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There's a revolutionary idea to create a version that's partially real-time, specifically:
1) All battles take place in real-time, and attacks and bombardments are simulated as continuous interaction, rather than turn-based.
2) Days progress turn-based, but heroes have a finite speed, and there's no turn order. That is, whoever figures out how to move first, moves first.
3) A new window is created for battle, meaning the battle runs parallel to the heroes' movement, and there can be multiple battles.
4) (Possibly) the ability to intervene in a battle on one side, but you can only replenish your army by replacing departing stacks. The loot still goes to the first person who intervened, unless they flee.
What this provides:
In online play, you don't have to wait for the opponent's turn, or you only have to wait a little, as everyone moves simultaneously.
1) All battles take place in real-time, and attacks and bombardments are simulated as continuous interaction, rather than turn-based.
2) Days progress turn-based, but heroes have a finite speed, and there's no turn order. That is, whoever figures out how to move first, moves first.
3) A new window is created for battle, meaning the battle runs parallel to the heroes' movement, and there can be multiple battles.
4) (Possibly) the ability to intervene in a battle on one side, but you can only replenish your army by replacing departing stacks. The loot still goes to the first person who intervened, unless they flee.
What this provides:
In online play, you don't have to wait for the opponent's turn, or you only have to wait a little, as everyone moves simultaneously.