Introduce an AI-controlled third faction to enhance PvPvE gameplay, create dynamic battlefield tension, and act as a balancing force in RvR — all while respecting the technical limitations and volunteer nature of the Return of Reckoning project.
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Concept Overview
This AI faction would act as a neutral, hostile force that appears in RvR lakes, scenarios, or live events. It would attack both realms and could be implemented in small, testable modules. This avoids the need for a third playable realm and allows for rich, event-driven storytelling.
Key goals:
- Add PvE challenges that affect RvR outcomes.
- Help counter zerging or realm imbalance.
- Reuse existing models and AI systems.
- Enhance immersion through lore-based enemy forces.
AI Faction Concepts
1. The Skaven Tide (Neutral Hostile)
- Lore: Skaven rise from the Under-Empire, seeking to exploit the surface war.
- Gameplay: AI Skaven warbands roam RvR lakes or assault objectives.
- Trigger: Zone domination, event timers, or BO captures.
- Rewards: Skaven tokens, loot bags, event currency.
- Lore: Bloodshed tears the veil, inviting a daemonic third party.
- Gameplay: Random daemon spawns attack both factions.
- Trigger: When one realm dominates or locks a zone.
- Rewards: Bonus renown, buffs, or rare drops.
- Lore: Ancient undead rise to reclaim cursed territory.
- Gameplay: Waves of undead harass players or guard BOs.
- Trigger: Player interaction with cursed sites or event scripts.
- Rewards: Crafting materials, PvE loot, event XP.
- Lore: Rogue dwarven constructs protect lost relics.
- Gameplay: Defend relic zones, patrol roads, or resist capture.
- Trigger: Proximity to relics or dwarven ruins.
- Rewards: Realm-wide buffs or relic mechanics.
[size=14pt]Gameplay Integration Ideas[/size]
RvR Lakes:
- AI patrols or event-driven warbands.
- Adds danger to supply lines or zerg paths.
Live Events:
- Temporary AI factions invade the world (Skaven, Daemons, Undead).
Low-Population Hours:
- AI content sustains action when players are few.
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Implementation Strategy
1. Start Small
Deploy simple AI patrols in one RvR lake using existing PvE enemies.
2. Use Existing Assets
Leverage Skaven, daemons, undead, and construct models already in-game.
3. Tie Rewards
Connect AI encounters to renown, loot bags, or temporary buffs.
4. Iterate
Expand to larger events or persistent mechanics based on success.
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Risks & Mitigations
AI Performance — Keep group sizes small; stagger spawns.
Player Confusion — Clear event banners, unique models, system messages.
Development Load — Modular deployment, short timeboxed scripts.
Balance Impact — Use AI as disruption, not faction replacement.
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Conclusion
This proposal offers a low-risk, lore-friendly way to test AI-driven third faction content in Return of Reckoning. It enhances the world without disrupting balance, leverages existing resources, and opens the door for more dynamic PvEvP experiences.
I'm not a game developer but I have extensive experience in software development. I'm happy to provide support if it's helpful.
I invite the RoR team and community to consider piloting this system and exploring how we can evolve the battlefield together — one ambushing Skaven at a time.