by CommieHunter » Thu Jul 21, 2011 11:33 am
I had a great time at the event. My personal favorite was actually the firefight to the North of the Rebel Camp across Field II and Field III. The way Brown was moving and communicating was awesome. We had a base of fire, flankers on both sides, and we rolled across that with speed that I've never seen in an airsoft game for a maneuver like that. It was impressive teamwork.
Overall game pros:
Good number of admins per players. There was always an admin present at objectives being completed, and at major firefights. It's easier to confirm objective completion when I don't have to go find an admin and have him go trek across the field to double check.
Excellent player to field size ratio. Having fewer players in a larger area gave it more of a military feel. When it's crowded it feels like a video game. With more open areas, it allowed scouts to be used effectively, and made every trip down a trail or across a field more interesting. A player never knew where or when he might encounter the enemy (instead of 'everywhere').
Commanders were briefed beforehand. When they know exactly what's going on and what they need to do, it's easier to take orders and complete objectives. If commanders are always asking admins what to do, it takes away from gameplay.
Nice touch on all the props. Working alarm boxes was cool.
I liked the lack of a break. I grabbed a bite in game, and I like that better than sending everyone back to their cars, since it's SO hard to get them back on the field.
I liked playing into dusk. It got hard to see people and gave a different feel to the defensive side.
Improve:
More objectives would be nice. After the first few things happened, there wasn't a lot to drive game dynamics other than green trying to catch up by attacking our base. If you have Primary, Secondary, and Tertiary objectives, it gives people something to do once their original objective is either complete or impossible.
On that line, you could integrate 'live updating' objectives that change based on gameplay, but those require a lot more forethought for different possible outcomes, and require more administrative overhead.
With as many no-shows as we had, I'd look for a way to reduce that number. You can do pre-pay with a %50 refund if they can't come game day. It's not too harsh for people who have last minute things they can't control, but it doesn't leave you in the lurch. Also, people signing up without even checking to see if they'll be in town is asinine. Prepay would at least make sure people look at their calendars.
