https://www.dropbox....4-2-16.vpx?dl=0
At long last, I think i have some mechanics worked out- I wanted to post these up to see people's reactions.
To start off, a few notes: right now there hasnt been much effort into graphics on the table and things are subject to change, but I think anyone who plays will see that the flow of the table and the layout will make a good bit of sense and will do a good job at varied gameplay, combo shots, etc.
The table as I am imagining now focuses on the story of a future government research team of 5 individuals who are in space testing some new technology. A captain, a general, a daredevil pilot, a scientist, and an engineer in charge of sanitation (that everyone treats like a janitor.) At the onset of the game, the characters become aware that an alien race (tentatively ant like, 1960's sci fi monsters) begin to take over the ship, leaving behind a sentient slime that is able to take over its prey/mutate them to serve as drones to spread the slime. The crew have to take down a series of bosses and then focus their energy on destroying a vortex through which slime is entering our dimension. In theme, I imagine it being a little like alien, a little like ghostbusters, a little armageddon, as well as a general pastiche of 60's monster movies.
The table will be broken into several key areas that correspond with parts on the ship. the upper rollover section is where you advance your bonus multiplier, it is the armory. the bumper area will be the engine room, the spinner will be a generator, the horizontal ramp will be the main bridge, the flipper area is the control room. Each player will have special abilities, you'll get to choose your starting character at the start of the game. You can change your character by hitting the kicker by the right flipper.
from the left, the leftmost kicker will serve as a random award after hit x time. the lower lane rollovers will turn on a 2 ball multiball where jackpot where you can lock the ball in the modelaunch kicker (center)(jp is horizontal shot) awards a 10 second frenzy mode w 3x scoring (can be stacked with regular multiball to award 3x jackpot plus enhanced scoring). to launch modes, hit the red targets to drop the pegs that block the scoop. Depending on your character's skills, it may make some modes more challenging, some much easier or may give some extensive rewards.
complete 4 sub modes to open the hatch to take on a boss in the lower playfield. if you beat the boss, you earn the ability to select a character that they have kidnapped. in the lower playfield, you can lock 2 balls. the lower hatch can also be opened for a limited time by shooting the vuk loop 4x.
A unique mechanic I was thinking of as well would be to have the spinner's turns charge the lights by it. over time it would tick down one by one until it is off.
let me know if you have any thoughts on what might make for better modes, etc. Anyone up for the task of ed modeling some ramps?