This may be a hot take, but don't go out of your way to make it easy/low effort/"family friendly". Maybe even go a little bit in the opposite direction.
One of the reasons paintball fell off and picked up a stigma was places dumbing it down to draw in young kids and party events. If you go the same way, people will think of it as a shitter version of lazertag and not engage the way you want them to. Paintball is an inherently challenging and active sport, these are strengths not weaknesses and they should be played to.
Instead, try to optimize the game to encourage people to play aggressively and creatively. Try to get your teams to make simple plans, hype up aggressive players and class clowns, and persuade the braver newbies to make kamikaze runs in exchange for glory. Go with classic game modes like capture the flag rather then using gimmicks, and NEVER allow unlimited respawn.
If you have a choice of playing area, pick someplace with lots of cover, elevation change, and terrain variety to get people strategizing, sneaking, and wandering.
I think high end guns are more of an asset than a problem as long as they aren't the overwhelming majority of players and those that do have them can be made to practice self control. In my personal experience, every single teenager who I've seen turn from a tentative newbie into an addict did so in a single moment of slack-jawed awe as he watched a Shocker or Geo rip in the distance. Needless to say, a high end lowner is an easy way to blow minds.
Limiting paint does help, although this is more a result of forcing newbies to play tactically to conserve ammo than it is a matter of intimidation.
One of the reasons paintball fell off and picked up a stigma was places dumbing it down to draw in young kids and party events. If you go the same way, people will think of it as a shitter version of lazertag and not engage the way you want them to. Paintball is an inherently challenging and active sport, these are strengths not weaknesses and they should be played to.
Instead, try to optimize the game to encourage people to play aggressively and creatively. Try to get your teams to make simple plans, hype up aggressive players and class clowns, and persuade the braver newbies to make kamikaze runs in exchange for glory. Go with classic game modes like capture the flag rather then using gimmicks, and NEVER allow unlimited respawn.
If you have a choice of playing area, pick someplace with lots of cover, elevation change, and terrain variety to get people strategizing, sneaking, and wandering.
I think high end guns are more of an asset than a problem as long as they aren't the overwhelming majority of players and those that do have them can be made to practice self control. In my personal experience, every single teenager who I've seen turn from a tentative newbie into an addict did so in a single moment of slack-jawed awe as he watched a Shocker or Geo rip in the distance. Needless to say, a high end lowner is an easy way to blow minds.
Limiting paint does help, although this is more a result of forcing newbies to play tactically to conserve ammo than it is a matter of intimidation.
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