Quoted from BrianMadden:
All that said, yeah, what the hell.. go ahead and throw some stumpers to me! When we're further along with MPF it would be fun to do an actual community driven version of a game. (Give us like 6 months to finish up the core MPF stuff first though.)
Basic pseudo-complicated game for a challenge, threw in a bunch of independent timers and some objectives so that modes need access and control over shared timer and variable shot value data:
1) Right ramp claw is available at the start of game. Drop the ball into one of the five available positions to light a "mode" on the major shot (besides the claw ramp) left-right corresponding to the position (left orbit, left ramp, center mini ramp, center ramp, right orbit.)
2) Each of these "modes" lights a shot for value advance and starts a timer. When a lit shot is hit it scores the current shot value and increases the value of that shot by 100k, increases the value of all other lit shots by 50k, and decreases the value of any unlit shot by 10k, or something along those lines. Any number of "modes" can be active at a given time but expire after 30 seconds of non-multiball play. The value of each shot should be tracked on the DMD in some way that shows the relative value of each shot (bar graph or something). Each mode/shot timer is independent and can be extended by hitting the claw and selecting the same drop location multiple times. Shot value progression is stopped when any of the other shot values drop to some minimum value, say 50k.
3) Qualify multiball by "locking" balls in the computer scoop (virtual lock) up to five or six balls, whatever the game allows. I believe it's five. Relight lock by hitting car crash. After hitting the computer shot, claw ramp is disabled/diverted for 10 seconds x number of balls locked. Major shot timers are paused during this period and shot value advance is disabled. Hitting the claw ramp and then the left orbit to the rear saucer combo starts the multiball.
4) Major shot value is locked and timer stopped after ten seconds of multiball play or after one additional advancement of the shot value and cannot be advanced further during multiball.
5) Multiball Jackpot scored when a given shot reaches a point threshold scored during multiball. Let's say 1 million base points scored to get a jackpot worth 10 Million x #of balls in play. Getting those shot values up ahead of time means more frequent jackpots in addition to higher base value per shot.
6) Super jackpot on claw ramp when all five other major shot jackpots have been awarded.
7) "Mode" timers resume after multiball.
Yellow Standups start 10-second shot doubler timers on a corresponding major shot, but corresponding shot is reversed left-right from the claw positions. Leftmost standup doubles right orbit, etc. Hitting a shot while the doubler is lit also advances that shot value by 20k. This is active during multiball.
9) If all five standup timers are activated at the same time , 15 second playfield doubler. If an odd number of balls are in play (not including eye scan held ball but including single ball play), playfield tripled instead. Hitting standups during the doubler time adds ~10/(#balls in play) seconds to the timer.
10) Eye Scan holds a ball during multiball as long as all major shot timers are inactive and shot values are locked. Ball is released via car crash or when only one ball is live.
11) Eye scan during single ball play holds ball and cycles the standup target lights. Launch button or topmost thumb buttons releases ball for a hurry-up shot with only one attempt allowed by timer. Hitting the lit standup awards mini-jackpot with base value determined by the standup's associated major shot value. Something like the T2 cannon shot but spread across the separated standups and requiring a flip after ball release.
12) Combos and pop bumper hits advance bonus value. This should be roughly equivalent to the existing demoman combo bonus rules so that there is a valid non-jackpot strategy available.
13) Upper lane rollovers advance bonus multiplier
The idea is that single-ball play should be pretty quick and on the fly, you have more time to breathe and shoot specific shots towards a major payoff only during multiball. Progression is limited by the need to hit all major shots occasionally, but you can go all in and get the value of one shot up if you want to try that approach. You can also "spot" value on shots you're not that great at by lighting them while another shot is lit. Not all features are used adequately. The claw shot is overly important, but this is also true on the normal Demo Man ruleset.
I can clarify or polish if you think it's intriguing enough to proceed with. It might be crap, I'm just making this up.