Instead of picking the maps/aircraft sheets at the setup of the vsav, could I load say a 12x12 space holder as the sheets and import the aircraft sheets as cards and place them on the map instead. That way it would be totally flexible as to what aircraft are selected?
This way I’m not locked down to fixed aircraft selected for a scenario. Thoughts?
Create pieces which just have the label for every type of aircraft make and model. Also ID numbers as needed. These can be made as a single piece which can cycle through MANY different “faces” using whatever keys are desired ( up-arrow/down-arrow, PageUp/PageDown, “<” and “>”, left-arrow/right-arrow, etc.)
Create other Pieces, “MAX” and “MIN” to be placed on the generic aircraft description
So you have Speed with a line of numbers, with [ MIN-> ] and [ ← MAX] placed on them (Min placed on 0, points at speed 1. Max placed on 8, points at speed 7).
Damage track(s), Climb, Dive, and Turn capabilities need only max. If using a movement points / arc turned in one hex (akin to Aces High), then make appropriate designator pieces.
These Pieces should have the “do not stack” attribute" as well as things like “current speed” “current climb/dive rate” etc. ALSO being non-stacking, so that moving a status marker doesn’t accidentally move a capability/limitation marker.
I don’t recommend this approach. If you implement an aircraft sheet as a piece and make it non-stacking, then also make the status markers intended (presumably) to always be above the aircraft sheet non-stacking, you lose all control/predictability of drawing order–i.e., what goes on top of what.
You can prevent markers stacking with sheets and regulate top-to-bottom drawing order by using Game Piece Layers, which is a map level feature. Your pieces will need properties to classify them as belonging to different GPLs to support this functionality.
You could make the aircraft tracker cards Mats, and the tracker markers Mat Cargo. If you then also use Attachments to tie the markers to the tracker and tie the tracker to the airplane counter, then you can send commands back and forth between the counter, the tracker, and the markers.
There, I have a hand from which I can pick specific trackers. When I put a tracker in a player hand, it automatically gets its status markers, and the unit piece is placed on the tracker. The tracker and the piece are Attachments to each other, and the status markers are Mat Cargo on the tracker, as well as mutual Attachments. That means, if I move, for example, the long-range-strike resource status marker, then the tracker will know that, and the piece will be able to ask if it can do a long-range-strike.
The very first line of my reply specified that the aircraft sheet should be a map.
Therefore not a piece.
Your suggestion has the problem of making the limit markers the same entity as current value marker, rather than as seperate objects. Cholmcc’s solution (using mats rather than maps) is probably superior.
Works easy enough for pilot info counters, moved them to a deck now I can build out multiple historical squadrons for use and simply load them into the game via decks.