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

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#1991
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zoog
Imagine a battle where neutral creatures (speed 5) are in 7 stacks, and your own creatures are in 7 stacks with speeds ranging from 4 to 7. You split your forces into three stacks: one pulls the top two stacks forward, one pulls the rest backward, and another (with a higher value/HP) is placed next to the second stack, but slightly further away, just in case morale drops, so that everything doesn't completely fall apart. The split is calculated based on 2- and 3-turn reach, and while top players do this on a reflex level, 85% of the others calculate everything during the battle, and rushing here only does harm because it leads to mistakes and prevents them from working out their tactics, forcing less experienced players to avoid complex battles, which further reduces their skill level.
By the way, what faction were you playing, and what difficulty level?
With this kind of argument, you can explain to anyone why they need to play at N+1 instead of N. Using the method of induction, you can conclude that you should play on unlimited turns. This conclusion is correct if you only consider the quality of the game. However, the timer is introduced not for the sake of game quality, but for the sake of optimal game duration. Therefore, please don't bring up arguments about game quality here – each timer has its own quality of game.