About the upcoming match. Negotiations have been ongoing this whole time—sluggishly, but steadily.
1. Match dates. After the team tournament ends, the match will begin
from July 14 to 27. 2 weeks to contact the opposing team's player, agree on terms, and play. Even though it is currently summer and everyone is vacationing or working at their dachas, it is possible to play.
2. Our team composition. The selection of our players was determined by a vote of the online players themselves. A total of 22 people voted; here is the top seven.
1. Uran-20.
2. Mizrael-17.
3. Invisible-16.
4. Scorp-15.
5. Dudge-14.
6. Decontaminator-11.
7. vbn-10.
I maintain my opinion that 7 people are too few for such large player communities as ours and the Portal's. Good players such as Alex R, Retro FM, Pit, Pavel Dubrovin, etc., did not make the team.
I would like to highlight the immense and certainly deserved authority of Uran on our forum, who confidently won the vote.
I hope that all the leaders of the vote will be able to participate in the match.
3. The Portal team.
Here is their discussion regarding the composition
http://heroesportal.net/tavern/?id=247033In general, almost all of the Portal's leading players expressed a desire to play; they have plenty to choose from. The team is strong, the players have been playing online for many years, and in my humble opinion, they are more experienced than we are.
4. Match rules.
Both our rules and theirs have common roots; so far, the discrepancies have not become too critical for us to reach an agreement.
The esteemed Dreamcatcher has already touched upon the differences; tomorrow I will post a draft of the rules for this match.
Proposals.
1. Keep the restart at 116. Suggest that it remains. Agree that after the meeting, whoever has the starting advantage will win quickly. The game will end up feeling rushed. It takes at least 8-9 days to get the game's momentum going. After all, in a match, we would like to see an interesting, tense game, and not "...whoever got the better roll..."
2. Ban Galtran as a starting hero. The Necropolis, in accordance with all fantasy canons, is a powerhouse. Even without Gosha, it is a strong castle.
If Galtran arrives as the 2nd or 3rd hero, nothing prevents him from being leveled up into a boss.
3. Level 4 Specialists and Tant. It is written trickily; there are many ambiguous positions in our rules and theirs. I would suggest a simple rule—prohibit leveling specialists beyond level 1. That is, if Solmir appears in the tavern, he can be with you throughout the game, but not above level 2. As soon as he reaches level 3, dismiss him immediately, on the same day.
Freed a level 10 Jeddita—again, upon the appearance of level 12, you dismiss him in the same turn.
Regarding the use of level 4 spells by specialists. Use is possible upon:
a) building a level 4 mages guild;
b) in castles with a "short" MG (Stronghold, Fortress)—building two magic towers;
c) capturing an enemy castle with a 4th floor of magic, even if the main hero and other mages have not visited the castle.
d) obtaining the spell from Pandora;
e) obtaining the spell from the corresponding magic book;
f) receiving the spell from a scholar.
4. Sir Mullich above level 3, as well as experts Isra and Vidomina. For them, these heroes are dismissed immediately. For us—within 4 days from the moment of release from prison.
I don't know, this issue needs coordination. It is a rare but possible case. For example, the boss breaks through a path, a scout is needed to open the territory, he opens the prison, there is a level 5 Mullich who opens the territory for 2-3 days, and then he is dismissed. If he is banned immediately, it will ruin the player's plans. He was counting on the scout from the prison, while other scouts are far away.
5. Level 4 and 5 magic scrolls. Now, this is an important issue.
On the Portal—they can only be used upon building the corresponding level of the mages guild, or starting from the 6th week of the game.
What if you learned it from a scholar? What if you captured a tower with a 5th floor from an opponent?
For us—roughly the same, more detailed, but also upon...
- full construction of MG of all levels in any two castles.
I propose the following. They can be used upon:
a) building the corresponding floor of the magic tower;
b) building MG of all levels in any two castles;
c) capturing a tower with a built magic level from an opponent;
d) learning the spell from a scholar;
e) starting from the 6th week of the game. (!)
6. Diplomacy. It is forbidden in principle for them; for us, basic diplomacy is allowed. Joining monsters is forbidden. I see no point in it. Yes, the buyout is cheaper. I would suggest banning it.
7. On the Portal, there is a limit on buying out level 7 monsters that appeared as a result of that monster's week. I don't remember exactly, but I think we don't have this.
8. We have a rule—"... in the absence of passage guards, including those that have moved, it is permitted to move from respawn to respawn..."
I've encountered this a couple of times. They don't have it; it needs to be included, otherwise, completely impassable respawns will appear (no guards—cannot break through).
9. They have a tricky rule, quoting... "attention! a group (!!!) of resources cannot be considered guarded if they are on adjacent cells to each other, but none of them connect to the nearest guards or another object, except for a forest)." I didn't understand a thing; maybe Dreamcatcher can explain.
I might have forgotten something; tomorrow I'll try to gather what I've got and bring it all together—then we can talk more concretely. I hope that Portal players registered on our resource will also take part in the discussion of the draft rules for the future match.