Currently the criminal gameplay feels lacklustre despite the new additions made in 1.1.0. I think that the actual mechanics for making crime more impactful are mostly there, but they are currently not utilized and tied correctly. To make the system better, I have some few suggestions:
- Increase the daily crime rating increase for owning an alley from +0.5 per day per alley to +1.25 per day for the first alley in a kingdom and +0.5 for every additional alley owned in the same kingdom. Roguery level 125 perk "white lies" should have it's effect increased from 20% to 50% faster crime decay. This way, you will actually accrue criminal rating for owning an alleyway slowly by default (but not as a vassal or ruler), and picking "white lies" over the other level 125 roguery perk, "scarface", will actually make some sense (and it would also be a choice between a gangster playstyle vs bandit playstyle) because it will let the player have one "free" alley as a commoner, and 2 as a lord/ruler (because the daily crime decrease rate for nobles/rulers is -1.5/day).
- Change the threshold and effects of criminal rating to; 25 crime for being barred from towns, 50 crime for being declared war on if not vassal/ruler (and the start for the daily influence loss due to crime if vassal/ruler), 75 crime for blocking the option of bartering for peace & 100 crime for having a 10% to even 100% chance of being executed if you're captured or caught (the chance depending on the merciful trait of the lord that captured you or the owner of the town that you tried to sneak in).
- Since it would be bad game design to have the player die with 100 crime rating if they fail to sneak into a town due to RNG, give the player a chance to fight for their life against 3-5 guards (who are troops between tier 2-5) if they fail to sneak in, similar to Warband. Town scenes already exist, so I imagine programming 3-5 guards to attack the player inside a town shouldn't be hard to implement.
- Increase the daily crime rating increase for owning an alley from +0.5 per day per alley to +1.25 per day for the first alley in a kingdom and +0.5 for every additional alley owned in the same kingdom. Roguery level 125 perk "white lies" should have it's effect increased from 20% to 50% faster crime decay. This way, you will actually accrue criminal rating for owning an alleyway slowly by default (but not as a vassal or ruler), and picking "white lies" over the other level 125 roguery perk, "scarface", will actually make some sense (and it would also be a choice between a gangster playstyle vs bandit playstyle) because it will let the player have one "free" alley as a commoner, and 2 as a lord/ruler (because the daily crime decrease rate for nobles/rulers is -1.5/day).
- Change the threshold and effects of criminal rating to; 25 crime for being barred from towns, 50 crime for being declared war on if not vassal/ruler (and the start for the daily influence loss due to crime if vassal/ruler), 75 crime for blocking the option of bartering for peace & 100 crime for having a 10% to even 100% chance of being executed if you're captured or caught (the chance depending on the merciful trait of the lord that captured you or the owner of the town that you tried to sneak in).
- Since it would be bad game design to have the player die with 100 crime rating if they fail to sneak into a town due to RNG, give the player a chance to fight for their life against 3-5 guards (who are troops between tier 2-5) if they fail to sneak in, similar to Warband. Town scenes already exist, so I imagine programming 3-5 guards to attack the player inside a town shouldn't be hard to implement.
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