The ball needs to get back to me
Speeding up the table meant looking at the whole trip, not just its fastest possible shot.
- Physics
- Pacing
There have been stretches where I liked the combat ideas but spent too much of a ball waiting. Watching other pinball games made that slow travel time much more noticeable. I wanted BattleBall to feel more energetic without replacing battles with a score requirement.
Simply raising the maximum speed doesn't help a ball that is already moving slowly. The pace work now considers returns, launches, flippers, bumper kicks, and the forces acting across the board together.
Ramps are the awkward part. The ball needs support without having its upward movement chopped off, and a weak shot should still roll back. We're preserving that difference instead of dragging every shot to the finish. Faster movement is useful, but the layout still has to give the ball something worthwhile to do on its way back.