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ForumsPro › General Forums › Frontpage News › Dead Frontier Update
Dead Frontier Update
A separate forum for the discussion of the news from the main page of the site.
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The following users give thanks for this topic chanman20 - Sun Mar 23, 2008 06:09 PM
AgentAnderson
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AgentAnderson

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Posts: 1381
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Post Post subject: Dead Frontier Update
Posted: Sun Mar 23, 2008 05:22 PM
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Even though it was originally going to be released in March, the creator had a few setbacks common to computer users. Electrons went haywire in his houses electrical supply system and it fried some data. But do not worry. He has set a new release date of April 10th.

Along with that bad news is some good news!!! He has released information on some of the character classes in the game as well as some more info on the mechanics of the game. Here are a few of those classes and a pic of the police officer model.

Doctor:
Administer complex medication
+$100

Farmer:
Can grow 1-10 high quality foods per day
Starts with Beretta Tomcat

Chef:
Can cook high quality foods
Starts with a chef's knife

Scientist:
Can create 1-10 treatments per day
+$50

Engineer:
Can repair armour
+$50

Soldier:
-15% exp penalty
+5 Strength
+10 Accuracy
+10 Endurance
+10 Reloading
+10 Machinegun Skills
Starts with beretta tomcat

Police Officer:


Follow the discussion link below for the rest of the info he has put forth and mark your calendars to join Breach of Peace in the Dead Frontier!

And remember to try out the demo of the first 3 nights!!

Dead Frontier: Night One
Dead Frontier: Night Two
Dead Frontier: Night Three



full article.

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AgentAnderson
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Post Post subject: Dead Frontier Update
Posted: Sun Mar 23, 2008 05:23 PM
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Boxer:
+20 Strength
+10 Melee Skill

Fireman:
+20 Endurance
+10 Melee Skill
Starts with Fire Axe

Athelete:
+25 Agility

Teacher:
+25% exp bonus

Priest:
+25% exp bonus

Lawyer
+25% exp bonus
+$200

Accountant:
+25% exp bonus
+$150

Journalist:
+25% exp bonus
+$50

Actor:
+25% exp bonus
+$20

Stock Broker
+25% exp bonus
+$200

Architect
+25% exp bonus
+$50

Food:
You start with 100%. Every 30 minutes you lose 1%, even when logged out. After that you will lose 1 hp every 30 minutes. So a high level player could go 1 week without playing before dying. In addition you will lose 1% for every for roughly every minute you spend in the non browser section of the game (ie, fighting zombies, looking for supplies, doing missions etc). There are 20 food types which can be found or grown by farmers. Many types must be cooked by a chef. Every piece of food restores a set % of hunger. Food types also have levels. Everyone UNDER that level can use that type of food to go over 100% (to a max of 130%).

For example, Beer is a level 10 food. So if I have 100% and I'm level 3, I can drink beer, and my hunger will go up to 120%. But if I was level 11 I would be still be on 100% after drinking the beer. If I was level 11 and ate a level 20 food, like Pizza I could hit 130%. But in a post apocalyptic world, pizza always comes frozen. So someone needs to cook it. A chef can cook a food item with a level +5 his own. So you would have to be level 15 to cook a pizza (was obviously a crap chef before the zombies).

100% just means not hungry, it doesn't mean that you've eaten good quality food. So gaining exp requires you to be on a hunger level over 100% (however EXP gained as a mission reward will still be received). So, if you want to level up, you need to ensure you are well nourished. If you're under level 10 you will always gain exp, even if you are hungry (so the game isn't too hard for newbies).

This system isn't especially realistic, but I think it will make the game more interesting, since it will stop high level players surviving just by eating cheap crisps.


Health:
Health is tied to your endurance stat. To start with you will have around 25 points (though you never see the exact score, just a one word description). A high level player could reach a HP base of 225. But similar to food, you can not heal to max hp with any old treatments, and you will not gain exp unless you are over 80%. Like some foods must be cooked, doctors must administer some treatments. And again like food, the higher level the doctor, the more treatments they can give.


Levels:
The official max level is 200, but you will find getting above 50 very hard. Normally you get +5 stats and +5 proficiencies per level, but after 50 it's only +1 stat +2 prof.

Missions:
Will probably be none on release but plan to ad many in the first couple of months.

Vehicles:
None on release but would like to add them.

Barricading buildings:
The new game allows for movable objects, which means you can barricade a building and hideout there short-term. But there won't be a system for long term occupancy on release. You will need to come back to the main outpost (browser section).

Death:
When you die you lose all cash which isn't in storage and your current EXP (every level up your EXP goes to zero, so dying brings you back to where you were just before you leveled up). You will then need to wait 2-10 minutes to respawn. Basically dying will only be a big deal if you're desperately trying to be one of the highest level players. You will respawn with 50% health and 50% hunger.


_________________

"I am become Death"
See You In The Pandemic!!

Last edited by AgentAnderson on Sun Mar 23, 2008 05:24 PM; edited 1 times in total
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Post Post subject: Dead Frontier Update
Posted: Sun Mar 30, 2008 04:35 AM
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Here is a weapons update from the site earlier today.....

Quote::
Everyone seems to want to know exactly which weapons will make it into the game. There are now 69 in total. It was 80 a week ago but I removed some weapons that were too overpowered and unrealistic (miniguns etc) and I removed some others that just seemed out of place.

Knives:
Pen Knife
Chef Knife
Hunting Knife
Combat Knife
Bowie Knife
Trench Knife

Other Melee:
Fire Poker
Golf Club
Iron Pipe
Crowbar
Baseball Bat
Cricket Bat
Nail Bat
Wood Axe
Fire Axe
Battle Axe
Machete
Sabre
Katana


Chainsaws:
Dolmer PS
Poulan Pro
STIHL MS880
Grinder

Pistols:
Berreta Tomcat
Browning HP
FN 57
Colt Python
Glock 19
Berreta 8000
CZ 75
Webley 1942
Glock 17
Glock 25
CZ 99
Colt Anaconda
HK USP
CZ 97B
Desert Eagle
SW 500

Rifles:
Berreta RX4
HK SL8
M24
M1 Garand
Dragunov
HK MSG-9
Falcon OP96
M8A2

Shotguns:
Benelli M1
Stoeger Uplander
Remmington 870
Remmington 1100
Mossberg 500
Protecta
USAS-12

SMGs:
Skorpion
UZI
FN P90
MP5
PP90
Ingram M11
HK UMP

Machineguns:
Steyr AUG
FN FAL
AK 47
FN Minimi
FN MAG

Grenade Launchers:
M79
HK69
GM94
RG6
MM1

P.S When finding a piece of weapon or armour there is a small chance it will be especially well crafted and grant extra stat bonuses when equipped.

EDIT: I know I didn't spell beretta or remington correctly!


_________________

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See You In The Pandemic!!
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