Author Topic: SA October 19, 2014 Trigger Day AAR  (Read 2165 times)

Joe

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SA October 19, 2014 Trigger Day AAR
« on: October 19, 2014, 08:51:39 PM »
The Good, the Bad and the Ugly.  Constructive criticism encouraged.

Let's hear it, Players.
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Re: SA October 19, 2014 Trigger Day AAR
« Reply #1 on: October 19, 2014, 09:21:04 PM »
Well, let's start this off right!

The awesome: Pretty much everything! I would first like to thank Cody and Joe for putting together a really fun game. I liked the scavenger hunt, I think it added more to a force on force game, really a great idea. Holding the village and trying to get the big kahuna item was a thrill and a half. I did end up heading out a bit early as I had quite a drive ahead of me, but everything was going pretty well when I left. Had an absolute blast, I have to say. The village is tough to hold but lots of fun to fight over. I do wanna thank everyone that came out, it was great seeing old friends and meeting new ones. I had started to think that airsoft was dying down in Springfield, and I am quite happy to see that I was wrong about that. I had no problems with anyone today, and it was really great hanging out and chatting with all of you, not to mention letting me shoot at you with the Terror of Bingfield.

The Bad? Nothing that I can think of, other than me not being fast enough to grab that big target.  So close, and yet so far away, lol.   

The ugly? Taking a shot to the nose. That was way worse than I thought it could be. Note to self: Bring lower facepro, goober.   

Again, Thank you to Cody for driving us around in the Deuce and Joe for being an awesome admin. This was an awesome day, and I cannot wait to do it again!

joemomma77

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Re: SA October 19, 2014 Trigger Day AAR
« Reply #2 on: October 19, 2014, 09:25:55 PM »
It was fun and had a plot to it, made the people think, i loved it lots of new people. I feel teams we good balance and people all had a good attitude. 

The bad, spawn,seem really damn far away, only other was mess googles, need clear this up, can have or cant have
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Re: SA October 19, 2014 Trigger Day AAR
« Reply #3 on: October 20, 2014, 08:05:18 PM »
Great game guys!

The Good: Everyone seemed to be enjoying themselves and playing in a respectful manner, the point system was awesome and the weather was great. The medic rules were pretty good, except I kept forgetting I could be medic'd....

The Bad: yeah as joemamma77 said, the spawn was a long way to walk, and so was the vault. By the time we found points we were too tired to go back to the vault with them, so we carried them around until we got shot.
« Last Edit: October 21, 2014, 01:12:29 PM by Boba Fett »


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Re: SA October 19, 2014 Trigger Day AAR
« Reply #4 on: October 20, 2014, 10:01:07 PM »
Well first of all I had a pretty great time, always fun to get out there and put that multicam to some good use.

The Good:  I did enjoy the point system, put a pretty easy to get twist on normal force on force and kept us looking for more than just targets to shoot.  The buildings were also very nice, adding some solid cover and made for some interesting moves by green team in the first game.  The amount of time given for lunch was also nice, made it up to DQ and back and had 20 min to spare and let some of that settle.  Putting directions to the field and just having the gates open also helped I would like to think, so those who knew the way could just go to the field instead of waiting an extra half hour for the convoy from Sams Club; I think this also may have helped getting the game rolling on time.  The "Big Kahuna", at first I thought that the BK was going to be overpowered at 400 points, but then Joe told me that there were more than 2000 points in props not including the BK which  I think helped keep things balanced and not have a "K.O." objective. And of course the players, attitudes, and the weather

The Bad:  It has been said, but it did suck to have to walk all the way to the spawn time after time; Possible remedy, have the "T" posts act as spawn points if theyre not being contested.  The village, I felt like the buildings were placed a tad too far from each other, making building to building engagements tricky at best; Possible remedy, place buildings a little closer or add a building or two.  Score weighting, we all got our fair share of prop hunting in for the day but in the second half I felt like he "T" posts should have been worth a little more than 100 points(Im not just saying that because I was tan) mainly for the reasons that theyre fixed points and if it was worth more might keep a little more action toward these points instead of looking for props; Possible Remedies, have less props that are worth more each, have the "T" posts worth more, maybe add a "T" post in the village to help keep some action there.  The medic system, the first game we had one self revive which we could us anytime that we were downed and we could use it whenever we wanted to(say when the enemy had their back turned) but this was remedied after lunch to a buddy revive; I do enjoy the buddy revive system more because it does encourage teamwork and keeps people away from those cheap kills, i suggest two revives before having to go back to spawn or a one minute "bleedout" so people who cant be revived arent out of the fight for too long.

