I've been kicking around an idea for a game for a while now, a sort of Zombies type game in which the world is revealed tile by tile and there is a limited amount of time to accomplish some objectives. During the game, enemy creatures would appear on the map and fight off the player.
Anyways, the general idea is that as a multi player game, some players would control the "Heroes", trying to perform the objectives, and some would play the "Monsters", trying to attack and stop the players.
I'd also like to have the game playable as a single player game. In that case, something has to control what it is the Monsters do on their turn. In the general case, they probably just move one step closer to the closest Hero, attacking when in range, maybe running away when their life is in Peril.
I'd like to add some more "Flesh" to the system, so that as a single player, you don't know exactly what it is the bad guys are going to do. I'm thinking some sort of system where there are some cards, and for each monster you draw one, and that tells you if it moves, or how it moves, etc. Or possibly for each type of monster, a card that describes the monster with some events on it, and a die roll chart that says how that monster reacts.
Any thoughts or comments on other ways to work this that might be interesting?
Actually, I've been wrestling with myself about that very topic for a while now. I can see the merit in both a co-operative game, and also game where the bad guys are controlled by one player (ala Space Hulk). I'm thinking maybe it should be something like a co-operative game, with some optional rules that could be used during a two player game if one player wanted to be the bad guys, or something. Actually, as long as the "heros" and the "monsters" have the same sorts of stats, I could perhaps get away with simple rules on how to establish where monsters start from, and then the player playing that side would use the same combat rules as the hero side...
I plan a strong story element, that I hope will make up for the fairly braindead enemies.
These are all some great ideas. I also am worried that any method I might work up for the characters will seem a little too "flat".
My current thoughts on the matter are mostly combinations of what other people have suggested.
For example, there will be only a set number of enemy types, ranging from simple easy to kill things (numerous) to larger, harder to kill targets (more sparse).
I'm thinking that there should be a few actions, such as "Move closer, "Move to cover", "Move and attack", "Rush", "Flee", for example. Each monster type would have an associated "Intelligence" factor. And then a standard table or two could be used to cross reference between how much damage has been taken and intelligence to determine what action should be taken.
Thus, weaker enemies could be say low intelligence, and so they'd hardly ever flee, whereas smarter enemies would try to keep cover as much as possible. There could even possibly be two tables, one for melee and one for ranged combat, so that smarter enemies that have ranged attacks would be tricky to kill.
This also works well with the play system that I'm thinking of, in which each possible enemy has it's own card. That makes it possible to have, say, 10 possible archers, each with slightly different stats, so that not all archers behave the same way.
I'd also really like it if somehow the relative power of the player (based on numbers, or weapons, or some such) and the "terrain" in the room could somehow figure in somehow. I'm finding it hard to strike a balance between good combat factors and system complexity (clearly I played far too much AD&D as a kid).
For example, since the world is tile based (one tile per room), perhaps each tile could have a simple numeric rating on it that rated cover possibilities, and then there could be multiple combat tables, one per rating. So opposing forces would react differently in a room full of crates than they would in an empty gymnasium, for example.
I guess the real question there is, how much complexity is too much?