.
Exact details of moves and minutes vary slightly, but…
A common general design of time controls is illustrated by the following TC (A):
A. 40mov/ 80min +delay5secs; 30mov/ 60min +delay5secs repeating.
*** Request: Can some readers please take a crack at articulating exactly why the above TC A is better than the following TC B?
Or maybe argue that TC B is better than A?
(aside from - “Players are more used to the above TC than to the following TC.”)?:
B. 60mov/ 120min +delay5secs; 30mov/ 60min +delay5secs repeating.
Terminology: The first segment in TC B is “fatter” than is the first segment in TC A.
The comparison between TC’s A & B make natural the question of whether the following TC C has its own pros and cons, compared to TC A?:
C. 20mov/ 40min +delay5secs; 30mov/ 60min +delay5secs repeating.
In my opinion, choice A will best replicate the time scrambles of old where if you make the first control you can use the second to wrap the game up. Directors would most likely prefer choice B because most likely the position at time control will be a flaming wreck one way or the other. Choice C is merely an extended version of choice A. A time control at move twenty is merely a formality that says,“Lets regurgitate some opening position and then play.” In all of these choices I noticed that sudden death is chucked out the window which with delay and increment it already officially is.
Over 40 years ago the standard time control in the area was 50/2hr, 25/1hr, repeating. The thought was that most games take from 40 to 50 moves to play. Many critical positions occurred after the 30th move. When move 50 arrived, it was generally clear what was going on and games did not usually go long if at all into the second session. But some did, and second, third, and fourth sessions required adjournments and problems with pairings. With the advent of delay, time controls were shortened to account for the extra seconds. The advent of computer, tablebases for endgames, put an end to adjournments. We went from a pure allegro to only one extra session with delay. In spite of all of the changes, games still tend to go critical around or after the 30th move.
I prefer the time control 40/120 d5, Game 60 d5. During games you often have to do two or three deep and/or wide ranging thinks in a critical position to deal with surprise, difficult problems, or a final resolution of the game. 40/80 does not give you the time to do that. You end up with superficial games with sloppy play. While I understand that the organizer might have problems with rounds and the site, if you are going to play only 2 games per day I would rather play at 40/120. The idea of repeating time controls is now passé. At some point you have to have an end to the game. By move 60, except for really complex technical positions, most game positions are pretty clear and it is time to call it a day.
For one day tournaments, I prefer Game 75 d5. You get in 4 games within a 12 hour span. The games are not perfect but the conditions are equal for both sides. You may still get in one or two 15 minute thinks when you run into difficult problems.