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

#1525
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In Heroes, there's this unclear aspect: even a minor mistake, including a technical one, can lead to irreversible consequences. This is, at the very least, frustrating, and at worst, it kills the enjoyment of the game. Hit-and-run tactics fall into this category, especially when a 20th-level mage escapes from a dungeon and, riding a firebird, burns down your army with Armageddon and gets away with it. Let's look at how other resources handle this. For example, there's a rule that prevents attackers from fleeing if the damage they inflicted is greater than their own, and they can't flee for three rounds. This is much more interesting. But the rule that prevents fleeing after casting a spell without inflicting damage seems a bit strange.