Guard Frequency Episode 422 | Geoff’s Soporific Purple Clipper

Cits and Civs, Captains and Commanders, you’re tuned to episode 421 of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on Friday December 9 and released for streaming and download on Tuesday, December 13, 2022 at GuardFrequency.com

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This Week’s Schedule

  • Flight Deck
    • Elite: Dangerous
    • Star Citizen
  • Feedback Loop

Links & The Like

Elite: Dangerous

Elite Dangerous completed its first full week running Update 14 on the newly designated “Live” server, and they’ve managed to anger a good chunk of the formerly enthusiastic player base with two decisions. First, they made the Thargoid systems practically impossible to effect, even with the combined might of AXI, Project IDA, and virtually every active squadron in the game. Second, whatever progress players were able to make was wiped out on the weekly server tick. Independently, either one of those decisions might have been fine. But together, they basically caused a walkout of most major player groups. There are signs that FDev has toned down the difficulty a bit, but we’re still early in the week’s cycle. They’ve also been running rapid-fire community goals to get enhanced AX weapons out to Commanders. And the Guard Frequency squadron has had a solid week to sit with the update and Tony has some more thoughts. I know, you’re all very surprised by that.

Star Citizen

Star Citizen released the “K” version of the Evocati test of Early Access Pre-Alpha Release Candidate Prototype Experimental Test Build 3.18. They are really really pushing hard for a December PTU release. Hopefully they can nail down that pesky vanishing UI bug and make Arena Commander work before they call pencils down. Also, CIG released a Q&A about the RSI Galaxy, and we’re pleased to report that they are doing everyone who buys one of these concept ships a HUGE favor. They are going to sell you the ship with an empty, cavernous, hollow module bay. That way, you won’t take up any precious locker space storing that potentially unused module. You can exercise your agency as a player and choose which module to purchase for an extra $90 or so. That’s very thoughtful of them.


Community Questions

  • Do ships bought with real money need to be fully functional out of the box?
  • Are you on the sidelines until the rules of the new gameboard are explained? Or are you jumping in to watch the train wreck?

Patreon Backing

We love bringing you this show each week, but would also love your support? If you enjoy listening and want to contribute to us being the Best Damn Space Sim Podcast Ever, then go to our Patreon page and look at all of the rewards and loot you would be eligible to receive.

Join Us In Game!

  • Click here to go to our Star Citizen Organization page and apply today!
  • Check out the callsigns we use personally in each game


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