Posts from Favorites, to battle! - 7 - The Battle of Favorites! - 7
Actually, if you think about it logically, that's what needs to be done, just like in chess and checkers with a chess clock. For example, if 141 turns have passed, add an hour to each player's time; that would be ideal. With the current structure of the chess clock, there's hardly any time left (I always have 2), let's say even 3, and you're playing with 8 minutes. Under these conditions, it's even more advantageous to play with a standard timer because not everyone can manage their units in 1 minute during a battle. And if you're also using demons... then it will take even longer, because if you click randomly, you can mess things up.
Therefore, adding +1 hour for 141 turns seems like the ideal option.
I would add more time for battles on the 1st day. Because there's no opponent's turn, so there's no time to think, and if zombies or gnomes, for example, block the path, they are, of course, defeated, but there's no time left on the clock by the end of the turn. And half the game goes wrong. :smile39:

Где контент?! (с)
Spring 2014
Dima Syurmey's idea of limiting the maximum battle time is interesting. You need to defeat a horde of golems, and it definitely won't be possible to do it in a minute or a minute and a half. So, the limit would be, say, 4 minutes, even if the battle lasts 10 minutes. Otherwise, one such battle will ruin the entire chess timer.
The average inconsistency of the generator significantly exceeds the inconsistencies in battle length.
I remember, on a fixed MvM map, I developed a strategy to take the dungeon on day 111 with a bunch of dwarves near the castle. This was on TE, without morale, with a timer of 1800+480 and a random starting hero. There wasn't much money on that map, but I wanted to do a lot, so the idea was to get a lot of money for the initial development at the cost of bringing the timer to zero if the dwarves are tough (taken with a group of harpies). Therefore, in addition to the technique of executing the battle, I also had to prepare a scenario for the entire first week, making screenshots with notes on where to place the heroes on which day, etc. This was to save at least some time for the second week. The strategy turned out to be quite strong, but extreme, requiring quick reflexes and good theoretical preparation.
With a sodotimer or a limit on the battle duration, this would be a must-use strategy, and the first day would be played for a very, very long time.
Added 5 minutes later
By the way, regarding the bonus in the late game, I remember that in WT there was a proposal to make the timer three-tiered - starting time, weekly bonus, daily bonus.
Using the example of the current timer, this could look, for example, like a double bonus on the first day of each week. That is, if the timer is 16+8+1, then on day 121 (131, 141, etc.), 16 minutes are added instead of 8. This will not significantly affect the overall duration of the game, it will not eliminate the need to save time, but it will slightly reduce the hassle in the late game.
Go Go Rampart!
The arguments about unrealistic battles with golems/zombies are the most annoying. It's as if this is a huge problem that requires 30 minutes. In the early stages, there might be a couple of unpleasant battles that take, at most, 5-7 minutes. Is that really so much? What's better: an unlimited battle with golems and a comfortable game in the late stage?
And another advantage of the Chess Timer in the beginning is the large amount of time for the first turn.

UTC+03:00, icq 593626431
If Heroes of Might and Magic 3 is a real-time shooter, then it definitely needs to be sped up. But if it's an intellectual game (like chess), then whether it should be reduced to a shooter that relies on dexterity is a big question. There's already a lot of technical work involved, and dexterity is needed anyway.
Dima Surmey's idea of limiting the maximum battle time is interesting. If you need to defeat a horde of golems, it definitely won't take a minute or a minute and a half. So, there could be a 4-minute limit, even if the battle lasts 10 minutes. Otherwise, one such battle will ruin the entire chess timer.
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Иногда для того, чтобы продвинуться вперед нужно сделать несколько шагов назад
Discord Iamsamstan#6087
I play as Castle.
I think it's necessary to have 2-3 pauses in the game, no more than 2 minutes each (phone call, difficult battle, child crying, etc.).

