There are certain things that are effectively random in real pinball, and can be simulated well in TPA with randomness.
1) small variations in scoop kickouts. they do noo kick out with precisely the same strength every time. and there can be slight trajectory adjustments as well.
2) ramp feeds. they rattle differently sometimes depending on spin and design. so the ball will not always reach the flippers at the same speed.
3) rebounds off standups. they deform a bit, and unless hit dead on, rebounds off them are somewhat unpredictable. the angle should be randomized a little.
4) jet bumper rebounds. randomization there is a good thing. they are very unpredictable.
5) eject hole kickouts. these are highly random in real life in most cases.
things that should definitely NOT be random.
1) flippers
2) bounce off of rubbers
3) bounce off of metal
4) bounce off of drop targets. these are highly predictable in real life.
5) autoplungers, when plunger timing determines the skillshot (like dracula) with games like monster bash, randomness in autoplungers is okay, and desired)
1) small variations in scoop kickouts. they do noo kick out with precisely the same strength every time. and there can be slight trajectory adjustments as well.
2) ramp feeds. they rattle differently sometimes depending on spin and design. so the ball will not always reach the flippers at the same speed.
3) rebounds off standups. they deform a bit, and unless hit dead on, rebounds off them are somewhat unpredictable. the angle should be randomized a little.
4) jet bumper rebounds. randomization there is a good thing. they are very unpredictable.
5) eject hole kickouts. these are highly random in real life in most cases.
things that should definitely NOT be random.
1) flippers
2) bounce off of rubbers
3) bounce off of metal
4) bounce off of drop targets. these are highly predictable in real life.
5) autoplungers, when plunger timing determines the skillshot (like dracula) with games like monster bash, randomness in autoplungers is okay, and desired)