Other Suggestions:  Have "Drop Zones" a place thats "prop/point dense", say a package was airdropped and went off course so forces had to go and recover props at that DZ for "easy" points.  Maybe rehearse the briefing a time or two before game day lol, not calling anyone out.  Have a cooler with water and a trash bag at each spawn, I know most of us had water in our cars but when tan went out to the spawn on game one, no one brought water bottles so those without camel backs went without (Mickey even brought bbs and we forgot a speed loader) and the trash bag is so we can keep the area clean instead of carrying around granola wrappers in our pockets.

Over all I had a fun time and still a little sore from running everywhere.
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Reverandff7

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Re: SA October 19, 2014 Trigger Day AAR
« Reply #5 on: October 21, 2014, 10:46:25 AM »
Now that is a good review covered everything. I was thinking the same thing with the "T" points. All and all it was amazing I had a lot of fun. Plus I got to shoot Mitch and Princess.
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Re: Scoring for Springfield Airsoft's October 19, 2014 Trigger Day
« Reply #6 on: October 24, 2014, 07:44:21 PM »
The good
Joe, I liked the new game mode, it changed alot of how teams would normally play from my perspective.

The bad
Mostly just the distance from spawn at times. But it's an outdoor game and should be expected.

The ugly
No working long arms
Pistols ony outdoors

Finally I realize that I need to get some binoculars to maximize effectiveness.
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netshark993

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Re: SA October 19, 2014 Trigger Day AAR
« Reply #7 on: October 25, 2014, 12:24:24 AM »
Thanks for putting this in the right place. Some days I am not a smart man.
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Joe

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Re: SA October 19, 2014 Trigger Day AAR
« Reply #8 on: October 27, 2014, 09:47:24 PM »
Well, I wanted to give a little time and see what players had to say before posting my own assessment.

The Good
The players had good attitudes about a new game style.  I heard several calls of "good shot" as I was doing my adminly duties.  I can also recall at least two incidents where a player held his or her fire because a big, fat admin was in the player's line of fire.  Thank you.

Players were open and responsive to our half-time requests for what they would like to see done differently in the game.  Their ideas were good and improved play. 

Players were also good about staying hydrated and keeping fed. 


The Bad
As has been pointed out, the distances to the bases was a problem.  That was my fault.  I placed the # 1 Respawn (the one closest to the rally point) too close to the play area.  That was all me. 

The buildings.   We know now to bring them in closer together.  In our defense, this was the first time these buildings even saw play.  Hopefully, we'll have more available at our next game.  (Sidenote:  those buildings are HEAVY.  We really could not have moved them at half-time). 

The Medic Ropes.  It did not even dawn on me players might "game" the Medic Ropes.  Again, at half-time, this was brought to my attention and, I believe, was adequately addressed by requiring a teammate to untie your medic rope and by declaring people shot in buildings to be dead and unable to revived.  Again, these are things we can fix for next time.

The addition of bases at half-time.  I think this was a good idea from the players.   This was a response to players' requests and, as such, I had to shoot from the hip for point values.  I agree with the criticism they should have been worth more points.  This, too, can now be planned for and addressed before the game rather than mid-game.

The long lunch.  This went a little longer than planned.  In part because so many props had to be replanted and in part because of figuring out where to place two T-post bases that would require players to work to find them.


The Ugly
Two contenders for this one:
Springfield Airsoft waivers.  D'OH!  I failed to have an adequate number of Springfield Airsoft waivers on hand.  The affected players were patient so I am grateful for their kindness.  Still, it was a rookie mistake and one squarely upon my shoulders. 

Finally, in a tie for the Ugliest:  the mesh mask rule.  I saw at least four players wearing mesh masks without the requisite safety glasses underneath.  This has been a posted requirement for mesh masks for over a year (check our rules section for yourself) and players still are not complying with it.  I planned to enforce it and stated so during my pre-game safety lecture.  It turned out I would have had to send 10 to 20 percent of the players off the field for failing to comply with this rule.  For better or worse, I made an in-game decision to let it slide this game and simply address the rule with the SA Admin team after the game. 

Did I look like a chump?  Maybe.  Did I feel like a chump?  Yes.  But it was my decision and I have to own it.

Thank you for your ideas, feedback and support. 
« Last Edit: October 27, 2014, 10:02:04 PM by Joe »
Joe
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"Anybody got any duct tape?  I need to Joe this gun."
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