There are a lot of replies saying the same stuff so I'll respond to the general gist of them.
"Influence will make your standings with NPCs easier to track"
Yeah, it will, but the warband system is honestly pretty simple as it is. You might only have to think about 4-5 different lords in an entire playthrough. The game encourages you to talk to and receive quests from only a small handful of lords, perhaps even just one. You build up a relationship with 1 or 2 people and become friends in-universe, just like real life.
If someone finds the warband relations system too complicated and micromanage-y then they probably won't buy bannerlord. It's one of the simplest systems in the game.
"It won't take over the relations system, just supplement it"
Then what's even the point? All the suggestions I see for this are simpler versions of what's already in the game. EU4 is suffering from this kind of thing, where there are a dozen different mechanics and variables which represent more or less the same thing, but you have to use all of them otherwise you lose. Some of them behave so similarly that they're basically just cloned mechanics, while others are made purely to nerf other mechanics, meaning you have systems which work against each other. Revanchism and War Exhaustion are one pair of cannibalised mechanics, while Unrest and Autonomy are another.
"There's nothing wrong with it being a consumable"
Whenever something is consumable it encourages the player to farm it, and it reduces the NPCs to input-output machines. You can kiss your roleplay immersion goodbye if the game is like this. Your influence level will fluctuate all over the place over the course of a game.
I actually like cherac's idea the best:
cherac 说:
Actually influence is one of the most realistic mechanisms , even in real life influence is finite , depending on what you are worth , how popular you are , for example the President of the US has more influence than that of let's say Turkey , from Nato to the UN, however his influence is limited and finite , if the US lost a major war or suffered a global crisis, or was kicked out of NATO and the UN , he would lose a lot this influence , and from how how influence is generated in the game , army size , fiefs , wars won and so on, its an excellent and realistic system .
I would fully support a mechanic like this. First of all it would actually make goddamn sense and you could use real world logic to understand it, and secondly it would mean an influential person wouldn't suddenly have the influence level of a peasant farmer just because they asked a favour. This isn't how authority-based societies work. Your Boss for example will ask favours of you every day but he doesn't suddenly become a nobody because he gets you and the other 500 people in your office to do overtime. But on the other hand if he screwed a pig in public, or his company failed, that would have a pretty drastic impact. How much more then would this be the case in a feudal system where the hierarchy was so much more impactful than it is today?
Cherac's suggestion is the only one I think would actually benefit the game: loss of renown/status wasn't really a big thing in warband, especially not for NPCs. It would be interesting to see a king become dishonoured and disrespected because of poor leadership (and not just because he asked a bunch of favours)