EldarOfSuburbia
New member
- Feb 8, 2014
- 4,032
- 0
WRT nudging: think about how you nudge a real table, vs. how it works in TPA.
Typically you are nudging at the corners of the table, either with one hand or with two. So the nudge is either going to be diagonal up/right, diagonal up/left, or fully up. There's also shaking, particular useful if you're trying to coax a ball out of an outlane.
In TPA, nudging left/right is more like standing at the side of the table and pushing; wrong!
So first off all nudging requires some kind of "up" component. And please no "down" nudging like you can do with an analog stick on a controller!!
The amount you can nudge is determined by two things:
1. Tilt sensitivity of the table itself (both hardware (tilt sensor) and software (# of warnings) settings).
2. Physical table set up - how loose/firm are the legs, what kind of floor is it on, and so on.
I can see those two things being tweaked, and that's a step in the right direction, but really what is required is a complete overhaul of how nudging works.
Typically you are nudging at the corners of the table, either with one hand or with two. So the nudge is either going to be diagonal up/right, diagonal up/left, or fully up. There's also shaking, particular useful if you're trying to coax a ball out of an outlane.
In TPA, nudging left/right is more like standing at the side of the table and pushing; wrong!
So first off all nudging requires some kind of "up" component. And please no "down" nudging like you can do with an analog stick on a controller!!
The amount you can nudge is determined by two things:
1. Tilt sensitivity of the table itself (both hardware (tilt sensor) and software (# of warnings) settings).
2. Physical table set up - how loose/firm are the legs, what kind of floor is it on, and so on.
I can see those two things being tweaked, and that's a step in the right direction, but really what is required is a complete overhaul of how nudging works.