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Old 11-23-2009, 10:12 AM   #77 (permalink)
stevedavidson
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Join Date: Aug 2007

Meph,

we're responding to commentary by folks who took the time to comment:

no classes - because this IS about fun first and we know that the only way to get skilled at paintball is to go out and play with and against folks better than you are. We want to instill a 'teaching' mentality on the part of everyone. If you team is inexperienced - go get some.

Note that you do not have to pay large entry fees & etc., to play in a game. Find a local team that can 'school you', set up a game, earn some points for it, have fun and learn some stuff in the meantime.

We've got 20+ years of team classifications and it just doesn't work: the top teams lock themselves in, the bottom teams get raided for their best players and stay on the bottom, etc., etc..

So, we're going to try it this way this time around and see what happens.

(And remember - local play is the vast majority of play in this league - not a series of expensive national events.)

Limited paint - yes, 450 is probably too much, but as you also said, some like it, some don't.

The primary appeal of limited paint for us is that we will be able to publish a MAXIMUM cost for any and all major events. Entry + 450/player/game prelims + air = etc.

I and others think that it is important for long-term budgeting for teams to be able to know what their season is going to cost.

The 450 is there for now for comfort purposes. There is hardly a player out there who expends more than that per game. Later on we'll adjust it: maybe folks will say - I want my games to cost no more than X - or some such. Or maybe we'll end up splitting things up by the limit on the paint.

Mechanical semi-autos: there are a LOT of players who got into tournaments in the woods when the name of the game was Autococker vs Automag (pre-electronics) and many of them have expressed interest in participating, so we're including that style of play as a possibility.

And yes, you noticed the gravity feed only. We here (at the league) are all in agreement that there needs to be some NATURAL brake on marker technology. One of the easiest, perhaps the only, across the board brake is eliminating the use of force feed systems and stick with the force of gravity. This uses physics and puts the max ROF at something about 12-13 bps. With many pump players using auto-triggers capable of firing 11 bps, when we use gravity as the limit we are very, very close to limiting things at the level of natural physical ability of the player. We're not preventing a fast trigger finger from taking advantage of their inherent skills either. And isn't what we want this to be - a game of person-on-person test of wills, mental and physical ability?

(Back in the day with the mechanical semis, all we had were agitating hoppers and everyone seemed to deal with it just fine: all the propeller does is keep balls feeding into the neck, it doesn't force them in faster than gravity allows them to drop the rest of the way into the breech.)

Hope the extra detail helps.
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