1)What do you wish more CQB sites would do/have?
2)How do CQB sites "change it up" so it's not 3 hours of just straight shooting at each other?
1) Change:
A series of rooms/corridors quickly becomes boring once people have planned out known routes and angles
It is very dependant on the construction, but ideally you would have elements to open and block off routes - if a ‘real’ building then open/close doorways
avoid actually locking them for safety - but have a rule such as a closed door cannot be opened (unless ‘breaching’ is part of the game) eg tape over and the door becomes a wall
If a zone is constructed with board and doorways/corridors are fairly consistent in size then extra boards could be slotted in/hung up to close a route
2) have objectives
Find a thing, retrieve it or deliver it
Find multiple things - parts of a device or a bomb that needs a key or code to disarm
Have time trials - complete it in the quickest time
Have simulated missions - eg don’t play against each other but have one person set up targets (friendly and unfriendly). Then run time trials to clear unfriendlies with a penalty for eliminating a friendly
A similar manner without one person knowing the target layout is multi context targets - (a basic target with shapes and colours)
pick a shape / colour combination target then time trial that
Layout design - we all think we know what is ‘wrong’ with any zones layout, but usually are not taking into account the game context.
You would have thought that a fort would not have great big wide entrances and that towers would not have wide open backs - these are both design features to make a fort attackable in a game
When designing make sure that there are defendable points that can be attacked
Otherwise one good defender in a fortress turns a game into the worst day for attackers as opposed to one good defender bedded in that can be flanked and eventually defeated
Both winners and losers should walk out smiling, and a well balanced site and its games should give a mix of winning / losing.
Soeedsoft is a very good point
CQB lends itself well to fast aggressive play, whereas tactical slowness tends to be the right thing in reality to stay alive it does not achieve anything in a reasonable time
The classic cosplay tactical airsofter will stack up at a corner, and unless a group who have practiced CQB together will bottle neck themselves
The speedsofter will run past them, spray a room, then respawn while the next speedsoft behind them clears the next room
If that becomes a problem in your game format then the penalties for being eliminated need to be greater (one life games?) and the same goes for taking too long stacked up (time limited games)