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Area's and what we want to do with them

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Area's and what we want to do with them Empty Area's and what we want to do with them

Post by sterredag Mon Dec 16, 2013 3:25 pm

Here's a list of area's and what we want to do with it. Feel free to suggest another status or add an area. Keep track of this topic for KOTH fights and what we wanna do. I will update this topic and this first post regurlarly

Note that we dont want to have to much area's because of the penalty system. It goes by percentage of owned territories of the total amount. So we dont want to keep useless terretories like as in Bonta and Brakmar or Amakna Castle.



Area's we want to keep or take:
Air PandalaConquest territory
Cania Cirque(information pirate-bay)
Cania FieldsGood transport prism for farmers
Dopple mineConquest territory
Dopple villageConquest territory
Earth PandalaConquest territory
Fire PandalaConquest territory
Gravestone Island (Pandala)Good area to keep for getting or keeping Wabbit Island Abandaned Terretories
Imps VillageOf course some day we want to take this one
Nolifis Bridge (Pandala)For transportation
Sufokia BayTransportation
The MiliclusterTeleportation to one of the wabbit drills, and to 3 dopple temples
Water PandalaConquest territory
Zoth VillageConquest territory
Cania MassifTransportation to Trool Fair
Breeders village (Otomai Island)For teleportation purposes
Optional
Dungeon Entrances higher lvl dungeons that are not easy to reach
Area's we do NOT ever want
Amakna Castleno mobs not interesting location no need for transportation
Bonta City Area'svery little mobs not interesting location no need for transportation
Brakmar City Area'svery little mobs not interesting location no need for transportation
Breeders Villageno mobs no need for transportation
Pandala bridgeno mobs no need for transportation
Area's not mentioned in this list are open for discussion


Last edited by sterredag on Sun Jan 19, 2014 11:09 am; edited 9 times in total
sterredag
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Post by Pirate-Bay Thu Dec 26, 2013 3:27 am

Thanks for making the list Aretamya. I've added that The Village is nice to keep too, because it offers teleportation to wabbit drill and 3 dopple temples.
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Post by Xs-Poker Tue Mar 10, 2015 4:11 pm

May I ask, why no Frigost locations marked? 
And why you're thinking, that Bonta prisms have no benefits? They give an additional experience, while training on arena, for example.

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Post by Mykan Tue Mar 10, 2015 6:02 pm

I think the frigost Icefields is in the same category as otomai breeder village. Both teleports can be placed on top of the frigostian transport and scarplanes which are very nice for transportation to other areas on those islands. The grassy plans on otomai might serve a better purpose then the breeder village though with the prism on top of the scarplane you meet the teleport need and get an area with mobs and close to a Bherb dung.

I would question nolifis bridge and think it and pandala bridge are in the same category with the simple exception that if we do not have nolifis island then and only then we would like the bridge. The bridge has no mobs and is pointless for teleport when we control the island.

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Post by Pirate-Bay Tue Mar 10, 2015 6:38 pm

Most Frigost areas fall under "Dungeon Entrances higher lvl dungeons that are not easy to reach" so they would be nice to have.

Only Bonta/Brakmar city centers contain arenas, and one of those would be nice to have. Other above-ground parts of Bonta/Brakmar are basically useless.

Nolifis Bridge helps with defending Nolifis Island, since even during KOTH in Nolifis Island, alliance members can teleport to the bridge and help with the fight. If another alliance controls the bridge, they would be able to use it to gain an advantage in a fight over Nolifis Island, and it would also lower the value of us having Nolifis Island.
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Post by Mykan Tue Mar 10, 2015 10:20 pm

Thanks for the explanation on nolifis bridge, makes sense.

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