All true so far?
Now even with the accepted compromises, what typically happens on a lot of tables is the gameplay is unrealistically fast. And any 'solution' is going to have to entail ramping up the flipper power while keeping the fast flipper speeds as they are, thus making a game even more unmanageable. So what to do?
Well, the recent revelation that any VP ball can be customed-sized at the point of creation may now have provided us with a lateral-thinking answer, and it is this: employ the faster and stronger flippers by which the oblique correction can be turned down if not off entirely, but slow the ball down visually by giving it farther to travel. Scale up the entire playfield - make the table, the ball, and every single component twice the size as the editor default of 47 units to one inch, and what will immediately happen is the on-screen movement of the ball, while otherwise still looking the same, will be cut down to fifty percent. (NB: scale everything up, rather than scaling the ball down, because the relative sizes must remain the same. Whatever size the ball is, if the table is twice as big, the ball has to cover twice the distance.)
At present this is just a theory, and every theory needs work before it can be definiteively proven, and doubtless some experimentation and compensatory measures will be involved. For example, while gravity and elasticity settings should be reliably called upon to remain the same as we're used to now, it's a fairly safe bet that table slopes will have to increase substantially to preserve a realistic-looking level of acceleration.
Any other thoughts / observations / comments?
Edited by EalaDubhSidhe, 01 November 2011 - 03:43 AM.




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