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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

#5
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1) Wings don't actually require mana—but just try getting them... To secure wings, say, while heading to the Dragon Utopia, a player usually swaps all resources down to zero to fully buy out all troops from all castles—and then, after such effort in taking the Dragon Utopia, they get the wings (imagine how they feel at that point, since they have no resources left), meanwhile the opponent, for example, got the Cap of Five or the Book of Air—and they jump and fly freely (without any guild construction) (and there's usually plenty of mana by the time a player can secure the cap, book of air, or wings (all artifacts are equal in value, by the way, but for some reason it's only suggested to build the guild for wings... ) + Let's not forget that wings are practically useless underground, since there you can only jump from passage to passage, from respawn to respawn, and a person who gets both flight and DD immediately (in Pandora, book, cap) faces no restrictions. Although, IMHO, in my opinion, the cap and book are cooler than wings (so what if mana is needed, at least there's still the jump, and often it's exactly that which decides things (and underground, it's basically the only thing applicable))

2) Well, if it doesn't matter which restriction to adopt—then let's adopt the one from the Portal: not using magic against a person until the guild is built (but against monsters it's allowed, and training such specialists is also allowed) (I explained above why I think so, and recently encountered this in a game with Invisiblom, when on day 2 Solmir level 1 came to me with 80 mana and killed half my army, is that normal ??? (and if Solmir had come to me on the 7th day of the game—then he alone could have killed everything)

4) Regarding the ban on the Necromancy booster—I didn't find anything about this in the rules anywhere (although I read about it several times yesterday). But besides that, we also need to forbid choosing the hero; again, I already explained why above: shortly—Galtran starting with full stacks makes a Necromancer even with the same ban on the booster into a cheating, practically invincible castle, which in such a scenario no one would want to play against (if both players more or less know how to play)

Added after 8 minutes
vbn;145596
Предлагаю рассмотреть еще один пункт правил:
Если у игрока имеется не менее 2-х одинаковых замков,
то войска выше 3-го уровня разрешается скупать только в первом из замков.

I fully support this, I wanted to suggest the same thing... Otherwise it becomes too powerful when the opponent builds all levels in both castles simultaneously and then combines them ...