Frontier 1859

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Frontier 1859
Frontier 1859 site art.

Developer(s) Cosmic Origins, more TBA
Publisher(s) TBA
Platform(s) Windows, 7th Generation Online Console
Release date TBA
Genre(s) MMORPG
Mode(s) Multiplayer, 1st Person/3rd Person Real-Time 3D World.
Rating(s) ESRB: TBA
Media probably DVD, download
Input methods Keyboard, Mouse

Frontier 1859 (also F1859) is a massively multiplayer online role-playing game currently in development by Cosmic Origins.

It is the one of the next-generation of massively multiplayer online role playing games where the actions of player-characters will affect and change the world around them. Frontier 1859 is set in the American Great Basin country, Western Nevada, during the historic era of American Old West along with silver-mining, conflict, and Western settlement.

[edit] Gameplay

Concept Art

History offers the paramount components of roleplay. The struggle to survive and overcome odds requires people and communities to band together. In this new virtual world, players may help or hinder each other's survival in a harsh wilderness environment complete with changing seasons. Communities can create their own laws (or remain lawless) and enforce them (or not). Frontier 1859 will model many of the same conditions people faced in 1859, giving each participant a chance to replay history.

Players will have to work together with other players and form communities to achieve their goals and tame the wild frontier. The environment during this period in history allows for an excellent opportunity to introduce player-authored content, and the world's first in-game player accountability system will hold players accountable for in-game crimes as well as survival skills, utilizing a "Dynamic Conscience System" that directly affects player-characters.

Gui Concept Art
Gui Concept Art

[edit] FAQ

Survival

  • What kind of spawn system will Frontier 1859 have?

Frontier 1859 mobs are fashioned after the habits of their real-life counterparts. There are no static spawn areas. Mobs will form social groups, migrate, and bed-down. They hunt, forage and roam. In most cases, they will evade players. Therefore, players must learn how to track, hunt, fish, trap, and clean, or purchase food in order to survive.


  • Will weather affect survival in Frontier 1859?

Yes indeed. Seasonal changes affect wildlife. Players will have to plan for winter survival, as well as help one other provide sources of heat, food, water, and shelter in order to survive.


  • Will my character eventually age and die in Frontier 1859?

We would prefer to have player-characters and NPCs eventually age and expire, just as it was during Frontier times. However, it is not much fun to invest time into a character that suddenly expires, no matter how realistic a game people think it should be.

  • How will Frontier 1859 manage Grief-play?

The Conscience Inventory Tracking system (TM) will profile player behavior based upon the core values of the Faction they belong to. Profiled behaviors may modify certain player-character Reputation. For example, depending upon the law that players enforce in towns and settlements, Outlaws may persistently lose interaction options severely limiting their resources to the most basic of survival skills, and/or support from their Faction.

The purpose of these rules is to encourage players to create Vigilante Groups, Law Enforcement / Bounty Hunter Agencies, and Militia (just as they did in those times) in order to curb lawlessness, and/or organize crime. These rules also encourage Tribes, Gangs and Secret Societies to support their own network and enforce their own code of conduct.

  • If a big group of outlaws or Indians attacks a town and kills everyone, do you respawn in the town or does the town turn into a ghost town?

In this case, if it was a player-authored town (which most of them would be) the town would turn Ghost Town status (an instance of its' former glory), and the process of decay would set in over time, unless people return to the town to maintain and restore it. The respawn point would fall back to the next closest flagged tactical designation, town or mining-camp. Region security rating for the former town and the surrounding area falls to "0". However, Forensic Investigation and Artifact potential is elevated at the site because of the amount of Incident Cards that may be in play.

Travel

  • Other than walking, how can we travel in Frontier 1859?
   1. Stage Coach
   2. Horseback Riding
   3. Raft, Ferry, & Canoe
   4. Rail-Road (implemented over-time if/when towns grow to a certain level).


  • How important will horses be?

Your horse is almost as important as your own character. You will have to feed, water, and care for your horse. It will be important to conserve its strength by not riding it into the ground.


  • Are vehicles forced to go along routes?

Wagons, coaches, and carts will only move along trails and roads. Steam locomotives move along tracks. Canoes and rafts traverse lakes, ponds, and streams.


