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#2151
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Message from Oelm:
By the way, have you noticed that modern sports are increasingly leaning towards increasing the level of randomness in the game? For example, in football, video replays have not been implemented yet for this reason. And what about the unpredictably flying Jabulani ball? Perhaps in the Heroes of Might and Magic version, it is worth eventually switching to a game with morale; after all, battles with morale are much more interesting and meaningful.

Absolutely correct. I already wrote about this example above. It increases the spectacle, and this is inevitable for development.

Message from Dirty_Player:
Give us a choice, give us chess clocks... then there will be level 2 and 3 stacks, then mirrors, and then we will come to the conclusion that necromancy is not needed, and it will all go downhill.

They won't let you do too much, and if they do, they won't use it. The author himself must understand whether something is needed or not.
Take roads, for example. Let's take Dungeon against Castle on some template with a quick encounter, or any other, the same skirmish with Goblins on a roadless map. It's easier to level up quickly and come to dominate due to starting power on fast maps, it's much more difficult on slow maps. So, switching entirely to fast maps is just an addition to the imbalance. Initially, you plan without knowing what roads there will be, and if you know, you will completely forget what Dungeon creatures look like because you won't let them play, or at most, they will only be able to ramp up, like Necropolis with necromancy.

Take skeletons, for example. For Necropolis, necromancy is the only trump card. It has also been reduced, but it cannot be removed. Otherwise, they will simply become unconditional outsiders.

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