AI-Based Third Faction

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Veritas
Posts: 6

AI-Based Third Faction

Post#1 » Wed May 21, 2025 9:43 pm

Objective
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.
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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.
2. Chaos Daemon Incursion
  • 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.
3. Undead Scourge / Tomb Kings Awakening
  • 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.
4. The Ironclad (Dwarven Golem Guardians)
  • 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.
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[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.

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bw10
Posts: 381

Re: AI-Based Third Faction

Post#2 » Wed May 21, 2025 9:47 pm

fighting ai in this game is less fun than watching paint dry

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toffikx
Posts: 323
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Re: AI-Based Third Faction

Post#3 » Wed May 21, 2025 10:17 pm

xD

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Bloodkiss
Posts: 13

Re: AI-Based Third Faction

Post#4 » Thu May 22, 2025 2:16 am

interesting idea.

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georgehabadasher
Posts: 260

Re: AI-Based Third Faction

Post#5 » Thu May 22, 2025 10:57 am

bw10 wrote: Wed May 21, 2025 9:47 pm fighting ai in this game is less fun than watching paint dry
Literally. One of my guildies leaves to paint warhammer minis every time we do pve.

Pesteavino
Posts: 62

Re: AI-Based Third Faction

Post#6 » Thu May 22, 2025 11:00 am

Man this game finished 10 years ago, they not gonna create new content like that, stop dreaming and assume it

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Aethilmar
Posts: 733

Re: AI-Based Third Faction

Post#7 » Thu May 22, 2025 4:57 pm

People seem to think that a third faction will somehow solve the game's issues. What will happen instead is this third faction (AI or human) will get farmed by the more dominant faction(s).

If they are going to spend time making a whole faction to have an effect on RvR how about they just instead spend the time making RvR have more things to do than just blob to win?

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