  • Can horses take you anywhere you want to go, or are they on a rail? Can they carry loot? Can they die?

Horses, and mules can go off trail with varying agility. Gear can be mounted onto mules, wagons, and horseback within the realistic limits of weight and size. Horses will fatigue, and they can drop over from exhaustion. Long hauls may require changing for fresh horses.


  • While moving in Group vs. Group mode, if a group tried to pass over a mountain, or rough terrain, will there be a speed bonus? Or will they need to find another way around.

It really will depend upon the situation. If it is a large contingent, and they are hauling canons, ammo wagons, extra horses, and they have set up the proper rigging in advance and have the manpower for moving heavy equipment over a mountain, well then - it just might be possible to "head off" an opponents forces, but a "movement bonus" is more likely to happen with a small group on foot or horseback.

Read Dev. Diary Article about the Travel System

Justice

  • Are there severe penalties for criminal behavior?

Yes. People will have to learn how to play a game where they are responsible for their actions, but only if they get caught or decide to change their ways because they do not enjoy the Reputation, Disposition, and/or Repercussions resulting from the choices they make.


  • Are there other penalties for crimes?

Player-run Mining Camps and Boomtowns each need to institute their own set of rules, and therefore may have more or less severe penalties depending upon the ability to enforce them. If player communities get tired of lawlessness, they must problem-solve how to enforce the law (or not). Typical penalties might include cutting off player/s from Faction support. Additional penalties might include confiscation of land, money, goods, or indentured servitude. There are many possibilities, but certainly most laws and penalties will only work as good as players enforce them.


  • What is an example of how the in-game justice system will work?

When a player-character is wanted for crimes committed against Frontier citizens, they are Tagged with Warrant, and entitled "Outlaw" by the Faction Jurisdiction in the Territory where the crimes were committed. If a player is being pursued by someone with a "License to Apprehend," i.e. Marshall, Sheriff, Deputy, Bounty Hunter, Posse, or Angry Mob, the use of overwhelming force may incapacitate and enable apprehension of an Outlaw player-character. Once apprehended, the Outlaw player-character is jailed, and a trial is posted.

The Outlaw player may still play and manage his/her "Friend" player-characters, but the player-character in jail is confined to the cell. If they are being transported, they receive confined movement through being chained or handcuffed while traveling.

Local players may discover Trial postings within the Jurisdictions of Territories where crimes were committed. It is up to the players to appear in court if they are a witness, and false witnesses may also appear in court. If no one appears to produce any evidence against you, then the judge may decide to let you go. Judges are typically NP Cs, or GMs, and in either case they may or may not accept bribes. If several people appear in court with "Factual Cause" against an Outlaw, you may be found guilty and sentenced to Hang. Sentence is carried out the next morning at sunrise.

Only the perpetrating Player, Conscience Tracking System, and Player-witness possess "Factual Cause" about any crime committed.


  • Will the jury be NPC or player based, and how will they be selected?

Initially, town jurors are NPC or GM. As the game progresses, and players build Boomtowns, Jury Duty notices may be randomly issued to Territory Jurisdiction citizens.


  • Will there be different tiers of law enforcement?

Yes. U.S. Marshal at the territorial level, sheriffs at the county level, and deputy sheriffs at the local town level.


  • Will law men be Game Masters?

Initially yes, but when the population and status of a Town, Faction, or Tribe meets a criteria, civil service positions will be enabled so that players can Campaign for Office. Also, in rare circumstances, such as when "Call Down Thunder" is in play, famous characters may come into play, each with their own special mission and skill sets.


  • Can perma-death occur in Frontier 1859?

Yes. Permanent character death can happen to player characters who have been apprehended, tried by a jury, found guilty, and then hanged.


  • Is perma-death a way of enforcing a perma ban (meaning that the player would lose his account at the same time)?

Certainly not.


  • Will players who have slipped the virtual bonds that tied them to the world, and suffered perma-death be "enshrined?"

Yes. If any player-character, whether good or bad reaches a certain notoriety level, their name may be preserved in the "Frontier 1859 Hall of Fame."


  • Is consensual dueling a crime?

Only in a town where dueling has been outlawed.


  • How will jail time be worked out?

