100% hit recording and settings flexibility in Laser tag
This is the one of the most important advantages of laser tag. This game has a complete absence of any ambiguity when it comes to hits call out. The decision of decreasing of hit points (player being wounded or killed) is taken by electronics and when hit points are depleted (player is killed), it just turns off the equipment and the player can no longer take part in the game until they are revived. In other such sports games (like paintball and airsoft) there is no such benefits for two reasons. First off, for example, a pellet split in a paintball game is recorded either by the player or the referee (yes, in this case, you need a referee). But the problem is that the ball in the paintball game can split at a hard-to-observepart of the player's body, or the player generally may not feel the pellet hit their body in the heat of the battle. Moreover, even if the pellet has actually hit the player, it may not split and does not leave a spot (for example, if the pellet losts its momentum), so, in this case, it is impossible to prove the hit. The spot from the pellet on the player's clothes can also be left from one of the previous rounds, causing controversy as whether it was new or old one. These sorts of conflicts happen in airsoft and paintball at every game.
Secondly, in such sports like paintball and airsoft (excluding MilSim versions), there are only two states of the player, they are either alive or dead. Basically, any hit to the player (for example, in the ankle, elbow or piece of equipment) gets them out of the game. In laser tag, you can simulate wounds by setting a certain number of hit points to each player, for example, depending on the availability of body armor, or add hit points to certain players based on other principles and set various damage output for different types of weapons: sniper rifles, light machine guns, assault rifles, etc.