Bill Spight wrote:Maybe I am misunderstanding, but it sounds like if each player starts with 6 min., then if my time drops below 3 min., I lose, because that means that my opponent has more than 9 min., and the differential is greater than 6 min. That's equivalent to a system where we do not care about the differential, we just want our time to stay above 0, and each player gets 3 min. Since that is simpler and equivalent, that is how I think that it really works, no?

No, you lose when your clock drops to 0. Your click increases its time only when your opponent is thinking. So if you have 20 seconds, you can only get it to 30 seconds if your opponent thinks 10 seconds more than you.
ez4u wrote:I have played a number of hourglass games IRL, using a chronos game clock. I think the max time we ever used was 90 seconds each. Since you are tracking and restricting the difference in time used between the two players, it is not immediately obvious to me why long-period hourglass would provide a more enjoyable gaming experience than more common timing systems.
The 10-second delay is a good idea since it is quite common for one player to catch the other in a time squeeze without it. Hopefully the delay would be a modifiable option, however, rather than a fixed attribute.
I have absolutely no experience with hourglass. I didnt even play one myself. I got the feeling that 5 minutes hourglass (what i thought was minium) is a bit too much, however, as the game progresses those 5 minutes easily vanish.
On a non-blitz game, spending 3 or 4 minutes in a move is can be very valuable. 90 seconds hourglass would make that impossible.
Of course, usage and experience will give us the better numbers, as we know now that 10 sec byo yomi is blitz and 30 sec is standard, there is no standard yet for fischer or hourglass.
hyperpape wrote:Definitely a cool idea. It might be too complicated to catch on, and people might stick with the defaults, but I still like it. I'm wondering if it might be awkward, since if you choose a short differential, then your opponent can force a very short game by playing fast, while if you choose a differential near your desired game length, you're agreeing to a game 50% longer than the one you want. (If you say 30 minutes, your opponent can play for 60 minutes).
Indeed the most outstanding property of this time system is that is the one that can give the longest possible games (out of the known time systems). As if both players used maximum time, even a 5 minute hourglass could last almost 10 minutes per move.
Of course that is worst case scenario and ridiculous, but it certainly gives room for a really long game.
That was my initial observation in the original post. However for the players its a really good thing because it means that they can play a really long game without the concern of boring your opponent. Its never abusive because you are taking almost as much time as your opponent no matter what.