A character is confined to a cell when logging in for a certain amount of real-time. During this time, your character can move around in the cell, and could potentially be "busted out" by your friends. Players may also play any other "Friend" characters they hold.


  • Could some actions lead to an innocent person swinging from a rope?

Highly unlinkey because Permadeath is such a final and drastic measure for crimes committed in Frontier Territories. Historically it happened quite often, however Frontier 1859 may not choose to reenact it.


  • Let's say your player is minding his own business, and some crap shot tries to take your head off. Can you return fire and kill the crap shot while at the same time not be wanted by the local law and every swinging holster in the county?

So long as you did not initiate the fight. However, there could be player-authored repercussions because 'Ole Jack (whom you just shot) has two brothers who want revenge regardless about who was right.


  • Is there a way to let an NPC or PC sheriff uphold the law and say if it was murder or self-defense, perhaps by asking witnesses or if a sheriff was a bribed, would he be in favor of the briber?

It would require a Judge who willingly accepts bribes on behalf of an Outlaw. For instance, a player may spend a % of "Bribe Stealth" to get off for a crime where Factual Cause is in play with a Friend Judge whose Jurisdiction resides in your Faction's territory. This may particularly benefit the guilty wealthy who support a large network or hold important public offices.


  • If a law-man accepts a bribe, is it possible for someone innocent to be found guilty?

Some Reputations may be Rumors in play, and therefore be false, but stick to a player-character for a period of time. However, without any possession of Factual Cause, any Lawman, Judge, and Jury successfully carrying out an execution would themselves be Tagged with Warrant, and entitled "Outlaw." For example, "...everyone around here knows Outlaw Judge So'and so," and If he is still holding Office as an Outlaw Judge, then he may own everyone in town, or the community is utterly lawless and corrupt. In that case, the town would have a zero security status and warn any player entering its' Jurisdiction boundary.


  • Who gets to be the Governor?

Initially territory government is played by GMs and NPC's. At some point, when the territory becomes populated with enough players and the term of office as Governor will mature, and then players may run for Territory Governor and beg, buy, or con their votes into office.


Characters

  • What kind of character system will Frontier 1859 implement?

A character development system that allows one to truly get into the role of any character type he or she chooses by drawing from real life. Just as in real life, people select skills that increase their chances for survival and prosperity, so it will be that way in Frontier 1859. There will be plenty of opportunities to interact with NPC's (non-player characters), other PCs (players), and form groups. Characters won't be a "bucket load of points." Noobs (new players) have realistic chances in skirmishes against veterans.


  • How many characters may I create with one account?

We want to encourage friends and family members being able to start characters simultaneously and become brothers/sisters/cousins or the like. And in so doing, establish a reputation that is pooled together for the family name. Like the "Dalton Boys, The Sons of Kate Elder," and so on. Even though one character may be offline, other family actions help build or lower the overall reputation of the family name.


  • Family names, heritage, and households - do they have any in-game significance?

The family unit was one of the most important aspects for the posterity of mankind. Many PCs can live in one household if they wish, and bear the family surname. The family estate can be passed on to the next of kin. Family households (and dowries) grow through marriage, and having children. PCs can also be "adopted" heirs. In any case, children create a reserve account for the posterity of the family household. It also enables your estate to be willed to a benefactor.


  • Is it possible to have children, and if so, how does it work?

If a male and female Player-character declare their love for one another through an action of "Courtship" and initiate "Intimacy" between their Avatars, an event called "Pregnancy" may occur. However, there are "Reputation" penalties if the couple are not wed before the baby is born. In either case, when the baby is born, a player receives a bonus "Kin" character slot under the family name. This slot by default, is for an NPC child.

"Kin" are slots reserved for children and other family NPCs that may help with chores, and carry on the family name (if they survive) but there are also new responsibilities (and penalties) if you don't take care of them and/or abandon them. All games have a limit on the amount of additional slots one can have in the same account, and so there will be a default limit set on the amount of NPC's each account may manage.


  • Will there be names above player-characters heads?

We intend to implement the option of players being able to tell you information about themselves (or not), and that information could be true or false. This would prompt the avatar's senses for "discerning truth from falsehood" (meaning that a specific character skill called "discernment" has a factor by which it compares with the real name of the character). Close friends could know each other simply by adding a typical "friend" function. Also, after you get to know a person, their current Reputation status reveals itself.


