The property idea would be relatively straight-forward to implement.
The grid on a mat idea, would be nice, but difficult to implement in the V3 architecture in a generalised way.
Agreed, added to design goals.
This may be acceptable for your purposes, but I think will be completely unacceptable for other people. I would find this odd.
Yes, but this assumes your cargo is ‘special’ and different from ‘normal’ pieces. You can’t do this if your normal pieces are also cargo, they will all be living on the same layer.
I think this is the way forward to allow stacking of Cargo on mats, independent of any non-cargo floating around under the mat. The disadvantage is that the solution has more moving parts that need to match up.
I am severely constrained by the V3 architecture with what can be done. Plus there is need to support different requirements.
I am thinking along the lines of these additional options for the Mat trait where cargo on the mat can have stacking/snapping over-ridden from what they would normally have:
Cargo on mat ignores map grid Y/N?
Cargo on mat can stack Y/N?
If Y, then enter the name of the Layer they will stack on.
You would normally want cargo to ignore the mat grid, however, if the mat is snapping to the grid and has ‘slots’ for units that match the underlying grid, you may want the cargo to snap as well.
The stack option allows you to force Cargo to be non-stacking, or allow it to stack on a specified Game Piece Layer, which would prevent it from interacting with any units under the mat on a different layer. Would require a sensible GPL layer setup.
@Cattlesquat interested in your take?