I have created this thread in hopes of attracting constructive criticism of the sport of paintball in general. Feel free to offer new rules suggestions, mention issues you see at the majority of fields you play at, or ways of doing things that stand out as especially good, etc.
In other words, what about the game, which can be affected by a field or shop owner, could be changed to attract more players to their field?
My own:
1) Don't start so early! Some of us work the night shift, and others are plain lazy. And on Sundays, we have church in the morning. Example: my local field starts the first game at 9am. It takes me 1hr and 15 min. to get there, and about an hour and a half prior to leaving to eat breakfast, change, load my gear into the car, round up all my friends, half of whom are still asleep. All-in-all, I have to wake up at 5 am, after getting off work at midnight the night before, and since my friends did not wake up, we will still be late, but have to pay the same entry fee as everyone else.
Solution: Start at 11 am, or even noon, and run until an hour before sunset or so. Or, offer straggler discounts so players don't just give up on showing up at all, just because they've missed half the day.
2) Play something new for each game: playing capture the flag from each side on three different fields gets old.
Solution: Mix up the game styles, ask for volunteers to play 'VIP', or play '1776': make all the players leave their hoppers off the field, and single load their guns only. A paintball in flight is a very accurate simulation of an old style musket ball's flight. I would love to try a game of 'supply lines' some time, where players can bring all the paint they want to the field, even still in the case, but can only carry one pod in play. The rest is set along the rear tape line. Any player can run to the rear tapeline to refill or swap their one pod as many times as they want, or designate a 'runner' to refill/swap it for them. A center base is setup, which either team can capture, allowing them to move all their paint up to that position, in an area labeled in their team's color, but if it is captured by the other team, the former owners have to leave it there, until/if they take the base over again. The end goal is still classic capture the flag, however, and the flag stations are somewhat separate from the rear tapeline, making it possible to clinch a game by cutting off the other team's supply lines. The game style would integrate a bit of a 'scenario' feel to classic capture the flag, and also encourage teamwork, since pushing forward too far alone will cut you off from your supply lines. The need to head to the rear to resupply, or wait for a runner to deliver more paint will require a more strategic thought process, and allow a weakened team to turn the tables if the stronger team overextends itself.
3) Provide a 'bunny hill'. Being new to paintball was scary enough when the other team only shot 5-8 shots per second max. Getting bunkered by an 18 bps electro is enough to convince a new player to never come back. My first game ever, I had so much adrenaline running, and had no idea what a marker felt like when it shot, that I went half a day happily pulling the trigger and not realizing the gun wasn't shooting because I hadn't cocked it.
Solution: Have a single ref take the two or three new players each day off to a small, simple course, perhaps the speedball field if it is not in use, for their first game to teach them the basics, before throwing them to the wolves. Show them how to shoot, how to chrono, and let them play a short game with each other to get them past the fear of getting hit.
In other words, what about the game, which can be affected by a field or shop owner, could be changed to attract more players to their field?
My own:
1) Don't start so early! Some of us work the night shift, and others are plain lazy. And on Sundays, we have church in the morning. Example: my local field starts the first game at 9am. It takes me 1hr and 15 min. to get there, and about an hour and a half prior to leaving to eat breakfast, change, load my gear into the car, round up all my friends, half of whom are still asleep. All-in-all, I have to wake up at 5 am, after getting off work at midnight the night before, and since my friends did not wake up, we will still be late, but have to pay the same entry fee as everyone else.
Solution: Start at 11 am, or even noon, and run until an hour before sunset or so. Or, offer straggler discounts so players don't just give up on showing up at all, just because they've missed half the day.
2) Play something new for each game: playing capture the flag from each side on three different fields gets old.
Solution: Mix up the game styles, ask for volunteers to play 'VIP', or play '1776': make all the players leave their hoppers off the field, and single load their guns only. A paintball in flight is a very accurate simulation of an old style musket ball's flight. I would love to try a game of 'supply lines' some time, where players can bring all the paint they want to the field, even still in the case, but can only carry one pod in play. The rest is set along the rear tape line. Any player can run to the rear tapeline to refill or swap their one pod as many times as they want, or designate a 'runner' to refill/swap it for them. A center base is setup, which either team can capture, allowing them to move all their paint up to that position, in an area labeled in their team's color, but if it is captured by the other team, the former owners have to leave it there, until/if they take the base over again. The end goal is still classic capture the flag, however, and the flag stations are somewhat separate from the rear tapeline, making it possible to clinch a game by cutting off the other team's supply lines. The game style would integrate a bit of a 'scenario' feel to classic capture the flag, and also encourage teamwork, since pushing forward too far alone will cut you off from your supply lines. The need to head to the rear to resupply, or wait for a runner to deliver more paint will require a more strategic thought process, and allow a weakened team to turn the tables if the stronger team overextends itself.
3) Provide a 'bunny hill'. Being new to paintball was scary enough when the other team only shot 5-8 shots per second max. Getting bunkered by an 18 bps electro is enough to convince a new player to never come back. My first game ever, I had so much adrenaline running, and had no idea what a marker felt like when it shot, that I went half a day happily pulling the trigger and not realizing the gun wasn't shooting because I hadn't cocked it.
Solution: Have a single ref take the two or three new players each day off to a small, simple course, perhaps the speedball field if it is not in use, for their first game to teach them the basics, before throwing them to the wolves. Show them how to shoot, how to chrono, and let them play a short game with each other to get them past the fear of getting hit.

) and things have gotten a lot better.
besides that most points above are good ones


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