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CQB site size


Pyro
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Oh, yea, that price for 2000sqft is a total no-go. I meant for something Mall or Virus sized

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Even then, a stirling weekender at an MOD training area like STANTA or Copehill down is normally £65. Admittedly I see that as being awesome value, but that's 24-36 hours of play at a site with facilities and features that no warehouse can EVER emulate.

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It's only £25 a day walk on at the Mall! £50 would need to include something a bit special.

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Right, upping the price reduces the number of people likely to attend. However you can do things that you can include which will work out improving your profit margin.

 

EG: The sandpit was £30 last time I played for the day, that's £10 more than most of the other sites I played, they included lunch which their competitor didn't so

 

Sandpit 5 to 6 hours play, plus a hotdog, baked beans, a handful of nachos and some catering cheese (probably cost less than 2.50 pp as you'd be getting catering size from a cash and carry). £30 That's an extra £7.50 per person. although they spank a ton of money on pyro and fuel for their motor pool and loads of staff. Although Andy the owner is essentially a full time employee.

 

Competitor 5 to 6 hours play, no lunch. £20, lunch is extra, £2 for a burger, £1.50 chips, £2 cheesy chips. £1 cans of drink.

 

Don't forget, if you only open one weekend day every other week that's 26 possible game days. For a good day's play at a CQB place like Red 1 or the now closed SWWG I would probably be happy paying £20 for a day's play. But would be disappointed if it was rammed to the point that every game was a stalemate.

 

If you do a weekday evening every week that's about 50 half days. Taking out a few for Christmas/new year although you may find people are interested. Half the days play cost would be fair, £10.

 

SWWG did juniors only nights and weekend days on the alternate weekends to the open days. The juniors days included lunch and essentially they supervised the kids, I think they even did a bit of training. So that increased turnover.

 

 

Back to the original post, its way to hard to figure out a perfect number of people or perfect size, there are so many factors that are in play.

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Nice reply Nick :)

 

It really all comes down to buisness practice. Cost vs. reward ratios and the like.

 

If you put 100 people in a warehouse, you make loads on entry fees. But if the gameplay sucks, people don't come back and you get a bad name.

 

I have an idea of dynamic respawns in a warehouse site. So you're not always going to the same place to respawn, the stalemates should get shaken up when suddenly, you have OP4 spawning behind your lines. But I don't know if this is something players would like of if it would get in the way of the action.

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