The new update to Magnetic Billiards: Blueprint (v2.0) is almost complete, so we thought we'd blog about some of the new features that we've added to the game.
One of the new features we've added to the Classic Game is Pegs. Some of the new tables will start off with a certain number of balls 'pegged' to the table. Pegged balls are fixed in place and cannot move or be fired as the cue-ball.
They can still form Clusters with other balls of the same colour, and once a pegged ball is part of a Cluster the whole Cluster is effectively stuck on one part of the table, even though the connected balls are not pegged themselves. It's difficult to explain in words, but should make sense when you see it in action (or watch the video).
Pegs are only destroyed when the pegged ball is removed as part of a Cluster. When a pegged ball is removed, it doubles the current Tariff.
This can have a massive effect on scoring potential, as all shot scores are based on multiples of the current Tariff. Removing a peg early gives you a lower 'doubling' effect, as the Tariff will be lower, but gives you longer to reap the benefit from subsequent shots. Removing a peg late gives you a better value 'doubling' effect, but with fewer shots remaining to make the most of it.
We're not even sure ourselves when the best time to remove a peg is. It all depends on the table and the opportunities available.
Nice! So the rest of the cluster swivels around the pegs fixed position, straight forward enough until you manage to get TWO pegged balls in a cluster and then you're in for some immovable madness, I guess.
I'm still hoping you eventually introduce an Arcade mode that factors in Forms. Clearly the reward, besides simply points, will need to be refigured, but trying to form a cluster into a given shape is one of my favorite aspects of the game.
Comment by Guest Tim Lord Gek Jordan, added Fri, 27 Jan 2012 20:54:48 GMT