Hey guys (and girls),
I'm working on advanced rules for Doom the board game. For now, i'm on a brainstorm phase, looking what could be interesting for the game.
I'm thinking on working on different aspects, maybe differents way to play:
- A "solo" mode with auto-demon play
-An advanced demon player, who could play their lovely demon more like the Marines way, with actions card and all those stuffs.
- A campaign mode, including an evolution of the "Marines" with more than just "Class Cards"
For now, i'm analysing the different demons and "moveset" they have in the original game, for now i have this:
_ Imp: hit and run, fireball and scratches/ two fireballs attack, one fast and weak, other charged and dangerous (intelligent, long range priority)
_ Possessed: melee, blast, charged blast (intelligent, long range priority)
_ baron of ****: close-combat, fireball, ground smash (intelligent, ?)
_ Cacodemon: Ranged spew, bites (distance or close combat, long range priority, animal)
_ Pinky: charge stupidly, stunning on walls (focus on closest player, close combat priority, animal)
_ Mancubus: flamethrower (close), fire weapon (long range), stomp attack **** wave (intelligent, long range priority)
_ Cyberdemon: canon and cac (intelligent, long range priority)
_ Revenant: Rocket launcher, melee (intelligent, long range priority)
It's really simple for now, don't want to make it too heavy. For now i have two "attitude"; intelligent or animal (or dumb if you prefer). Animal will focus on the closest player, not "thinking" on the most dangerous player it should focus. Intelligent will be more complicated to deal with, i have to think how the demon will choose the most "dangerous" player (maybe player with most HP, biggest weapon).
If you have ideas, gimme some help, it will be great.
For now, i still work on it, will make adds on this post.
Bye.