  • Reputation - How does it work in Frontier 1859?

The Frontier 1859 Reputation system is the result of three player-character attributes:

   1. Disposition 
   2. Repercussion
   3. Conscience Inventory 

In some instances, certain skill modifiers can affect any one of these attributes, which in-turn, affects the final result of player-character Reputation. A fine example of this is the repercussion of "Horse Thief." A player who has nabbed someone's horse more than once will notice that a new skill has appeared in their skill portfolio. Like all skills, they are acquired through participation, and then sustained and improved through practice. In order to be a good Horse Thief it requires a mix of skills that are effective for stealing horses. This could include stealth, tracking, roping, bareback riding, saddling, and so on. After several successions, they will accumulate a Repercussion in their Conscience Inventory. Some Repercussions may ultimately have an effect on Disposition. For instance, incidentally having a "paranoid disposition" that modifies every skill they have acquired.

This is how we plan to propagate the character style of the period. Mark Twain, Dan De Quille, and J. Ross Browne all wrote that, "often, men and woman exposed two profoundly opposite dispositions under different conditions." The most important thing to remember is that one thing affects another, and so on. The Reputation System is an essential component of Frontier 1859's articulate role playing system.


  • Will several races be available?

Frontier 1859 will offer a Heritage Based Character Generator, including the indigenous Native American Tribes of the Great Basin, and Emigrants from around the world.


  • Can you tell us about the character creation process?

A player will choose a heritage and then go through a “process of recollection.” (I cannot elaborate on this process as it is a surprise). Players get slider-style avatar tools, but the characterization process is unique from anything that has been done before. I can say that it is very magical, fun, and involves players combining "looking-glass self ingredients" before the avatar comes to life. Also, part of the characters appearance will be further modified by the game system at generation, to account for certain other heritage-based choices.


  • How customizable will player avatars be?

Each action-figure will be completely customizable. Height, weight, and a variety of starter clothing can be added to each action-figure – but the real classy stuff must be mail ordered, or tailored. We want the players to be able to create fashions of their own, so there will be patterns that limit the style of clothing to the period, but allow freedom to design. Lone wolves will probably don hand-made furs & hides. Body markings such as scars, tattoos, and war paint are mostly acquired in game. One of our coders - Gary Clayton, has proven a system that will pass along genetic and physical traits to off-spring.


  • Will "Lone Wolf", anti-social players be able to survive and thrive or is grouping the best way to go?

The game can be enjoyed by both the individual, "Lone Wolf", or by groups. The social interaction (or lack of), is the basis of the MMOG animal, and thus “Frontier 1859” will accommodate to your style of play. It’s really all about how you use your tools, trades, and skills in surviving, whether in a group or not. Sometimes the soul survivor of a group will have to find his/her way back to safety – and another moment might demand “safety in numbers” in order to thwart danger.


  • Can players grow old and die without ever having a wound or disease inflicted upon them?

No, not in the current scheme of things because the game is about life in the year 1859. However, you can create an older character who will start out with higher wisdom and life-experience, but not necessarily contain as much "fullness of life" as a younger character might have.


  • How extensive will the damage model be?

Wounds can happen to any part of player-characters action figure. However, seriously damaging wounds will almost always incapacitate a player before a PC is ever able to push themselves to the point of death. An exception to this rule would be a certain kind of "Grit" where "fullness of life" is maintained regardless of an accumulation of many very bad (and bleeding) wounds; the result of which is that unconsciousness does not occur. If this happens, it could enable a rare mode of play where the player can fight to the death.


  • Will players not inflicted with a mortal wound become permanently or temporarily 'damaged' in the area that sustained the wound, like an arm that can't be used for awhile or a limp that causes the player to move slower?

Yes. Some wounds, diseases and repercussions can eventually weaken a character to be ineffective in a learned fighting or movement style, and therefore necessitate learning something new. Wounds also narrow "fullness of life" and thereby help a player be more cautious about what they are doing (also known as "down time"). Wounds and illnesses can also permanently scar your action figure, and/or when left un-attended could eventually cause death Marriage and families -


  • Can players actually marry and have children or adopt NPC's/PCs?

