This is a real tricky question Pete.......one without a strictly correct answer.
The problem is, the higher up the ladder your team wants to progress, the more it costs in our current structure. We're debating whether to run Xball race 4 next season, however, we'd have to amalgamate 2 of our squads and therefore cut the amount of games per player in order for the average guy on the team to be able to afford the format. We do like the "thrill" of xball, and the ability to turn things around (our first team currently play race 2). We're not a fan of the coaching aspect of the game though, it takes away the flare of those people who have that "awareness" built into them.
When we played 7man, although we really enjoyed the format as a one off at the end of last season, we found that we used more paint than we do playing race 2 now........it's all about sitting on your lanes etc etc and the games take a long time to play out. With this in mind, and most players being cost conscientious, I don't think that I could vote for it either. Not only that, it means that new teams have to try and gather at least 7 bodies per event rather than 5 (which is hard enough in itself). This might sound a minor point, but we need to attract and absorb new teams as easily and effortlessly as possible, so keeping the head count down on teams seems like a sensible way to go.
I think one needs to look at whether value for money is classed as trigger time, or what the total comes to at the end of the day........I know that all of my junior players have jobs to fund their paintball, and work every spare minute outside of their studies to be able to play and train 2/3 times a month. Next year, some of them will be wanting to make the jump to the first team, but they simply would not be able to afford race 4 if we ran with a small squad, so where do they go then? I don't think they see value as how long they've spent on the field. To them, the day as a whole is what things are about, and the games are just an aspect of that.
There needs to be progression, without a doubt, otherwise what are we aiming for? Personally, the way I see it is that people want to constantly set and achieve goals, and whilst I understand the "fun" of open divisions, it also takes away any kind of professionalism we may just hold.....to me, that is surely a regression. That's another reason why I think fields should be released weeks before and not just on the day. My team (and especially my junior team) get a real kick out of training the field, working out their plays and trying to find things we haven't spotted. They bring more money to the game by training most weekends at NPC, and without that commitment, I think they'd drift away and treat paintball less seriously in all honesty. It's the hours they put into training that add meaning to their tournament days and keeps them wanting "more" if you like.
I can't comment on F5, as I've not yet tried the format. My only concern looking at it from an outsiders perspective is that the teams who shoot more paint have the upper hand, locking down the lanes to the buzzer, and it goes back to what you consider value for money to be; trigger time or the grand total. I can see that if offers a central focal point to the game though, and certainly not writing it off......I'm just ill equipped to comment on a format I haven't yet played
Over the past 2 years we competed in the UWL format at NPF, alongside Ledz and about 6/7 other teams. Cracking days, but they weren't without their flaws. The squads were 11, which was probably the biggest factor in the low team turn out. As I mentioned with 7 man, it's hard enough to get 5 guys, never mind 7 or even 11. Games were also 30 minutes long, which resulted in some heavy paint use. I know Ledz's lot shot about 16/17 cases and we shot a couple more on top of that. Not a cheap day when added to entry fees.
Anyway, back to the question. Just reading back on what I've written here, I don't think I can vote with confidence on any of the options presented. I can't write off Xball, but I think that ramping needs to go to bring back some trigger skill into the equation, they need slightly bigger fields to allow for more movement, and bunkers to allow for "more mature" (myself included) players.
One of the main problems as I see it is the cost to level of play ratio in our game. In other sports, the higher you climb the cheaper things get, which is seemingly impossible with our game, which creates a real chicken/egg scenario with the fundamentals we have already instilled. I don't have the answers here, I'm just trying to make sense of it all, and reason why I can't honestly choose one of the options. Maybe it's just time for the blue pill......