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Loads are a consequence of the unpredictability of the map, specifically the hidden defenses of objects. I think 95% of loads occur for this reason. If loads were completely eliminated, 40-60% of games would end prematurely because someone was unlucky and, for example, encountered a maximum-level dungeon in the starting area. This is not good in itself, as it is not an indicator of a player's skill. Therefore, loads are generally necessary and permissible. The question is how to find the right balance. The situation where one of the opponents takes 3-4 loads during the game and ultimately wins against someone who didn't take any also casts doubt on the game's result. In general, I propose the following: the permissible number of loads for each side should not exceed TWO, if both sides agree to loads in general. Two is the maximum; it could be one or none, as they agree. But there is another option for loads: when a side requests a load, it automatically skips its turn. In a simultaneous turn system, this is more difficult to track, but in a turn-based system, it is not a problem. The number of such loads can be more than two, depending on the agreement. The key is that in this scenario, both sides benefit: the losing side gets the opportunity to continue the game, and the second player has the opportunity to improve their position or gain a significant advantage due to the opponent's downtime. That's how it could work. By the way, I already practice these load suggestions in my games, so this will not be news to some