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JetStar #36398 01/18/09 05:11 PM
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The NE Isle of YSSAM looks cool. Probably a lot of building spots there, and far enough away from the coast so they won't get bombarded by Navy.


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Morlander #36399 01/18/09 06:47 PM
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Excellent point.


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Revol #36400 01/18/09 09:29 PM
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I was thinking more of being a port authority and being that is the only easy way inland it will be heavily used, heavily pk'd and need to be policed

Arcain #36401 01/19/09 03:06 PM
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sounds like my kind of job policing. heheh
cop on the block


Morlander #36402 01/19/09 03:12 PM
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How is an island's defensibility compare to a spot with geologic features that provide a natural barrier? I assume ships/boats will be needed to cross the water. Damn, I need to do a lot of reading!


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shatter #36403 01/19/09 03:21 PM
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Well, you can always swim. But if your island does not have any nearby open bindstone/banks, getting attacking peeps back to the fight after they die might be a tad difficult.

AFAIK no SB style summoning or UO style portals are in, so assaulting a small isle might be difficult if the defenders are on the ball.

But, having natural defenses and chokepoints can theoretically enable a smallish defending force fight against a huge attacking zerg.

So, we will see how it pans out.

Derid #36404 01/19/09 03:35 PM
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phalanx! form up!


Morlander #36405 01/19/09 04:39 PM
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I remember reading something about them talking about ships and ships would be needed to cross the oceans. And i believe swimming uses stamina so i have a feeling that it might be more difficult to swim long distances than people think.
ie: u can swim for 10mins then u start to take health damage from the no stamina and end up drowning hehe that would be cool. or you swim and just start swimming at 1/4 the speed once ur stamina is gone and the trip could take forever. heh id liek to see something to restrict swimmers and who knows how safe it might be hehe it could be just treacherous maybe mobs are alot tougher and u cant really get away from them in the water. hehe thatd be cool everquest ring a bell?



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Quote:
Originally Posted by Manifoldgodhead
Increasingly large and powerful seamonsters. That's what I've heard. To the point where they one hit you boat I'm assuming so you can never reach the edge. They have made it really large out there to prepare for expansions.

This is true. Storms and seamonsters reach such a density that you die before you reach the end of the world.
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Last edited by Lorddarka; 01/19/09 04:43 PM.

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Lorddarka #36406 01/21/09 05:55 PM
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Well, not only islands, but there's underground clanstones. Also, if you look on the map, it's not just flat land, but also significant choke points.

I think, if anything, reconnaissance will play a huge factor in Darkfall, much more than it did in Shadowbane, since there's no summoning outside of the the "gates". (Or so I hear)

Not to mention that you have to haul your siege engines, materials, and other stuff manually to sieges, so you could easily jack people coming in.

I'm really of the opinion that islands is good, in theory, because the only way your going to be attacked in mass are by people who have the supplies necessary to support such an arderous campagin against you.

Last edited by Syloc; 01/21/09 05:57 PM.

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Syloc #36407 01/21/09 06:08 PM
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i liked the idea of a small place where few can defend against many
the hot gates like in 300 hehehe
strategy is deffinatly everything
looking forward to scouting and mapping things we should make note on locations of clan stones we find and mark them on the map or post them with a description of the area even.
defensive points,weakness,and such.


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