I love the idea. You're basically taking the player classes idea from, say, a Team Fortress PC game, and using it for paintball. Brilliant. Scouts - good idea. Having a half hour time period with three insertions is also brilliant. Having bases that you have to capture works as well.
Beyond that however I think it's just getting too complicated. Why not just call it an 11 man league? How are you going to reliably ref the artillery and even the rockets and grenades for that matter?
There are a number of possible game situations that aren't adequately covered in the rules and I can see that leading to complications.
If it were up to me (and I'm no authority but here goes anyway), things would be simpler. I'd keep the idea of player classes but base the gun restrictions almost purely on the amount of paint that can be carried - 300 for everyone except the heavy and the sniper. Limit ROF to 10 for everyone bar the heavies who get 18 (this allows mech markers to shine).
Drop the scout class and make it so the sniper gets to leave more like 20 seconds early to get set up in a sweet spot. He only gets 50 rounds per period. Drop the arty and rocket launchers but allow grenades, however limit grenades to the normal class and limit the number that can be brought on field - one or two per player per period.
Rework the classes - 1 sniper, 1 captain, 2 heavy, five normals and one medic who can revive friendly players by contact until he's shot out. Players can call themselves out if they can't be bothered waiting for the medic or are being camped by enemy.
Don't have four capturable bases. One per team and a centre base would be less confusing.
That's how I'd do it. Call me crazy. I figure the rules are set but I figured I'd share anyway.
Last edited by vijil : 03-09-2009 at 03:34 AM.