DF FORUM: https://8ch.net/deadfrontier/index.html
THIS PAGE WAS A FAN PAGE FOR THE 5TH OUTPOST.
Also, for people who want to be part of these updates:
Be SUPPORTIVE! AdminPwn is focusing on DF, the least we can offer is our support. NOW, if you want to help adding input, I would suggest spreading this information and share this website. Be involved in conversations and try to, again, give reference to here. This is a very important update and I simply hope that my ideas and conversations bring insight to what the players want. Lastly I recommend becoming GM, as it will allow you to both support the game and give you a bigger voice in regards to these updates and this page.
What is the name of the Outpost?
I like the suggestion someone made; "Dead Frontier".
Wikia Intro
The powerful lights pierced the dark torrent during that stormy night. Nearing the safe haven towering before me, a small group of infected rushed from my right, however these were quickly mowed down by a GAU-19 mounted at the top of the entrance walls. Upon a closer look, a man stood behind the overpowering weapon, eying me as I safely made my way into the entrance of the fortress towering before me. Inside the main entrance, I noticed the lack of chaos inside, boxes of ammunition and supplies were neatly stacked in the corners, and the thick tall walls made me feel relatively safer. Advancing towards the center, I looked up this prodigious fortress, behind its fenced windows, I could spot some snipers. Looking back down, at the center of this space, a gate to the interior of the Outpost was now visible with fluorescent green arrows on the floor. As I entered the gate, it lead me into a long corridor which was being monitored by two cameras (one at each end), and as I reached the other end I came into contact with a small revolving door. Once past the revolving door, I noticed a big screen, there I could see what was being monitored by the cameras in the corridor I just came from, and to my surprise, the immediate surroundings of this Outposts. I saw people gathered close to the screens, watching while readying their weapons. Resting in this Outpost, I was for the moment safe, however I was also at the front lines against the infected. Outside, the unison moans of the infected had been thunderous, yet inside that maddening sound was unheard. While this was a momentary peace, I gathered myself, preparing to be the vanguard of the front lines... preparing to be the vanguard of Dead Frontier.
Area and Map
GROUND ZERO: This new area is the epicenter of the Outbreak in Fairview; the 5th Outpost will be located close by.
Concept design of the expanded area. Western part of the map has been taken out just to save time uploading this image, and not from the game. Please note that this image is to show the concept of the White Zone and NOT actual size.
WHITE ZONE: The "White Zone" is the name given to "Ground Zero" as a way to contrasted from the Endzone (Black Zone). Although there is nothing white about the area due to it's super increased danger and ferocity, the area in the 3D-Map should painted white.
Outside
BLOCKS: One of the surrounding blocks should always have a Boss.
MISSIONS: The missions should be extremely difficult yet provide a deserving reward.
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EXAMPLE 1: Kill 3 Black Titans; and be rewarded Cash: $20,000 (GM $40,000), EXP: 400,000 (GM 800,000).
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EXAMPLE 2: Team up with NPCs (and other players) by giving them a piece of armor and kill infected; and be rewarded Cash: $23,000 (GM $46,000), EXP: 420,000 (GM 840,000).
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EXAMPLE 3: Find/secure key materials for mass production inside the Outpost, such as old electronics (or parts), cement bags, etc; and be rewarded Cash: $15,000 (GM $30,000), EXP: 150,000 (GM 300,000).
Note: An element in these missions should be their focus for team work among players; also notice how in example 2 the player gives an armor away, this is to counter some of the inflation and "item mining".
LOOTS: There would be NO Looting Spots in the same block of the Outpost. To access a Looting Spot in the White Zone, a player has to travel further into the White Zone (away from the safety of the Outpost) to start seeing more Looting spots. At first (in the Outpost Block) there will be no Looting Spots, then as the player goes deeper there will be some few Looting Spots, and eventually after going far enough, the player should find a "normal" amount of these Looting Spots.
INFECTED: It should be noted that even near the Outpost, the density of the infected will be high. Also, because in the future Ground Zero can become a good place to put new infected, some of the infected present in the Endzone should not be present at Ground Zero.
BOSSES: At Ground Zero, the possible Bosses encountered should be the Black Titan as well as any other added Boss for this area.
Front of the Outpost
Notice how the wall is 3 times taller than a person as well as the decorative chainsaws on top.
