marko Avatar

    Enjoyed the podcast, thank you!

    As for the launchers: I don’t like having a plethora of different launchers, each one requiring me to sign up and register and hopefully not forgetting to unsubscribe from their newsletter.
    There’s a wonderful open source (MIT license) tool for that: Playnite ( It bundles a couple of the most popular launchers like Steam, Origin, GOG, and Uplay under one hood as well as directly installed games. Using it I see all my games in one place and miss the advertisment stuff.

    About the ships in pipeline: not sure what to think of it. On one hand I’m happy with every new ship that’s released. On the other hand I sometimes think what takes them so long? By now CIG should now the challenges bringing ships from concept to flyable, so why don’t we see a new ship every week? Which studios are building ships? Winslow, Austin and L.A., right? Ships like the X1, Vulture, Vulcan oder 100i, the MPUV S&R, 300 rework, Hull A, B are all designs by in-game manufacturers with what seems to me a fleshed out style guide. So what happens? One week in each department to get the design, the tech, textures, functions and testing and… ) and giving it to the next department doesn’t sound to complicated for these little ones. They have a lot of staff dedicated to build ships. That’s what I think of a pipeline (and yes, they still have bigger ships which surely take a bit more time to do.)
    Perhaps I’d just like to know what each department does or accomplishes in one week: what do the start monday morning with and what does it look like on friday afternoon.

    Keep up the good work on your show!

  3. H Alan Avatar
    H Alan

    Feature content for Non-Patreons – Tony and Brian present “Cat Fights” $9.99 for the first minute $2.99 for each additional minute. Wait, you’re using real cats?

    If the game isn’t exclusive by platform, then they’ll make it exclusive by launcher. It’s only good for the first few months after game release and I don’t have the “need it on release” mentality to make exclusivity work.

    I’m happy to wait for a year of bug fixes and price drops before I buy. I have EA’s Origin installed for their occasional “On the House” freebies. I have Steam installed for the wishlist sale notifications. Yes, I’m a cheap bastard.

    Nice recap this week. Tony, I hope Crytek’s lawyers watch the show so they know what to do next. Since they started, I think they’ve needed help. Do you think Crytek found their legal staff on Craigslist or Capitol Hill D.C.? Either place, it just ain’t getting done.

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