@Caulder it is NO problem at all. Honestly, I'm probably going to fail from the getgo, but I got one advantage: idiotic persistence, time that is worth literally nothing (unemployed), and a desire to really really give back to a community that deserves it fully.
Again, love your idea Caulder, and I agree with the bandits ignoring you if you take a letter. I REALLY like that bandit hunter idea. In all honesty, I was thinking more of a new bandit party, designed especially for a bandit hero party, that might consist of 12 men dressed in full plate, who don't take no for an answer (would appear when people get so annoyed/terrified of you that a "dead or alive" sentiment will arise across the crowns of Caldaria). Sort of like those robber knights in M&B, except immediately hostile and honing in on you personally. With 12 mounted troops, they could blitz through the map at 8.0 - 9.0 speeds, and only the most fleetest of parties would have a chance to escape (you're probably going to have to dig in and face the wrath). Inside towns, lower level bandits/townpeople/professional bounty hunters could also go after you, but I'm assuming most bandit parties will not be spending a lot of time in towns, and therefore such a threat, while novel when you encounter it, would be probably easy to sidestep if you really want to. However, if you really try to add in those new scenes if you sneak into a town, or some sort of out of town bazaar or black market, you could theoretically put such enemies in. That would be very very interesting, yet probably tons of work.
The hiring of dishonorable lords (great idea) would be like the final feather in your cap. That would be when you finally become powerful enough that the lure of your money is enough to drive some lords into serving a man who by all intents and purposes is a criminal interloper. However, such lords would have to be either fief-less, or truly despicable. This should not be a route to easy empire creation (I know you don't mean that, but if one make any empire from a criminal enterprise, he's going to have to hire/accept service from other bandit lords until he becomes "legitimized" by the capture of a town/castle, etc.) That would also have to be tweaked, as a criminal lord owning castles, or empire of towns/castle owned by a man who is a bandit at heart, should have economic consequences for said empire (less trade, not as prosperous, but perhaps more secure? or maybe because of said bandit skills and influence with bandits, one could quell any other rival bandits in the empire's territory, making it more prosperous, contrary to reason?) Anyway, yeah, good stuff. Oh, and I'm not sure about mobile forts. I think it is a permanent structure that is designed to be very expensive and one of a kind (I guess if you modified the scripts, other bandit lords could have their own hideouts, although that would get complicated quick and might not serve any real value)
2nd to last thing.
While typing this reply I came up with a new idea, you know how sometimes you go into a village and there's already a group of 20-30ish Bandits waiting in the town, and you have to clear them out before doing anything? As a bandit character you could "set up" inside a village by investing into a gang of bandits (1-10k Not really thought out yet lol), and during the weekly budget screen you recieve a bit of the taxes the lord would have received. Since you couldn't open up enterprises except in towns which are under your letter of marque is active, this allows for a way to bring some sort of revenue.
BRILLIANT! Honestly, if I implemented just three or so ideas from our list and included this one into a mod, I would die happy. That would be enough to make the whole thing pretty worthwhile. After all, the lure of hanging up the ol' pillaging equipment grows as you advance in the game, and this would be one way to make such a career path viable. Only thing is that it would have to be either just one such party at a time, or some random percentage of failure of those groups as time goes on that scales up with the number of such gangs sent out. Naturally, this would also be a "top-tier" ability, available to only the most connected of bandits.
Finally, troop trees for bandits would be modified. This is very doable (pretty much anyone can change troop trees around), and changing their looks would be a matter of assigning them clothing from the myriad of items already implemented in the Floris mod. There's also some nice OSP armors lying around, that, with permission, could also be implemented to give those new bandits a new look. (I wonder if there's a way to restrict a branch of a troop tree to some variable other than experience, so that if you take a normal career as an upright noble, you don't get to see the new bandits)
Anyway, more fanboy dreaming, although, technically, a lot of this can be done. Tons of tons of work, but possible with the right amount of time. One thing I learned about mods is that ideas, while awesome, are a dime a dozen. If you want something done, you kind of have to do it yourself. With that, I'm off to read up on scripting tutorials.