The Front of the 5th Outpost can be seen as a tall concrete wall (three stories high). The reason for this design is that once very deep into the epicenter of the infection, the mutation and the quantity of the infected will require at least this type of protection for the people staying there. Under this logic, the added protection for this outpost must also be (at the very least aesthetically) able to keep even Bosses outside the wall (even if none ever show up). Due to the size of Bosses, it is possible for them to try to climb a wall; to counter this possibility, pressure activated saws lined the top. When activated, the saws move into the direction of the outside of the walls, hence anything that reaching the top, will be immediately thrown back into the streets.Towards the ends of the Front Wall (corners), a post for the guards protecting the Outpost may be possible to be seen (if one moves close enough to the wall). The Outpost Guards will be equipped with a GAU-19 to shoot down nearby infected, while at the same time being protected by an extended metal shielding. Another important element of the Outpost Guards is that they are unique to the previous Outpost Guards in that they also have armor.
ZRX-H Reactive
While the image shows the Outpost Guards wearing a Black Dragon Scale/Mesh as an Homage to DF2, I think that if they were to have an armor (in homage to DF2), the ZRX-H Reactive would provide a much better look. The reason is that the ZRX-H Reactive's color is a metallic white (adding to the "White Zone" notion) and has a more unique design. Another important reason is that the Black Dragon Scale/Mesh were done for specific people. The ZRX-H Reactive would become a NPC-only armor for the Guards of the 5th Outpost, it will be altered to make it a full armor rather than a breastplate.
Sides of the Outpost
Western entrance, shows the western Wall.
Eastern entrance, shows the eastern wall.
By being on either side of the 5th Outpost, a player can access either of the 2 similar entrances to the inside of the walls. A protective aspect of the 2 entrances is that both are protected by a pair of Outpost Guards equipped with a GAU-19. It is however, for the sake of realistic protection, that the player (once viewing it from the side) can see how thick the wall are. The player may also see how massive the saws (for aesthetic/realistic purposes) on top of the walls are. Another feature of the entrances is that both are relatively narrow (after taking into account how spacious is the place and how think are the walls).
A side element to the entrances (as one heads out outside) should be their specialization. One of the entrances should lead to a side of the streets which is cleared, lacking any obstacles, allowing a player (or a group) to kill off more of the infected in a manner that focuses more on aggro control and not so much strategy. The opposing entrance would on the other hand, lead to another street which it is artificially obstructed, allowing a player to kill off the infected in a manner that is more dynamical or strategical.
Top of the Outpost
Please note that there is NO safe place even within these walls, and it all comes down to a player to survive.
From the top view, one can see how within the third wall of the Outpost is laid out. For starters, the top view shows the "decorative" chainsaws at the top of the Outpost. Moreover, in the center area, the player can notice the lack of chaos and random objects. At the Northern-most part of this space, the player may access the Outpost itself.
Before anything else, the NPCs inside this area (once passing the GAU-19 guards) are meant to do little damage relative to the Zombies found in this area. The designer also wanted to have two (2) NPCs with chainsaws at the entrance of the Outpost itself, adding to the chainsaw element seen here. Due to time constraints, the designer also omitted adding a sniper tower/wall for other 2-4 NPCs to snipe and MAYBE alongside actual players.
NOTE: While the layout is almost exact to what its designer wanted, it omits (due to time constrains) added features once WITHIN these walls. Such as a sniper tower/walls OR chainsaw-using NPCs near the entrance to the Outpost.
Back of the Outpost
The back part of the Outpost will not be visible. This is because the Outpost will be designed to have a similar layout to that of Nastya's Holdout.
For a more detailed description look at the below section: Detailed Mini-Map.
Also these sections give further details: Inside of the Outpost, Top of the Outpost and Area and Map.
Detailed Mini-Map
From this image, one can discern the three (3) Walls protecting the 5th Outpost. The 1st Wall is a normal house wall (serving as fence). The 2nd Wall surrounds the two (2) blocks in which the 5th Outpost is in and is as tall as a 2 story building. Finally the 3rd Wall, read the TOP OF THE OUTPOST section above.
The geographical location of the this Outpost (for the purpose of story and realism) is further West from Nastya's Holdout. The Outpost itself consists of an "abandoned" Secronom Private Security development center. The framework of the 5th Outpost and its surrounding were built with the premise of impermeability and secrecy.The block that leads to the sole entrance to the center (now the 5th Outpost) boasts of 3 walls.