Yes. In fact it is an important part of the game in order to be awarded Posterity points.


  • Will the option to play different ethnicity and genders have any impact or prejudice from NPC's?

It is likely that you will come across rude NPC's who will react with prejudice towards a particular race or creed depending upon that NPCs' own "disposition."


  • Will African-descended people be slaves in Frontier 1859?

No. Slavery was not prevalent in the western territories, they were not part of the “Slave States.” However, a PC could become an indentured servant for a period of time if they cannot pay a debt, failed a particular task, or as an optional penitence for a crime. This may occur to any player regardless of ethnicity. Any slavery reenactment will be at the discretion of role players, but not supported as an official Frontier 1859 game-play element. Although slavery existed in history, it is not fun in a game.


  • Will the character models 'morph' into the vehicle, or will the vehicles be completely separate from the characters?

Our goal is to have realistic game action that allows PCs to hop in a wagon, flee under fire, and/or have someone shooting from a wagon while another person drives.

Roleplay

  • How will we start out?

After a unique character creation process, you'll have a heritage, an inherited talent, a disposition, and a skill that you think will help to survive. Native Americans start out occupying their territories and Emigrants begin at one of three main trail-heads leading into the frontier. Along the trail, players will need to help each other. Trail guides can be selected to help you learn how to live off the land, and offer some extra protection.


  • What kind of benefits will there be to Role players?

Imagine any one of your most-favorite MMOs, but now realize that what you do in the world of Frontier 1859 will affect and change something about the world around you. This alone is completely evolved for the new and next-generation of players who grew up experiencing the extraneous interactivity potential of today's best MMOs. Think about the forest, the lake, the desert, or the beautiful mountains in front of you - the game wants you to go out and inhabit the land, and risk the lives of you and your NPCs. Realize that as you go along, you are going to be learning about wilderness survival, Frontier living, with authentic people, conflicts, and technology. I can't think of a more authentic Altruism for "role play" than this.


  • Is there a game storyline, other than just game play to spark more Role Play opportunities?

Yes. There will be a catalyst to drive a theater of events relative to selective incidents and behaviors that occurred during the period. Plus, in successive updates, a land and GM dispensation system will be released to encourage player-authorship and add-on territories. We would also like to see a "match-up" service available for players who would like to meet other folks with similar interests.


  • Will several races be available?

Frontier 1859 will offer a Heritage Based Character Generator, including the indigenous Native American Tribes of the Great Basin, and Emigrants from around the world.


  • Race wise, we have the Natives and the White-man, but will there be any classes? Like a crafting class, or a fighting class, that spawn into the game with some of the essential skills they would need?

Yes, typically players will set out into the world with an inclination they can use for survival and role play, but this does not mean they must stay with those choices. Flexibility and persistence was key to survival in such a harsh environment. Recall the TV program "Frontier House", and you get an understanding that people can adapt to different lifestyles when they must - and so that will be the motif behind player-character classes in frontier 1859.


  • It has been stated that Natives would be "naturally familiar" with the tracking of indigenous wildlife. Are there going to be any other race specializations?

The reason for this is obvious. They have existed in their habitat for centuries before they were forced off of their land. Thus far, there is not going to be any other race specializations. There may be Heritage-based specializations that are passed down through the siblings of a household, so that when one Player Character expires, some special skills can be preserved.


  • Will there be “quests” in this game?

There will be some NPC-given errands, but keep in mind that everyone except the local Tribes is new to this land. Town Player Communities will be allowed to post "work for hire" situations, or advertise other services through local newspapers.


  • May I hire NPC help if no PCs will help me?

Yes you may. In fact, NPC management will become more challenging in proportion to a player's growth and investment into the game-world.


  • Can I enter a saloon, sit down and play cards with other players?

You bet. Poker, Faro, and other authentic parlor games will be included. Not to mention you might be in time for a dancing show, bar fight, or witness deals being made with a drink around the house and alterations to land ownership documents.


  • How smart are the mobs? Is the mob’s behavior static, or is there a random component?

