Guard Frequency Episode 154 | Geoff’s Metallic Gas

Greetings Citizens and Civilians, you’re tuned to episode 154, of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on February 3rd 2017 and released for streaming and download on Tuesday, February 7th 2017 at

[Download this episode]


This week’s Squawk Box, we give you the recipe for the most explodiest metal ever (attention, kids, don’t try this at home!). On the Flight Deck we see what news from your favourite space-sims has landed as we cover:

Next we debate tutorials vs. social knowledge; and finally we turn into the Feedback Loop and let you join in on the conversation.

This Week’s Community Questions

  • Do you like what you’ve heard of Star Citizen’s music, or were you hoping for a different sound?
  • Are you looking forward to crewing on another ship in Elite:Dangerous? Or do you just want to order minions around?
  • And this week’s Debate Question: Should games have a tutorial system for every aspect of their gameplay for equal access to all? Or does it enhance realism to include some things that have to be taught by experienced masters or learned through trial and error?

Let us know your thoughts by commenting below!

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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!






5 responses to “Guard Frequency Episode 154 | Geoff’s Metallic Gas”

  1. Preacher Avatar

    These are for the star citizen questions..
    I’m one of those Gamers that once I launch the game I turn on music off because I find it distracting. As for tutorials I think all basic mechanics should be taught, from how to complete a mission to setting up your ship and how to fly. Keep up the great work hopefully one day I’ll be able to send money your way.

  2. seannewboy Avatar

    Great show everyone.

    Im looking forward to the music.
    No opinion.
    There should always be tutorials for controls and systems. Tactics on how and when should be player based, as games change over times and with that so do methods of play.

  3. Amontillado Avatar

    Star Citizen’s and Sq42’s music has been fantastic. It’s not at the point of familiarity that themes in Star Wars or Battlestar Galactica are though. I can’t just whistle up Star Citizen tunes on a whim. Maybe someday.

    As to tutorials. A game should take the time to teach it’s players how to play. If a new feature is added, the manual / tutorial should be updated along with it. This doesn’t mean a game should remove all discovery, but that a manual / tutorial should never feel ‘out of date’.

  4. Chukk007 Avatar

    Great stuff guys. Tutorials are always a must. Having years of experience with flight sims it was not uncommon to have a manual with hundred of pages taking the place of a tutorial.. But that was part of the fun and expectations. For a space sim hoping to cater to a wide audience, a crappy tutorial can be a sales killer.

  5. Theron Shan Avatar
    Theron Shan

    Great show. This comment was in reference to the multicrew in E:D and the Agent Smithing mechanic and it potential issues.

    We are having a similar discussion in the RSI forums and my comment fits both discussions.

    NOTE: You’ll need to edit to reflect E:D lore where appropriate

    Could we not just ask to implement some system of penalties to both the captain of the vessel with the NPCs and the individual who’s “Agent Smithing”?

    They do not need to be anything crazy.

    1. Captian would not be able to use any sort of insurance system (if CIG implements one) for NPCs killed via “AS”. If your buddy kills your NPC while using him, then he’s gone for good.

    2. Any player operating as an “AS” would not be able to earn any money from any activities performed while acting as an “AS”. Any physical loot found or purchased CAN be shared with the actual player as long as that player travels to the location of said items to retrieve them.

    3. If a player dies while acting as an”AS” he/she will incur a penalty or penalties. CAVEAT: these are just ideas so just a starting point not necessarily the end point. Penalties could include:
    a: Progressive monetary cost to the player (i.e. 1st AS death = 1000 UEC, 2nd = 2,000 UEC, 3rd = 10,000 UEC, etc)
    b: Progressive reputation cost to the player (i.e. 1 AS death = -100 reputation with XYZ faction/organization/guild; 2nd death = -500 rep; 3rd death = -1,000 rep)

    These penalties and others like them could be made time based so that even if this was your 3rd AS death, but it has been 2 months since your previous AS death, it will be treated as your first. Basically the penalty timer resets based upon the time between your last death.

    4. Captians of NPCs that were killed by “AS” PCs would have a slightly higher penalty to reputation than if the NPC died under its own controls. For example: if the penalty to your reputation for the loss of an NPC from say the Ready Labor Guild of Goss would normally be -500 reputation, if that NPC died while being controlled by an “AS” the penalty would be (only an example) -750 reputation.

    There are some more I can think of but off the top of my head these are (I think) ways to balance the AS mechanic as to prevent rampant abuse (there will always be some the number will NEVER be zero).

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