Lollingsgrad
AF-UK patch owner
- Nov 23, 2017
- 269
- 23
I would like to have a brief rant about an issue I think most people don't care about and quite a few on top of that might outright disagree with me on. The walk to the respawn.
We take this aspect of the game for granted, but it sucks. I never noticed how much I hate it till I went to Gunman Airsoft where I discovered medic rules. In this case, you can get shot out twice in the field, dropping back 10 metres to respawn on an ally; third time it's back to respawn. I love this system; it makes the gameplay more aggressive, you get more trigger time and you don't get worn out trotting back and forth.
There's a pretty big problem with that last point I'm not convinced gets enough consideration. I don't think it's unfair to say a significant portion of airsofters are not in the best shape and I've noticed at most places I go to you get a fair number of dropouts at lunch time. I reckon long respawn walks exacerbate this but that isn't the major problem; I think the real issue is that a lack of medic rules favours the winning team. If the other team's doing better, you're walking more. This is bad for everyone because if your opponent's tired and can't get a break, then when lunch time rolls around and they're looking out a repeat for the afternoon, suddenly you're going to be down an opponent.
My experience with medic rules tells me you don't need the respawn walks to tire out your opponents and allow you to gain ground. If you're playing better you'll get it anyway, especially if the medic rules are well-designed like they seem to be at Gunman. I'm yet to hear a good counter argument against medic rules, but I'd be interested to hear them if you have them. Also does your field have medic rules? If so, how do they implement them?
We take this aspect of the game for granted, but it sucks. I never noticed how much I hate it till I went to Gunman Airsoft where I discovered medic rules. In this case, you can get shot out twice in the field, dropping back 10 metres to respawn on an ally; third time it's back to respawn. I love this system; it makes the gameplay more aggressive, you get more trigger time and you don't get worn out trotting back and forth.
There's a pretty big problem with that last point I'm not convinced gets enough consideration. I don't think it's unfair to say a significant portion of airsofters are not in the best shape and I've noticed at most places I go to you get a fair number of dropouts at lunch time. I reckon long respawn walks exacerbate this but that isn't the major problem; I think the real issue is that a lack of medic rules favours the winning team. If the other team's doing better, you're walking more. This is bad for everyone because if your opponent's tired and can't get a break, then when lunch time rolls around and they're looking out a repeat for the afternoon, suddenly you're going to be down an opponent.
My experience with medic rules tells me you don't need the respawn walks to tire out your opponents and allow you to gain ground. If you're playing better you'll get it anyway, especially if the medic rules are well-designed like they seem to be at Gunman. I'm yet to hear a good counter argument against medic rules, but I'd be interested to hear them if you have them. Also does your field have medic rules? If so, how do they implement them?
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