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IMO, there's a simpler way to address the issue of game duration – use smaller maps in tournaments (and generally in online games) than those currently used. As for preventing spamming of the "rush" tactic, this can be addressed by manipulating map templates – by playing with the relative positions of different zones and the difficulty of traversing between them. P.S. I am definitely against forcing heroes to engage after a certain time – I think the absence of excessively large territories will solve this problem.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...