Hybrid time control for correspondence games?
Posted: Sat Oct 24, 2015 8:27 am
Dear all,
I recently started to play correspondence games, since with my job and my family I almost never find the undisturbed time I need to play real-time. And I really think OGS is great...
However, I really like how the time affetcs the play in real-time games, and it sometimes feels odd to simply defer a decision on a move during a correspondence game for one or two day. Usually I don't spend more time on a move in a correspondence game than I do in an online game. Excpet for when it gets really difficult.
Now I am thinking if a certain type of hybrid time control would allow to play correspondence games with a little bit more "real-time feel" to it.
This could work as this: You have two timers, one that counts until you have to make your next move (as the conventional Fischer time, with 3 days initial time, 1 day increment per move and a cap at 7 days). This timer would just be used so that the game does not last forever.
Then there would be second timer with the actual "thinking-time". This could be something like 30 minutes total time plus 5x20 seconds byo-yomi.
Now, if the opponent finishes his move, the first clock starts running and you get a notification that the opponent has moved, but you don't actually see the move on the board, but you have a button like "show opponents move". Once you hit this button, the opponent move is shown and the second timer starts running.
Now you essentially have to make the move within the same time constraints as you would on a real-time game. If either of the two timers run out, you lose on time.
Please apologize if this something that has already been discussed several times... But I think it would be great to have something like this.
I recently started to play correspondence games, since with my job and my family I almost never find the undisturbed time I need to play real-time. And I really think OGS is great...
However, I really like how the time affetcs the play in real-time games, and it sometimes feels odd to simply defer a decision on a move during a correspondence game for one or two day. Usually I don't spend more time on a move in a correspondence game than I do in an online game. Excpet for when it gets really difficult.
Now I am thinking if a certain type of hybrid time control would allow to play correspondence games with a little bit more "real-time feel" to it.
This could work as this: You have two timers, one that counts until you have to make your next move (as the conventional Fischer time, with 3 days initial time, 1 day increment per move and a cap at 7 days). This timer would just be used so that the game does not last forever.
Then there would be second timer with the actual "thinking-time". This could be something like 30 minutes total time plus 5x20 seconds byo-yomi.
Now, if the opponent finishes his move, the first clock starts running and you get a notification that the opponent has moved, but you don't actually see the move on the board, but you have a button like "show opponents move". Once you hit this button, the opponent move is shown and the second timer starts running.
Now you essentially have to make the move within the same time constraints as you would on a real-time game. If either of the two timers run out, you lose on time.
Please apologize if this something that has already been discussed several times... But I think it would be great to have something like this.