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In reality, saving time on turns amounts to a maximum of 3 turns for the Red player (I can only estimate the pure time, excluding combat time), which is 12-25 minutes. Let's say the Overlord has 116 units, saving 6 turns for the faster player, or more precisely, 6 faster turns at each stage. The actual time over a week ranges from 25-40 minutes. In total, this saves 30-60 minutes of pure time, and in reality, it could be 1-2 hours of gameplay. Yes, the saving is significant, especially for pros (those who play in more than one tournament) and streamers, as there might be fewer viewers for a casual game than for a tournament. Furthermore, the slower player should either skip their turn (as Gomunguls advised, to think about the next move and generally take a break from clicking keys) or play for an hour non-stop. What kind of game quality can we expect in this case?
I can't speak for others, but I always considered Heroes to be an intellectual game similar to chess (Mareti said it was even better than chess). If I wanted to practice my keyboard skills, I would try racing games or shooters. What would we do with Heroes if we turned it into a shooter that requires virtuoso keyboard skills? Objectively, at the moment, I clearly understand that there is a huge gap between chess (long deliberation and one technical action, moving a piece) and Heroes (where technical actions account for 90%+ of the time spent on a turn), and there's no way to bridge that gap without good keyboard skills.
I agree with Iroman, Sir Davos, and Baratortch.
If introducing Overlords and reducing the time per turn turns Heroes into a shooter with a prize pool of tens of thousands of dollars or more, then perhaps that's the right path. If not, it will simply turn it into a poor-quality shooter with a semblance of an intellectual game.
Introducing any minimal fee will destroy the beginner base.
For my friend Kaliban, those who value their time don't play Heroes 3.