I've taken a good look at the game organization and rules.
here is my impression
Too many cards
too many "items"
Players will lose the cards, give the wrong ones away as kill cards.. and generally not pay attention to the cards.
Players will lose their diamond pouches.. and the diamonds and generally not care about them.
From a game control standpoint this will result in a lot of time dealing with complaints regarding guys not having cards, replacing lost cards .. or dealing with guys who have lost their pouches.
and for what? mostly players don't care about "scores" and tallies.
no one really cares who "wins" at the end of the game.
Sure the Commanders on each side may care, a few players may get engaged in the accumulation of the scoring items. but for the vast majority of players they just don't care.
Players will remember the fights they had, the experiences, the intensity of emotion and stress in the moments that stand out for them. These things they may talk about even years later. They won't remember how many diamonds they had in their pouch at the end of the game.
Commodity acquisition games must trade in "REAL" commodities to get players to engage.
There are only 2 commodities that have any relevance to players. Bullets ( BBs) and Lives. if you limit these commodities and make the fights about them you will generate real stress and real emotion, and real memories. If you link these commodities to objectives, Such as "attack and hold the ammo dump" = a full reload for everyone on your side. You will see a hard fight for sure.
There was a time when the player base could be engaged in a good story line, and would engage in roles and buy in to sophisticated "commerce" + violence game designs. Games like " drug wars" and Trifecta are notable examples of past events that were successful.
The player base of today is more focused on the immediacy of pay off. They are looking for intense fighting experiences without the need for arithmetic or ledger-keeping, even very simple game dynamic elements that require attention to specific items such as kill cards are often lost on the players of today. This is not to say that they are stupid, or immature. or anything like that, it's just to say they are looking for a more immediate pay off for effort.
If you can build a game that offers direct tangible pay off for effort then you will have a group of players that will engage, and will dive right into your game and play it to the fullest.
The players in the community have changed over time, Game design must change with them if hosts are to present events that players want to play and will get engaged in.
CAPS Range Officer
Toronto Downtown Age Verifier
If the tongue could cut as the sword does, the dead would be infinite