Thanks guys for the table! Makes sense this table get done now for
VP9 now that we have the alpha ramps, which this table uses a bunch of.
I had issues with the gameplay, it just didn't feel right to me. I did some personal tweaks that have made a difference in making it play a bit more real in my opinion. & certain shots/combo's that I couldn't achieve before without luck, now I can hit them.
I moved the upper left flipper a tad, which I believe was positioned a little too far left anyhow (either way, it now works better & you can get more torque on it), so I bumped it right a tiny bit. Changed the start & end angles on it. The start angle to match the same angle as the line on that piece of orange art, then using 53 degrees on the flipper arc instead of 50. I also did the 50 to 53 change for all flippers.
Decreased elasticity by 1 point on all 4, 5.5 to 4.5. Ball was too jumpy for my tastes. & I really wish I could do proper "drop catches" in
VP especially on tables like this, but
VP just can't properly do them. Major bummer because I would constantly use that pinball trick which would help a ton in making ball flow better & likely getting me higher scores.
These are just my preferences, & I've messed around with a few other minor things & may continue going a bit deeper with some other tweaks. Wondering what other people familiar with the table or fast sys11's think about default gameplay. I like to think I'm pretty well versed in how these tables should play, I even own a fast playing sys11 game myself (BK2K). I've played this one in real life but not enough to remember a ton other than how visually loud the table was & the sounds got annoying, but I always thought it could make a great
VP table if it played properly, which is hard to do sometimes with
VP & fast tables.
There a few other details that I believe are off with the table that maybe I'll bring up later if nobody else does, but for the most part its pretty good for a v1.0, my flipper opinions aside.
Btw, I notice this is the prototype Radical. The production Radical doesn't have the VUK in the upper left, & that center snake shot is just a simple standup target. No VUK. I kinda like this version better, but if you play a Radical in real life you won't see some of these things you see on this table.
Is it even worth releasing another table that is non-prototype? Maybe, for the purists out there. Would it be possible to tick a box in options that adds a standup target in front of the saucer? For example I remember PD making Firepower where in the options you could choose to go with the prototype drop targets to replace the standups.