heres an idea that im pretty indifferent to, but some guy I was talking about it with in game told me to post it
of course with anything with opposing sides there are traitors, but since all of the clockwork enemies see knights as enemies these guys should probably get their own rooms
basically their backstory is knights who ran into the clockworks and attack/mug/whatever other knights they find
for easiness of coding we can just make them one enemy class
deals: elemental (or maybe just normal, idk)
resistant to: elemental
neutral to: shadow
vulnerable to: pierce
the symbol could be the horse logos you see on the loading screen that tells you you can remove a pary member
(just to add this in, OOO needs to make sure that attacks that go through enemies actually go through these ones, theyll get a lot of pissed off players if thats in pve along with lockdown)
they would have a randomely generated armor set (matching set, for reasons explained later they can only be hall of heroes or non boss basil *coughgunnercough*) and a shield to match, if the set has no shield then its completely random
their weapon has the same reauirements, but whatever weapon they have it will deal elemental (or normal)
they will have the health of a zombie
their attacks will be like the veterans in that noob mission/breaking in the recruits/vaelyn (yes I know theyre the same things, just giving people references) giving them a more knight-like ai without extra dev time
they appear in rooms about half as common as a danger room (maybe 1/3)(these rooms are required to pass)
in clockwork tunnel levels, wolver dens, devilish drudgeries, not candlestick keeps though
the rooms would be like a regular party button with a gate on each side, leading into a room about the size of a danger room with toughboxes, sleeping bags, those canopy things, etc
once activated (by the pary button) three or four of the traitors will appear and the gates will lock until theyre all killed
maybe have a few boxes after defeating them, but I dont think its necessary
these rooms will be tier two and three only
special (ish) drops
these traitors have a 10% chance to drop a piece of their gear (at any star level)(no boss, shadow lair, event, reskins, etc)
only one piece can drop per traitor, in their respective stratum (2* in s3, 3* in s4, 4* in s5, 5* in s6) the proper star level is dominant, t2 will have 2 and 3*, t3 will have all of them
stratum 3, 66.67% chance for a 2*, 33.33% chance for a 3*
stratum 4, 66.67% chance for a 3*, 33.33% chance for a 2*
stratum 5, 5% chance for a 5*, 10% chance for a 4*, 35% chance for a 3*, 50% chance for a 2*
stratum 6, 10% chance for a 5*, 15% chance for a 4*, 25% chance for a 3*, 50% chance for a 2*
OOO could also stick some random missions into t2 and t3 (before vanguard probably) where you go in, find traitor arenas/rooms, free knights they took/loot they stole, whatever
edit 1: fixed the gear drops to be more reasonable
This idea has been tossed around every so often, and it's not too terrible of an idea, but eh. There's not too much of a reason for us to defect from the Spiral Order, especially since we're stranded on a hostile planet. Defecting from the Order will probably get them killed, not necessarily by Knights, but by all other things on Cradle. Gremlins might take them in, but Gremlins are disorderly and would probably just hold them captive for fear of them being assassins.
We've had a "knight" enemy built into the game for a while now in the case of Mecha Knights. Actual living Knights fighting against us may seem cool in theory, but it's not too wonderful in practice. What might be cool would be if we influenced the Sleeper, and thus the Clockworks, and it started pulling from Isora to create levels, and we would get Morai enemies that are essentially enemy Knights.
Dropping gear is sorta eh too. I would say for it to drop 2* or 3* most frequently, and in tier 3 it would get a 15% chance to drop 4*, and 10% to drop 5*.