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Progressive Chess Feature. 
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 Progressive Chess Feature.
dinky-di Aussie
Location : Australia
Joined : 11 Jun '04
Moves : 97843
Clan Challenges using multiple clan members to play in one challenge.

anything from 2 up to 20 man challenges that require all members that enter to move but everyone plays in the same game....opposed to multiples games , everyone progressively moves in the same game when its there turn.

would be great for clan and CLUB features.

please ideas here.???
  
Joined : 31 Jan '08
Moves : 69070
I am 120% behind this idea, if the feature could shedule players to move it would provide some great in - clan interest.

A tournament feature would also be great - within a clan you could have mini teams based on some grouping eg. for an ozzie clan we could base the competition on state of origin, football codes etc.

Gratz to RHP on all the recent changes too the site and functionality is growing in leaps and bounds
  
Location : Far side of crazy...
Joined : 30 Aug '06
Moves : 35033
yeah ditto.... some of us gave this idea a run amd it's a lotta fun.... probably smaller teams work better like 3-5 clan members per team moving in sequential order....
  
chemist
Location : Linkenheim
Joined : 22 Apr '05
Moves : 188532
I think this type could be organised like the consultation games. Due to TOS I suggest to make unrated gamne, though.
  
Highlander
Joined : 10 Dec '04
Moves : 386231
I like the idea as it is also likely to improve private forum communications.
Rec'd
So many others in favour so why is mine the first rec ??
  
Joined : 09 Sep '08
Moves : 25025
This would be worthwhile feature - the progressive game idea not only has the potential to generate clan/club interest but also offer a positive way for people of varying skills to 'mix' together. You meet many nice people on this site and but in the end chess is a competative game and I am sure we have all felt a little 'guilty' at going for the kill after striking up a 'chat'. People would have chance to 'play on the same side'.

Of course there is also the learning angle. Watching a game closely and seeing how the more experience players move would be a boon for newer members.
  
Already mated
Location : Omaha, Nebraska, USA
Joined : 04 Jul '06
Moves : 379929
Heck, make them rated games! LOL
  
chemist
Location : Linkenheim
Joined : 22 Apr '05
Moves : 188532
Originally posted by coquette
Heck, make them rated games! LOL


to whose rating the points should go?

the work around would be to assigne th clans ratings for this type of game
  
RHP Code Monkey
Location : RHP HQ
Joined : 21 Feb '01
Moves : 1224
Originally posted by Ponderable
to whose rating the points should go?

the work around would be to assigne th clans ratings for this type of game


One solution is to have a clan proxy player, one per clan, and that can only be used for this purpose. It would not be possible to login as this player. Ratings could then apply.

It certainly would make this feature far easier to implement.
  
chemist
Location : Linkenheim
Joined : 22 Apr '05
Moves : 188532
Originally posted by Russ
One solution is to have a clan proxy player, one per clan, and that can only be used for this purpose. It would not be possible to login as this player. Ratings could then apply.

It certainly would make this feature far easier to implement.


If it wouldn't be seen as brownnosing I would rec that post
  
Highlander
Joined : 10 Dec '04
Moves : 386231
Originally posted by Russ
One solution is to have a clan proxy player, one per clan, and that can only be used for this purpose. It would not be possible to login as this player. Ratings could then apply.

It certainly would make this feature far easier to implement.


I understand what you mean but using a proxy player is already available under the current system.
My understanding from the original idea is that each player can move when their turn thereby once agreeing to participate they must continue.
The proxy player method starts off well but as the game progresses the number of participants reduces
  
Location : Far side of crazy...
Joined : 30 Aug '06
Moves : 35033
can you guys please elaborate on how the clan proxy player works?
  
dinky-di Aussie
Location : Australia
Joined : 11 Jun '04
Moves : 97843
Originally posted by theundertaker
can you guys please elaborate on how the clan proxy player works?


same here u/t....the best I could to find out was look here http://en.wikipedia.org/wiki/Proxy_server
  
RHP Code Monkey
Location : RHP HQ
Joined : 21 Feb '01
Moves : 1224
My meaning was just a player that represents the clan. In everyway it is the same as any "human" player on the site. But it can be used for one pupose only.

The clan votes for this player's moves. Its moves are submitted not through the regular interface, but via automatic processes, such as voting system in this case.
  
Thread Killing Chimp
Location : In your retina!:D
Joined : 09 May '05
Moves : 34035
Originally posted by Russ
My meaning was just a player that represents the clan. In everyway it is the same as any "human" player on the site. But it can be used for one pupose only.

The clan votes for this player's moves. Its moves are submitted not through the regular interface, but via automatic processes, such as voting system in this case.


Whats the (big) difference of this with consultation games as we know it?
  
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