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rebelliousStatistics
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Posts:1,257
#1894
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baratorch
You're talking as if the SoD timer takes this into account.
It does, due to its infinite time. baratorch
I don't understand why transferring unused time to the next turn is a bad thing. After all, it's this property that gave the timer its chess-like name. For me, transferring unused time is an obvious plus and a desirable feature.
There was no talk about transferring unused time at all. There wasn't even a hint about this aspect of the chess timer's properties. And this function of the timer is the second one. The first function is still - controlling the spent time. And that's what I've been talking about all along. And in this part, there are big discrepancies with the chess timer. An important point regarding time control has been ignored. Namely: in chess, everything is simple - 40 minutes are given for 20 moves, for example. You move a piece - and the turn is made. The time spent for the physical movement of any chess piece across the game board is the same. In Heroes, however, the time for each and every battle is somehow equated to the time spent moving a piece - a turn in chess. Which is wrong. So, it turns out that to achieve the same goals, one player physically needs to perform 200 clicks, while another needs 50 - and only because the map is set up that way. And one player, under otherwise equal conditions, is playing against the timer. That's what I'm saying: the time control function should be fair: not with control over the battle as a whole, but with control over the number of clicks within a given time. Another thing is if this is not feasible. Although the initial signals - clicks - are available. But I don't understand this. And using an unfair timer creates limitations on conducting specific battles, even if I move very quickly. baratorch
I really don't understand the indignation and dissatisfaction of R55Max and yours.
I guess I've explained it. It's just that no one wants to delve into the details. And I'm not at all pleased with the idea of having to deal with a clumsy timer. It's one thing to fight a hundred zombies with 85 starting gremlins, and another to fight 120 troglodytes. The first will be in time trouble from the start of the game, while the second will accumulate minutes. And the already weak Tower might end up being sidelined because of the timer. baratorch
And the timer is optional anyway.
That's only for the time being. The organizer will prescribe it in the tournament - timer. baratorch
Well, and no religious beliefs prevent me from implementing an increase in the timer by one action per unit in battle.
That's exactly what I'm talking about :) Only from a different angle and with different words. It's one thing when a player falls asleep in battle, and another when they frantically maneuver to move to an unreachable distance or to catch morale... This will be a custom HD timer, not some chess timer.