Ok guys here goes. First let me say that every team put in a lot of effort to make this thing the best it can possibly be. I'm honored to have taken the field either with or against every one of you, I'd do it again anytime. We Hooligans have converged for a collective post of possible recomendations that we have deliberated on anf feel will increase the spirit of the TTPL, each in their own way. So with no further adu, and in no particular order, here are our recomendations....
As it has been stated before, You should have a closer restroom facility. Even if its a porta-potty. For 300 dollars, you can buy a composting toilet that runs on electricity, and it needs no septic system at all, no does it smell. Build a small building by ther trailer, and set the thing out for special events like this one, trust us, it'll be a big help, especially is there's campers.
There needs to be a set schedule including Meal breaks.
There should be more refs, like 8 per side, almost to the point where they are in the way. Furthermore, you should have a larger ref pool, so they can rotate out as well and be fully rested and alert. No one likes a tired ref, the get kind of complacent and they can lose focus more often.
There should be a clearly defined spectator area.
Although it didn't happen often, something should be done about bonus balling. Maybe its because of the three shots to kill requirement, at which point we feel it it should be something like this:
- 1 shot one kill on the head and vital torso area.
- medic able to heal 1 hit per person anywhere else, as long as they
reach the wounded within 1 minute for torso, 2 minutes for anything else.
- Snipers score 1 shot 1 kill anywhere on the body.
- Sniper hits and Grenades cannot be healed
- Each team member should have two armbads, one red, one their team color. When a medic heals a person, they take the red arm band. after that, any hit, is an elimination, and the ref takes the team colored arm band. At the end of the match, the medic can turn in his red armbands to the head referee for final tally of Medic heal points. That way theres no duck tape falling off, or bandages not being counted. Also, the refs can simply count the team armbands that the attending side refs have gathered to know how many casualties each side took.
-Team armbands should be lettered with special positions, in small enough letters to not be read from a distance, but large enough to be read by a ref up close during a certain event, such as blowing the wall. Non special position armbands should say infantry or squad member. This way, no one can distinguish special roles to target a specific role more then others until they witness an action being carried out as show real recon work.
A camping location needs to be set aside and/or cleared for campers. All campers should be clearly istructed on where to dispose of trash, and what the current policy is on hibachis or pertable charcoal grills and camp fires.
Tactical shields should not be aloud without a clearly defined set of rules. On the forums it was discussed, but no solid rules were ever put in place. If they are to be used, rules need to be enforced.
Random Chrono Checks should be performed.
There should be clearly defined blast areas/ blast radius rules and all refs should know and enforce them. Also, refs should break the blowable walls, not the players. If a player does it, they would be eliminated by the blast.
You should combine the Demo and Engineer rolls. Furthermore, the Engineer since they can fix destroied walls, should be able to fix the blown wall if someone doesnt secure it like you have to do with the Hostage.

A video playback system should be used. If a call is challeneged the video can be a BIG help. However, I think their should be a penalty like in football. If a call is challenged and it stands, then the team challenging it should lose points. This will make them only challenge rulings that they know they are right on.
Enforce the Tactical Marker policy. Almost every single marker out there has a body, or a kit, or a cover that you can get or build to make your marker tactical. It is a tactical league after all.
Sniper paint should be collected at the end of each game. This will make a sniper think twice about using rounds where he may not score a hit.
Barrel taps should be permitted. Its close quarters and these markers are dangerous and can cause serious damamge. We all know the risks, however, in speedball, theres a bunkering rule on some fields. Our suggestion is this, if you barrel tap someone, its doesn't mean they are out, but merely a hostage. We all agreed to the hostage rule at the beginning of this one, so lets clarify the role. Wheither its a barrel that taps you or the persons hand, you should have to go with them back to their base referee. if they get you there, you should then leave the field as if you are dead, and carry a points value of 50 points instead of 20. however, if your team shoots your captor, you are free to resume normal actions. if they shoot you, you count as dead and the other team gets 20 points for the elimination.
Hoppers should be limited to 30 rounds, Heavy gunners should be limited to 200 round hoppers. In a sense of fairness to Clip fed systems, its only fair. besides, they make 30 round pods, and we were all stuffing our pods to only hold 50, so whats a little more wadding? In real life,clips hold an average of 25, so in a sense its more realistic. Also along this note, we agree with the limit of paint ruling, but not the amount. We feel 300 rounds per person, and 500 rounds for the heavy gun, is more sufficient. Heres the math:
Average player at start:
30rds hopper+10 in pistol+20 in pistol clips+240 in 8 30rd pds=300
Average Heavy gun start:
200rds hopper+10 in pistol+20 in pistol clips+270 in 9 30rd pds=500
Clip fed player start:
18 per magazine x 15 mags+10 in pistol+20 in pistol clips = 300
You should limit gunfire to semi-auto or 3 round burst only except for heavy gunner. its mostly CQB, so you should't need full auto anyway, however they heavy gun should be able to go into that mode in case the crap hits the fan and you need the cover fire.
The field should definately be larger. We'd say move all the buildings back at least another 30 feet. Also, you should make sure that the distance to key areas is equal from all distances on each side.
You should combine the Demo/Medic Challenge with the sniper challenge. Have a sniper shooting at the team of three as they enter the area of the wounded, as if the sniper is the reason hes wounded in the first place, this means they have to get the wounded to safety, and then bandage him, and remove him for the points, however if the sniper eliminates all of them he gets the points for his team instead.
We would like to point out that all the Staff did an excellent job! We woudn't change them for the world! with that, the paint was truly awesome. I've never had paint that good in my life. Hot one single barrel break for any member of my crew all day long.
The prices were excellent. For what we got, we say we got more then our moneys worth and we're glad to have paid every penny, it was worth it. The atmosphere was terrific, everyone was friendly, conflicts were resolved peacefully, and there was an overall level of profesionalism that was just paramount.
There were FREEBIES! What more can we say, everyone loves freebies!
Hope this helps out! Again, We'd like to send out a HUGE thank you to Everyone. We had a blast!