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I threw together a quick minigame to test individual vision in a PvP Wargame situation. The rules were simple with mechanized infantry fast with a large vision and armor slow and tough. My goal essentially to see how individual vision worked and try to see what sort of PvP problems we would run into while working on a game like this. There were some major balance issues with the units that could easily be fixed and some great suggestions.
I basically ran up the center with my mech infantry trying to find him. I ran into him, he seemed to be winning but he let me onto a game flaw (Armor would always hit Infantry based on the dice rolls) that I used to tear him up. Combined with some lucky rolls I was able to surround and crush him. I hope to refine this a bit if people are interested, and could release the campaign file once I get some balance issues down.
MapTool suggestions / questions
Would it be possible to get the measure tool to reveal the Statsheet? And I think maybe right clicking units with the measure tool to access macros or properties might be cool too. I found I was often trying to measure range of a unit only to forget that unit's range when trying to plan out which to attack with. I kept having to switch between the arrow and the measure to "check the unit's range... okay... switch... see how far that is... check next unit's range..."
Blocky vision seems like it would work best in these types of situations where we've got a square grid. If so we could easily setup blocky vision as not only vision but range
and blocky vision always filled ENTIRE squares it'd be easy in a game like this to give you a hit or miss. As it stands the grid + round vision was frustrating and blocky vision always revealed partial squares in a way I wasn't expecting.
Would it be possible to add COLOR to the vision dialog? I set it up such that some units had longer vision than range, but it would be neat to setup vision as one color and range as another - that way you could mouse over a unit and know exactly what it can see and what it can hit.
Also, I'd like to try and figure out how to streamline editing multiple token properties at once. As it stands we had to change all the tokens from PC to NPC (to enable auto numbering) and then as a GM it was a pain to give ownership to 15 tokens to Dorpond when he joined in by going in and editing each of these. Not sure the best way to handle this, but thought I'd throw it out.
Previously mentioned bug that you can see all player tokens even if you don't own them on the token tree. Double clicking them takes you to their location on the map.
We had some issues with unit targeting. We used the drawing tool to try and indicate which units we're shooting - it worked okay but involved a lot of tool switching between measure tool (to measure), drawing tool (to draw), switch to chat to indicate who's firing (A12 - I24) and pointer tool (to right click and use macro). I just thought of a cool idea though... have a macro that's Target that is "Attacking [target]" so it prompts!
Gameplay Future
-I need to streamline game states to indicate the disabled, dead, stuff. Maybe try and rework how the game health system works to make this less confusing.
-Need to CLEARLY define which squares are impassable. As it stood there were several confusing points on the map and many due to my slapdash approach to adding VBL
-Units need to be reworked completely in terms of attacks/defenses
-Roll for initiative each round? Maybe set it up so that each unit takes turns and is marked making the winner of initiative less important.
-Add artillery units - super slow, long range units with poor vision. When fires, there's a random drift roll and an AOE explosion. Would encourage players to send small units to find and disable!
Whew! It was interesting to try out. I'm eager to streamline a lot of things and get the rules written out in the campaign file. Honestly, I'm really running this as a proof-of-concept to the players of my PBEM-style macro ww2 war strategy game
Conquest... hopefully we can use MT as our map tool. I can't wait to get them on board once they see the features we've got!