Thanks for this thread! Lots of promising things in the works and its really exciting to look forward to possibly seeing some of them.
For me, I use Map Tools primarily to resolve combat in a modified version of Mekton, within our role-playing campaign. Combat is fairly tactical, and is usually mecha-based, though sometimes we're in personal combat situations. Map Tools can cover most of what we need to do already, its just that my macro programming skills are currently behind the curve. Working on and off at an attempt of a framework and I'm improving my skills thanks to the forum members here, but its a long ways off, so forgive any oversights I may have.
There are a couple things mentioned already I thought I'd highlight and comment on, as well as another that maybe could warrant a look. I dont mention movement limitations here because I see Rumble working on it already and assume its something that has promise on a someday inclusion to Map Tools, but yes, that's something I'd love to see as well (thanks Rumble!).
Elevation
Jector wrote:Ideally, you could assign elevation to terrain areas. Either per box/hex or assigning height to drawn areas for free movement games. The latter would naturally be more difficult. Then any token on an elevation area would automatically be at that elevation.
Elevation has been a struggle to represent in Map Tools to the point where I tend to try and not use it. My current best solution has been to place an elevation marker on each hex on the Object layer. Its just a transparent gif named as a number. One can then switch to the Object layer and rollover the line between two tokens and see the numbers popup to determine both elevation difference and line of sight.
If I recall, we both had to be GMs to do that, but I may be mistaken. That was one downside, but the main ones were the incredible amount of time it took to set that up, as well as how tedious it is in actual use. Really only did that once as a result.
Its exactly what Jector was getting at though. I'd love to see that implemented. To extend it, it would be great if line of site could somehow be included, although I'm really not sure that's possible or how it would be done. Its easy in a situation like where there is a 2-level positive difference or more in between two targets - they cant see each other because there is effectively a hill in between them - but there are much more complicated scenarios and I havent any idea if there is a way for sighting to be calculated. Being able to assign elevation to cells would be a great step, and useful in and of itself just to know who is on what elevation. A way to see the elevation of a given hex on rollover (as opposed to actual LOS calculation) would be a helpful addition.
Phases
kristof65 wrote:- the ability to set and control turns. This was previously mentioned. Don't forget turn phase tracking - IE, Supremecy has several phases, but each player can only participate in three of those phases.
In play, I also need something where I can track phases as well as customize order.
Basically, we play by turns and initiatives are only rolled at the start of each turn. Thing is, the winner can decide if they wish to take initiative and go first, or, take the tactical advantage and instead go last. I've had to fudge this. I'm not sure if the initiative panel can be edited to do it, but its not yet something I have honed my meager skills on. I cant use Initiative Tool because at the moment I am on Mac OSX 10.4.11 and cant update Java quite that far. My problem of course if Initiative Tool can already do it.
Once we're in a turn, the turns are then broken into phases. Tokens have a specific number of actions they can take, and each phase they can use one. I have an action counter that tracks actions used on the character sheet and can be reset. There are some ways a token can use two actions in a phase. Basically, phases run in the initiative order between each token until they run out of actions. A lone token on the board might then have two more actions left while everyone else is out. It would just take those two actions and then there would be no more phases and a new turn would start with a new initiative roll.
Possibly Map Tools can already do all this, but for now, I track it on paper.
Firing Arcs
There is
this thread as regards firing arcs.
Basically, each token has firing arcs as well as defensive values depending on which arc an incoming shot is coming in from. It would be nice to not have to use arrays and offsets to try and solve that.
Initially, setting aside shots coming into a token, I was simply trying to have each weapon's arc and range pull valid targets out of that pie-shaped piece. Craig solved it rather nicely
here, although for whatever reason it intermittently fails for me, so I havent tested yet if I can then assign only a certain range to it somehow.
Ideally, looking for a good way to have a weapon, set its firing arc, say "Forward", and then its range, and valid targets would be pulled only from that. To be able to be used for any system, I suppose one would need to be able to define what "Forward" is in that system - 120 degrees front, 180 degrees front, etc. Offset arrays can do that, but they are cumbersome. Maybe its the only way.
For incoming shots from a given target, it would be nice to be able to know what arc it comes in on, since there are different defensive values involved, a parry can only happen on the shield-equipped side, etc.