I sacrificed two pieces for a mating attack. Are you saying I shouldn't gain rating points because my opponent couldn't find a defense and lost on time?
There are an infinite number of examples in which the side shorter on material is drawing or winning. Ever hear of gambits? Sacrificing a pawn for the initiative? How about blockades in endgames?
No, your idea has no value at all. Sorry, but when you run out of time YOU LOSE.
Unless your opponent doesn't have mating material.
This scenario only seems fair for the winner on the sole basis that the winner "had more time". The winner had more time because he or she managed their clock better than the opponent. However, at the same time the winner played worse chess moves, since they are down so much material.
I propose a new chess variant to combat this lack of equality.
Let's call it "Time Player Chess"
The idea is simple. At the end of the game rating points are awarded based on two factors.
Factor 1: The amount of extra time left on the winners clock
Factor 2: The amount of extra material the loser has
There are many ways to "slice the cake", a good way to think about the idea is that rating points aren't just awarded only on who won the game, but who performed best according to the two factors.
Example 1:
If I lose a game by 3 seconds; however, I had an extra queen, extra rook, and extra 2 pawns, then maybe the rating points should be divided equally. Nobody wins and nobody loses rating points.
Example 2:
If I lose a game by 35 seconds; however, I had an extra queen, extra room, and extra 2 pawns, then maybe the rating points should be 70/30. Where my opponent only wins 70 percent of the total possible winning points.
Example 2 is different from example 1 only in that in example 2 Factor 1 is larger, and since my opponent won on time with additional time left on his clock, then he won more points than in example 1.
This really is a simple chess variant. The only difference is the way the points are divided. However, this change in the way points are divided will affect the way the players approach the game.
The algorithm for the points distribution would be very simple to create, we would just have to decide how to weigh the factors.
Comments are all appreciated.