Laser Tag: Battery Swaps A Vest Needs In A Day

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A laser tag vest dies mid-game exactly once before you start tracking this. Battery runtime is a fixed number of minutes; a Saturday is a much larger number of minutes. Divide one by the other, round up, and subtract the charge the vest started the day with — that is how many times someone has to walk the arena with a fresh pack.


Quick formula: Play minutes over runtime, rounded up, minus the charge it woke up with:
=ROUNDUP(B2*C2/D2,0)-1

A 32-game Saturday at 12 minutes a game is 384 play minutes. On a 240-minute pack that is 2 charges, so 1 swap mid-day.

Functions used (tap for the full reference guide):

The example

Three kinds of day in the same arena, with the same vests and the same 240-minute packs.

ABCDEFG
1Day typeGamesMin/gameRuntime minPlay minChargesMid-day swaps
2Weekday141224016810
3Saturday321224038421
4Holiday461224055232

The formula

Play minutes first, then whole charges, then the swap count:

=B2*C2 then =ROUNDUP(E2/D2,0) then =F2-1 // minutes, charges, swaps

How it works

Three steps, and the last one is the one people forget:

  1. B2*C2 is the day in minutes of actual play. Count scheduled game slots, not open hours — a vest sitting in the rack between groups is not draining at the same rate.
  2. /D2 converts minutes into packs. Runtime is the manufacturer figure minus a safety margin; a pack rated 300 minutes new is realistically 240 after a season.
  3. ROUNDUP(...,0) because a vest that needs 1.6 packs needs 2. There is no such thing as running six-tenths of a battery.
  4. -1 because the first charge is already in the vest when the doors open. Charges minus one is the number of times a staff member has to interrupt the floor.

Multiply swaps by vests to size the charging bank. Twenty vests needing one swap each is twenty packs on chargers by mid-afternoon, not twenty packs total.

Try it: interactive demo

Interactive

Enter the games booked, the game length, and your realistic pack runtime.

Variations

Packs on the charger

Multiply swaps by the vest count to size the charging bank — and remember a pack coming off the floor is not ready for two hours.

=(ROUNDUP(B2*C2/D2,0)-1)*Vests

Longest run before a swap

Divide runtime by game length and round down to get how many consecutive games one pack survives. This is the number the floor staff actually memorise.

=ROUNDDOWN(D2/C2,0)

Pitfalls & errors

Nameplate runtime is optimistic and gets worse with age. Measure a mid-life pack on a busy day and use that number; the difference between 300 and 240 minutes is a whole extra swap on a Saturday.

Charge time, not runtime, is usually the real constraint. If a pack takes three hours to charge and gets swapped every four, you need two packs per vest in rotation, not one spare.

Do not forget to subtract the starting charge. Rounding up to 2 charges and then buying 2 spare packs per vest doubles the battery budget for no reason.

Practice workbook

📊
Download the free Laser Tag: Battery Swaps A Vest Needs In A Day practice workbook
Edit the yellow games, minutes-per-game and runtime cells; charges and swaps recalculate.

Frequently asked questions

Why round up instead of to the nearest charge?
Because a partial charge is not usable capacity. If the day needs 1.6 packs of runtime, the vest goes dark somewhere in the middle of the day unless a second pack is available. ROUNDUP is the only rounding that keeps the floor running.
Should I count briefing time as play minutes?
Only if the vests are powered on during it. Most systems arm the packs at the door, so a 12-minute game with a 4-minute briefing is closer to 16 drain minutes. Put the real drain figure in the minutes-per-game column and label it clearly.

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Function references: ROUNDUPPRODUCT