Frontier 1859 mobs are fashioned after the habits of their real-life counterparts. This means there are no static spawn areas. Mobs will migrate, bed-down, form social groups and hunt, play or roam. In many cases, wildlife avoids humans, and therefore must be tracked and hunted.


  • If I shoot a mob, what will it do?

Depending upon the wound inflicted, mobs will flee, attack, and/or die.


  • Do items degrade over time?

It depends upon the nature of the item being used. Machinery items need maintenance, and so do firearms and cutting tools. This necessitates maintaining those items as best as possible. Items such as Gunpowder when consistently exposed to weather or wetness can become useless. The same goes for most anything exposed to the environment and let go. So keep in mind that the more one owns in the game - more time and resources may be needed to maintain it.


  • Will taming animals be possible?

Yes. Some animals can be tamed like wild stallions, pigeons, falcons, dogs, and perhaps even a bear cub.


  • If there are no "monsters" to kill, would a grizzly bear be the toughest animal-human conflict?

Most likely, however a Rattlesnake, mule deer buck, buffalo, wolves, mountain lion, could also harm a player, and there may be a chance that some kind of ghost, spirit, or other denizen can cause a mishap.


  • Will soldiers be NPC only, because they need to follow command hierarchy?

Not necessarily. Soldiers, militia, and mercenaries work like factions and guilds in Frontier 1859. They are free to create their own hierarchy and rules of group conduct policies. If a Unit wishes to apply for Official status, they must present their Unit to an appointed GM for inspection. If they pass a selective criteria, they become an Official in-game Regiment. In any case, Actions enacted across the frontier will reflect on the group as a whole.


  • Will there be NPC stagecoaches to hold-up, cattle to rustle, or horses to steal (bearing in mind that the latter two almost always resulted in hangings for those caught)?

Yes.


  • Will players be able to play non-humans?

No.


  • If I'm playing the role of an Indian in a warring tribe will I be able to go to a frontier fort without be killed?

Yes, no, maybe. It really depends upon 1) the disposition and organization of the soldiers, 2) your rank in the tribe and/or level of importance to diplomatic negotiation, 3) how you have treated other races, and 4) the severity and duration of any ongoing war. As a warring tribe, you might not want to approach a fort alone, but your chances for interaction with a fort could improve if you act out a parley.


  • Will the Indians have to lose to the white guys and/or will the conflict keep going forever?

There will be no forced hand. Territories can be gained or deminished. It is possible that peace will exist between some factions while others are at war.


  • What if I decide to be a white settler and I'm out on the plains and run into a party of NPC Comanche braves? Will they kill me?

Yes, no, maybe. There were many settlers who were often kept safe during Indian raids, since they showed kindness and compassion to both unfortunate Indians and Settlers. However, this was not always the case. Your Reputation and Disposition will have some bearing on an encounter with an NPC - but who can say how a PC will react.

World

  • What will the Frontier 1859 world be like?

Frontier 1859 strives for a realistic looking world filled with big sky land, valleys filled with original forestry and wildlife, where change of seasons affects both player-characters and wildlife alike. Extreme heat and cold can cause trauma and death to your character. Rain and water crossings soak your character's clothes and personal items. We want people to go out and explore/inhabit the lands. We want them to create maps, new trails and stories along the way. Perhaps they may decide to settle down. Perhaps they will go on looking - whatever the choice, much of the Great Basin and Sierra Nevada territory has not been explored - let alone mapped - so be careful!


  • How will time happen in Frontier 1859?

At this time, it is set @ 48 real time hours = 24 virtual world hours. This will include the day/night cycle, seasonal solstice, and moon wax/wane.


  • Will weather play an interactive role in Frontier 1859?

Yes indeed. Seasonal changes affect wildlife. Everyone will have to plan for winter survival, as well as help each other provide sources of heat, food, water, and shelter in order for their avatars to survive.


  • Sound - will it play a role?

Yes. While ambient sounds and silence are natural in frontier territory, the presence of animals and people can cause sounds that alert players. Sounds will also play a role through animals that can and would alert their owners through reaction.


  • How long would it take me to circumnavigate the world?

The size of the world is based upon the Great Basin wilderness of 1859. 4x real-time is slated to be the default movement rate.


  • Will there be historical events and additions to the game?

