OK – if I could make a truly fair system for absolute time that had a very minimal chance of being leveraged to unfair advantage it would be this: (without regard to implementation)
Each player gets their time on the clock and plays within that. Obvs, if you run out of time, you lose.
When the board is closed to the point that it can be scored, and no further move will change the score*, then the game is scored and the winning score wins. Ideally this is done by each player passing, but if one continues to make moves – the server takes over and scores it.
If someone passes before the game is settled, and the opponent keeps playing, then the server does not intervene, both players lose time accordingly, and it plays until the board can be scored.
For me – that’s enough. If I close up, and the opponent keeps playing random spots, I tend to try to handle that by having more time and making sure they run out of time before I do. I would not object, however, to someone doing that leading to either a forfeit or forcing a server score (should be the same result, unless they’re just silly).
So for me, and I seem to be the one who plays absolute here, it would be enough to simply turn off server decisions when playing absolute time. Alternatively, if someone wants to make the server come in and make those more complicated decisions – I’m fine with that. But turning it off is certainly better for me than the current implementation that creates an opportunity for cheating that did not previously exist.
footnote * I say that the repeated stalling moves do not change the score. However, in certain scoring systems, filling in the blank spots actually decreases the opponents score each time. So that would have to be factored in.
QUESTION:
Stalling seems to only truly be a problem in an absolute time system, as it can force a loss on time when the board is already settled. It’s annoying in a game with byo time, but it can’t actually change a result unless the annoyed player quits, is that correct? Or am I missing something.