Kubin
Recruit
Regarding rogues:
After I saw people here say "pickpocket in most mods is useless" and after watching one of the Bannerlord showcases, I thought - why don't let the rogues be stealthy on more industrial scale? Why not raise to power through crime?
To make "advanced" criminal actions, you'd have to be a rogue yourself or have at least one companion who's a rogue. Advanced actions could be some of those:
- "Planting" bandits in a city to steal, rob and intimidate people, making a profit for you, with a chance for the band to get blasted by the guards in which case you lose the people* you put in there (explanation below this list) and on "critical fail" someone would rat you out and you'll lose honor and relations with that particular city and its lord. Also, the crime in the city would negatively impact its economy.
- Stealing supplies from villages (yes, stealing, not "forcing to give away" - more subtlety please ). A quiet alternative to just robbing them. Results in the "relations" lose and possibly honor, too (on crit fails?).
- Stealing/sabotage of supplies in an enemy party, possibly slowing them down or mowing their morale a bit (if NPCs even use morale on campaign map). May result in a fight (most of the time that'd equal annihilation of your thieves).
- Sabotage of sieged city's supplies to shorten their time-to-surrender (I believe someone above has already suggested this).
- Possibly an option to "stalk" a village (kill/rob/harass any villagers party that leaves it). To worsen its city's economy over time, instead of razing the village right off the bat). If that makes any sense for the game whatsoever.
- Prison-breaking selected (or random?) units from enemy prisons (not parties, I think).
- Occupying a on-map bridge to collect a toll from (selectable) passing targets. Selection could be something like a checklist of "Farmers, Bandits, Caravans, War Parties (lol, who would try to toll a war party? xP)" and possibly a number box to type a "max size of robbed party" in, so you don't send your 10-men bandit group on 65-men caravan like a moron. May result in fight if the enemy party isn't intimidated enough and wants to fight back.
- And so on...
Now to explain: Why did I say "lose the people" and generally mentioned your "parties"? Because I propose that every "criminal" unit in the game has its own, uh, "rogue power" (terrible, I know, it's a placeholder name). The weakest bandits have the least, while the better ones have more. Rogue power would boost (but never replace!) your PC or companion's rogue abilities. The general idea is that:
- The smaller your criminal party, the harder it is to catch them (they're keeping together, less loose ends etc.).
- The greater your "rogue power", the better. That consist of both your bandit units' tiers and your PC/companion's Looting.
- In short: The best criminal party is a few of GOOD bandits, while the worst is a big crowd of low-tier wannabe robbers. Why? To cut "just spam endless bandits and you'll be fine" tactic.
Additionally, but not nearly necessarily - there could also be specific units like "thief", "spy", "saboteur" etc. that would give much more bonus to the action of their type, so saboteur will be better at sabotage than, say, a thief of the same tier. More of an addon (prolly unnecessary one, too) than anything crucial.
To form a crime party you'd have 2 options:
- Lead it yourself (must be a rogue). It occupies the PC so it's best to focus on one-time-event crime actions like stealing or sabotage, instead of collecting a toll or stalking a village, because it's damn boring. Also - you'd have to keep your party small and preferably consisting of high-tier bandits.
- Make a rogue companion the leader. This temporarily detaches your companion and selected troops so they can enjoy their criminal acts while you're roaming the lands to make a profit elsewhere.
And that's basically it for now. Thoughts?
After I saw people here say "pickpocket in most mods is useless" and after watching one of the Bannerlord showcases, I thought - why don't let the rogues be stealthy on more industrial scale? Why not raise to power through crime?
To make "advanced" criminal actions, you'd have to be a rogue yourself or have at least one companion who's a rogue. Advanced actions could be some of those:
- "Planting" bandits in a city to steal, rob and intimidate people, making a profit for you, with a chance for the band to get blasted by the guards in which case you lose the people* you put in there (explanation below this list) and on "critical fail" someone would rat you out and you'll lose honor and relations with that particular city and its lord. Also, the crime in the city would negatively impact its economy.
- Stealing supplies from villages (yes, stealing, not "forcing to give away" - more subtlety please ). A quiet alternative to just robbing them. Results in the "relations" lose and possibly honor, too (on crit fails?).
- Stealing/sabotage of supplies in an enemy party, possibly slowing them down or mowing their morale a bit (if NPCs even use morale on campaign map). May result in a fight (most of the time that'd equal annihilation of your thieves).
- Sabotage of sieged city's supplies to shorten their time-to-surrender (I believe someone above has already suggested this).
- Possibly an option to "stalk" a village (kill/rob/harass any villagers party that leaves it). To worsen its city's economy over time, instead of razing the village right off the bat). If that makes any sense for the game whatsoever.
- Prison-breaking selected (or random?) units from enemy prisons (not parties, I think).
- Occupying a on-map bridge to collect a toll from (selectable) passing targets. Selection could be something like a checklist of "Farmers, Bandits, Caravans, War Parties (lol, who would try to toll a war party? xP)" and possibly a number box to type a "max size of robbed party" in, so you don't send your 10-men bandit group on 65-men caravan like a moron. May result in fight if the enemy party isn't intimidated enough and wants to fight back.
- And so on...
Now to explain: Why did I say "lose the people" and generally mentioned your "parties"? Because I propose that every "criminal" unit in the game has its own, uh, "rogue power" (terrible, I know, it's a placeholder name). The weakest bandits have the least, while the better ones have more. Rogue power would boost (but never replace!) your PC or companion's rogue abilities. The general idea is that:
- The smaller your criminal party, the harder it is to catch them (they're keeping together, less loose ends etc.).
- The greater your "rogue power", the better. That consist of both your bandit units' tiers and your PC/companion's Looting.
- In short: The best criminal party is a few of GOOD bandits, while the worst is a big crowd of low-tier wannabe robbers. Why? To cut "just spam endless bandits and you'll be fine" tactic.
Additionally, but not nearly necessarily - there could also be specific units like "thief", "spy", "saboteur" etc. that would give much more bonus to the action of their type, so saboteur will be better at sabotage than, say, a thief of the same tier. More of an addon (prolly unnecessary one, too) than anything crucial.
To form a crime party you'd have 2 options:
- Lead it yourself (must be a rogue). It occupies the PC so it's best to focus on one-time-event crime actions like stealing or sabotage, instead of collecting a toll or stalking a village, because it's damn boring. Also - you'd have to keep your party small and preferably consisting of high-tier bandits.
- Make a rogue companion the leader. This temporarily detaches your companion and selected troops so they can enjoy their criminal acts while you're roaming the lands to make a profit elsewhere.
And that's basically it for now. Thoughts?