The first (outermost) wall is a concrete wall of standard height, though as thick as the walls inside a house. The top of these walls have barbed spikes, making the climbing of these walls nearly impossible as it tears any hands or feet that manages to apply sufficient weight on it. The only to access the entrance of the this block (for both human and infected) is by going north using the streets.The second wall surrounds the upper half of the block, protecting the entrance to the 5th Outpost. This second wall has 3 street-wide openings leading to the intersection of the streets.
The walls themselves are similar to the first walls, however the second walls are taller (around the size of a 2 stories building) and twice as thick as the first wall, the protection on top of the building consists of barb wires, however these are mostly intact as the infected (even the few bosses that have attacked) tend to go using the massive entrances.The third wall is massively thick (approximately enough to have 3 or 4 people along side its thickness), these walls also possess great height (over 3 times as tall as an adult).
The top of these walls have been upgraded by installing chainsaws on top to push away and harm any infected that tries to climb it (though this is mostly aesthetic). These walls have 2 entrances, one facing the East and the other the West; each of these 2 entrances are protected by 2 posts where guards can mow down any infected. The Eastern street has been artificially obstructed to slow down the infected, while the Western street has being cleared for maneuvering of players.
Inside of the Outpost
Inside the walls, there is the abandoned development center, a minipolis (tiny city).
DESCRIPTION: Because of the immense difficulty due to the infected, it makes sense if this Outpost it's not completely surrounded by infected (like Dogg's Stockade, Precinct 13, and Fort Pastor) and in that manner it resembles Nastya's Holdout. The gateway of the Outpost would have two accessible entrances on the west and east ends, respectively. The gateway of the Outpost will also have thick walls and ample space as well as lacking the random objects obstructing the entrance. One entrance will lead to a cleared area (perfect for a team against a boss) while another one will lead to an artificially obstructed road (helpful during an Outpost Attack).
LEADER: Lady Cassandra: Female, petite and peaceful-looking who has the look of a shy, quiet librarian. Her long wavy blond hair (which is tied towards the end) it's mussed-up, though still manages to look appealing. She wears a turtleneck sweater along with baggy sweatpants and an opened cloak. She also has a large satchel slung over one shoulder while having a Vlock XD11 at the side of her hip. She is normally surrounded by old functioning computers and laptops as well as some books. At other times, she would be flanked by two hefty-looking outpost Sentries wearing Riot Helmets, heavy armor, and wielding a XLGunner-8.
GUARDS: Another important feature (for the sake of realism), is that the NPCs who are going to be guard have an increased level of protection. A suggestion to this idea could be having each NPCs guarding the entrance from a post at each side of the entrance, in this way, a guard can shoot down the infected from a high ground. Mounted in their post, there would be an unaltered GAU-19 with an extended shield on the front of the weapon.
It will be nice for the 5th Outpost to be named "Dead Frontier" (after the game), this would make sense as the survivors are in more ways than one in a frontier.
Ending Notes
This game possesses a diverse array of weapons; currently, players specialize in only a few types weapons (mostly miniguns).
Note 1: There should be a FOCUS on TEAMWORK, the upcoming Clan System will definitely help on this. Currently, the game is mostly about getting as many powerful weapons and so on; HOWEVER, this update can allow a neat mechanic among players as they can focus on what they are happiest in (ex: some people like sniping while others like the raw power of miniguns).
Note 2: Upon closer analysis, I believe it would be more appealing for the Outpost walls to be pure (homogenized) concrete, as seen in the PvP Arena. However, the concrete walls should have a lighter color in comparison to that of the PvP Arena.
The walls of the Outpost should be similar to the ones found in the PvP Arena, though much taller and have a lighter cement color.
Note 3: AGAIN, there will be NO looting spots in the same block of the 5th Outpost OR in the immediate close-by blocks.
Note 4: Updates, especially later ones, should focus on lowering inflation and item supply due to "item mining". Although there are many ways of doing this (such as providing in exchange for your items and/or cash), it is important that these exchanges don't make the game unbalanced or broken, and however make it more fun and specialized. A great example was the release of clans, which have a $10M fee; though this update by itself won't get rid of inflation, it provides a wanted service in exchange of cash.