I absolutely love the new additions made in patch 1.1, especially the addition of taking over backstreets and it's defense event, but I would like to offer some suggestions to make the feature even better:
- We should be able to control more than 1 alley in the same town, and if we control all, we no longer should have to worry about them being taken over. It would also feel incredible being able to control a town's production and mafia without even owning it for roleplay purposes
Agree on controlling multiple alleys in a town, though I think if you have a "monopoly" on all the alleys you should really be under constant attack.
That basically gives you the choice of
A) Spread out alley control for less frequent attacks
B) Focus on single town mob boss style, but deal with constant attacks
- An alley's income should be tied to more than just the 2% of a town's prosperity, things like security and our companion's roguery skill should also affect the income
I think the income is fine, problem is I don't think gangs scale to Prosperity.
Low Prosperity Town > Easy to take over (small gangs)
Higher Prosperity Town > Harder to take over (big gangs)
Maybe it is that way already? Though didn't seem like it from my couple hours.
- The daily crime from owning alleys should be increased, its current criminal rating generation is too low to make a difference; a hideout gives +0.5 crime rating per day, while crime naturally decreases by 1 every day. An alternate proposal would be to add a floor value to the crime rating based on the number of alleys we own in the same faction (something like 15 crime rating minimum for each backstreet as an example)
Yes, but if you have 3 alleys in one Kingdom you are going to be gaining +1.5 Crime Rating a day, so that would be +0.5 a day.
That means (unless this has changed) Kingdoms will literally declare war on you once your Crime Rating is high enough.
- If the town's loyalty is low enough and we own a backstreet, we should be able to incite rebellion; if we're succesful in fighting a handful of town guards in the town centre, the town loyalty should become 0 (like in fourberie mod)
Not a bad idea.
Although kind of the problem, doesn't Fourberie do all this and much more already? Sadly I think we're very much in a situation where Mods > Base Game at this point. All I know is unless I can get all my current mods working on 1.1, I'm not going to bother with it, nice as some things are unfortunately.
- If we own a back alley, our assigned companion should become a new (gang leader) notable for the town, and they should give us the regular quests given by gang leaders.
Eh I don't think making Companions effectively Notables is good idea. What happens when you remove them or add them back to your Party? Or would it be permanent and why would you really want to do that?
Maybe that would be okay if you could make Companions Notables for anything (like Merchant, Village Head, etc.) but I can't see that becoming a feature from TW.