are coils really more expensive than complex linkages and a gearbox?
To me it just sounds like ways to cut down on space and labor to reduce the transformation costs. So each station is pipelined in a way that keeps it 100% utilized while also having each station progress in a way that’s synchronized with other workstations to produce each machine efficiently. It’s just optimize manufacturer engineering.
Then there are ways to reduce wiring, consolidate LEDs, pcbs to reduce part count. Utilize more serial buses. Power buses.
The other thing hinted at is better use if commodity GPUs integrated with the game display. They are cheap, you can get access to engines the help devs (unity), that have a platform and internet connectivity..
Once they have internet, next logical step is a basic registration and support capability where when you call support, they can log into your machine, and run you through repair steps while having control of the machine.
So many ways to modernize pinball tables while holding on to the basic essence of pinball.
If they implement half the obvious low hanging fruit that comes to mind, they have a chance to smash other competitors in terms of system capability, modularity and support.
Sorry for the bad analogy, but Tesla (many buddies of mine in Silicon Valley Ori there) did a bunch of disruptive stuff that worked against the established because they didn’t have all the old baggage the established companies had. Also I’ve been through a few startups in the valley and have seen quite a bit of parallel thinking.