2. I definitely agree with both kings needing to be checkmated to win in teams. It's horribly annoying when your teammate disconnects, resigns out of frustration, or just plain gets destroyed because he can't play.
1. In terms of the time limitations in FFA, I definitely agree that its pretty intense. With longer times though, a single game could end up taking 1 - 2 hours+. As of now I think the longest game I've had in FFA was 35 - 40 minutes.
5. Disabling chat is kinds silly considering theres already an option for any player to disable it.
6. Wouldn't taking your partners pieces in "team" defeat the point if having a teammate?
7. An analysis board? As in the computer giving tips, or just seeing your previous game play and analyzing it yourself?
I've made an assessment of this game and what needs to be improve to ensure the continued growth of this mode. I see far greater potential for ingenuity and complexity in this than the game theory orientated FFA.
But there are current issues with the game and I think that need addressing.
1. The game is not exactly noob friendly and is quite tactically punishing. Cheese strats (like bring the two queens out early) and quick checkmates tricks make the game not very fun for beginners who would often get mated in less than four or five moves in a variety of ways. I was the pioneer of some of these strats since day one and the game has more or less became mundane grind for the top players, while most of the newbies get mated in the first few turns getting frustrating and quitting the game. To make it more fun and meaningful to ensure the game survives, I advocate for increase time controls to ensure they have some time to mount a defence. Currently 1 + 15 is way too short even GMs have trouble finding the right defended. There needs to be another minute at least.
2. Other changes u can rebalance this game is to make sure both of the teams kings need to be checkmated from your opponents team to ensure they still get some play instead of getting mated instantly.
3. Rating change formula needs revision. Currently, top players can find a low rated partner to be their slave and make huge gains compare to two competent players. Likewise players on the other team is severely punished for losing to a team with a lower rated. I argue that a low rated + high rated partnership is not much weaker than two strong players and the rating changes need to be adjusted to reflect that.
4. Players timing out on first or second move and causing their partner to lose tons of points is also killing the game mode. There should be an abort option for everyone to prevent this. A rating range option will also help.
5. Disable chat - this one is obvious.
6. Ability to take your partner's pieces - again this is pretty obvious and add dimension to the game
7. There needs to be an analysis board of some sort of people to share ideas and variations.