We want to design in seats for GM and Player run campaigns, and we strive to help role-players immerse themselves into frontier times. They will get a sense from local media about the mounting tensions back East just prior to the Civil War, and will be updated about events happening in towns and villages and along the frontier.

Our challenge is to choreograph historical events as background for the alternating events run by the players. As a result, each Frontier 1859 server will have a unique world generating its' own historical events, being affected and changed by the actions of its' inhabitants. Additions should allow for setting up a game as a tool for history professors, students, or other non-profit entity as desired. In this case, the host and participants could recreate a more focused historical event for study, and in another part of the land. For instance, modeling a town based upon Roger McGrath's book entitled "Gunfighters, Highwaymen, & Vigilantes - Violence On The Frontier" (by University of California Press) is a fine example of a candidate for virtual study.


  • Is there any necessity to compare western movies with this game?

For the families that play together - you might picture it like "Bonanza." For the lone wolfs - maybe "Jeremiah Johnson." Others "Into The West, or Dances with Wolves." We aim to facilitate players to be able to role play as freely as they hope, and try different things. Although no specific instances are modeled after western movies, there are so many moments that we have all seen in movies that may come to mind while playing.


  • Will there be a lot of building facades?

Cosmic Origins policy is, "if you can't play with it - what is it doing in the game?" Therefore we strive not to place any buildings on the game-board that are unrealistic in nature or serve no immersive qualities.


  • Will we see historical weapons in game?

Yes. Both Native American tribes and settlers may obtain the weapons that were available during the period. For instance, the "Hawken & Gemmer" plainsmen rifle, and surplus model 1855 military reduced bore rifled muskets. Also the "J.B. Clabrough & Bros." 12 gauge shot-gun, and the newly introduced "Sharps" .52 caliber carbine with special order 15 inch barrel (a rare sidearm, common among Wells Fargo coaches). The common laymen could not afford any top-of-the-line weapons, and probably carried hand-me-downs, and sometimes even a hodgepodge "part-together."


  • What kind of economic system will Frontier 1859 have?

A system of trade-goods, services, and currency based upon inflation, supply, and demand.


  • What types of enemies might we run across in the wilds?

Chiggers, ticks, flies, bees, wasps, scorpions, grizzly bears, snakes, vultures, rats, wild dogs, coyotes, wolves, mountain lion, bobcats, buffalo, boar, stallions, wild bulls, and the dreaded Jackalope (well maybe not).


  • Will there be any mysterious sightings and folklore implemented into the game?

Depending upon your player-character disposition, a certain blend of attributes might just trigger a finer sensitivity to the things uncommonly witnessed by man and beast. Some of these things might just scare the heck out of you! Certainly the Basin Native Americans have their own legends, and so did European emigrants.


  • Will their be any spirits or apparitions, and if so, will they have an affect on players?


Yes, although not everyone will see them. It will depend upon a players’ disposition for superstition. They may witness Tommy-Knockers, Spirits, the White Buffalo, and other things. Some kinds of spirits could have an affect on player attributes, for instance - the spirit of fear, the spirit of despair, and/or the spiritual forces at work as perceived by native cultures.


  • Will Frontier 1859 be level or skill based?

Frontier 1859 will be a skill based game.


  • Will Frontier 1859 have vehicles?

Yes: wagons, horses, mules, carts, ore cars, and canoes. All pertinent stuff, but your PC will not morph into the vehicle. Instead, they will climb aboard and use the vehicles in a realistic fashion.


  • Most on-line game play is at 4x or 6x real time - what is the real time rate in Frontier 1859?

Frontier 1859 is a snapshot of a time period played at 4x real-time. Subsequent expansions could invoke technological advancements, continuity of events, and other changes that occurred in 1860 and so on.


  • What about survival in the wilderness - Will it be as detailed - for instance, as Gary Paulsens' "Hatchet?"

Rudimentary gameplay in Frontier 1859 is survival. The needs of your character are cut to the continuity of each individual player-character, and the circumstances they face. The bare necessities are food, water, and shelter. Sometimes, special character attributes such as "faith" can come into play, but understand that the game is a stage for player ingenuity using the resources at hand.


  • Are Indian burial grounds sacred?

Yes. I would recommend staying out of them.


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