The things that held us up at Sundays Match:
Dead kindle on last stage.
Dead Timer last stage.
Multi string double stage with targets with about 500 pasters on each target. The squad ahead of us held us up, we held the squad behind us up....and on and on. Took forever and a day to score and run a shooter.
On the field stages we can turn a shooter every 2 or 3 minutes (I timed it).
I think we could have saved 1.5 hours easily.
The number of shooters does not bother me. I think luxury of turning shooters away at some point is a bad bad idea.
Just some thoughts about Justin's post.
Every stage bucket should have extra 9 volt batteries and a backup battery pack for the kindles.
Every bucket should have plenty of brown, black, and white pasters and extra paint. I know Max had to run to his truck several times during the match to get those items.
A "bag" could maybe put together and gave to 1 person on each squad to give out pasters or batteries as necessary and make sure they don't get lost.
Stage 5 was unique and appeared to be a bad bottleneck. Our squad was right behind Justin's squad and we watched them shoot the stage. The scoring was killing them with several shooters gathered around the targets trying to figure out the scoring. Our squad got the new targets and depending on who was doing the scoring they could score while shooter was shooting stage six(they could see the hits from behind the box). Really scored easy compared to squad before us. Those targets should have been changer after every squad. Match director can't think of every possible problem.
It was a great match even if it was a long one. I loved the challenging stages and while there are several things we can do to make things go faster without making the match into a "No Match".
I don't want the stage designs to be geared toward how fast we can run the shooters thru instead of making them a shooting challenge.