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Gojira59

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  1. Ok just start my brainstorming about auto-demon player. Just add a file probably a bit messed up but here are the big lines: Activation of a demon should work like this: -Determinate the target -Movement to get in range or close combat -Attack -Run for cover / Out of range or stay close (depending of the demon) To this, i must add used of Argent Power Token and Event cards. For argent token, just have to find a way to randomize the way to give the token to group of demon. Event cards are more tricky. Some are global effect, just have to play it. Other are effect on specific demon so there's two ways to do it. - i just give randomly the card to the different groups -i determine a specific distribution of the cards depending of demons in play and effects of those cards. Have to work more on it but it should work correctly with few change. See ya ❤️ Demon list moveset.odt
  2. I have this question about dices in doom board game. At start, i though you can't throw more dice than what you have in the box (2 black, 4 red) cause i was used to it in other games like Descent. But there is this sentence "All figures, cards, weapon tokens, and Argent Power tokens are limited by the number included in the game box. All other components are unlimited." If i strictly apply this sentence, i can throw more than the dices included in the box, but nothing in the rulebook tell it clearly. Can someone help me please ?
  3. Is this normal glorykills are so easy? Was thinking about it and change the rules to make them harder and more logical. So i compared them to the glorykill in the DOOM 2016 videogame. Two huge differents can appear: -First, the board game don't consider time it take to make a glorykill on a demon. In the videogame, we don't just move on the demon to kill it, and you have only time to make one to two glorykill subsequencely before demons recovered from the "glorykill status"?! -Second, the demon recover from the "glorykill status" and keep acting like before and recovering a few health i guess. That doesn't exist in the board game and demon keep the "glorykill status" until their death. So i though on two changes on the rules. First, to make a glorykill, a marine should discard and action card. This little add should lower the number of grloykill in a turn and seems more logical to me. Demons should recover from the "glorykill status", just stay on this status until their next activation (maybe we could put an "glorykill coin" on it to remember it status). So tell me if you agree or not on this little changes. Bye.
  4. 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.
  5. Hey guys, Was thinking the same way with "Doom Eternal" announce at E3. It's hopeful for an expansion but a bit sad if they don't include missed demons from the first opus.
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