Hi all,
first of all, let me introduce myself. I'm an IT student from Poland (doing my master's right now). I'm very interested in your project, as I have been searching for a good, free army builder for as long as I remember .
Right now I'm fiddling around trying to produce something working for Necromunda. The rulebook is free to download.
Here are my issues/suggestions. Sorry if it's been brought up before, but searching for it would probably take ages :
- It would be good if there were means of using campaign-based systems. Army points value would be calculated based on other in-roster values (in case of necromunda, collective experience plus collective equipment cost). Stats would be modifiable (very important here!) during campaign progress. Abilities could be optional (so you could add one after you obtained it in the game, not have it hard-coded in the roster). Injuries would have to be possible (some of them stat-modifying). Keeping injuries in the roster is paramount, as this injury could later be removed by some means.
- Equipment in equipment (sounds silly, but bear with me). Let's assume we have a ganger with a boltgun. Total cost is 50 for the ganger and 35 for the boltgun = 85. Now let's assume the ganger is equipped with a special type of boltgun (so-called one in a million weapon). The cost for the weapon doubles, based on the weapon selected, so the total cost is 50+70 =120.
So basically, instead of copying all available weapon costs and doubling them for one in a million weapons (which is A LOT of unnecessary lines), why not add a piece of equipment that we can attach to said weapon that takes the base weapon cost as an argument and provides access to simple arithmetics (cost x 2 or cost + 5). The same could apply to additional ammunition etc. This is probably no simple task, but I think it's worth it.
- An optional stash. For systems that use it (Mordheim, Necromunda, etc.) it's a drop box for any spare equipment and in-game currency. Also optional would be including the stash in army value calculation. It's easy to simulate using a unit, but dedicated support would remove some problems with that approach.
- Equipment multi-grouping. This, I think, would be useful in a broad spectrum of cases, and probably not too complicated to implement. It would probably drastically improve readability and file size in some cases. Basically I'm thinking about adding an attribute to the equipmentItem tag. Something in the lines of: group="pistol;common;ranged", signalling that this item belongs to these three groups.
So for example if everyone pays the same points for a piece of equipment _and_ equipment is grouped by types (which is the case in Necromunda and Mordheim) we could just put the equipment group in a unit's equipment tag instead of every one item of this type. Example: Juves have access to pistols, so we put one pistol group tag. A special type of ganger has access only to ranged weapons, which include pistols, rifles etc., so we put a ranged group tag in his equipment.
Ok, sorry for that wall of text, but I see many potential improvements here and I wanted to bring some ideas to your attention. I honestly have high hopes for WarFoundry .