Crime is pretty awesome actually. It allows smaller factions to take fiefs from poorly managed larger factions. I understand that it annoys you, but it's not a bad mechanic.
The only crappy part about crime is that it ties you to your fief. Most of the active players are stuck baby sitting their fiefs instead of fielding armies. I think you should be able to manage your fief from anywhere on the map; just you won't be take goods, money or gear out. But you should be able to transfer stuff to people in the fief.
LOL that's a stupid theory, as the larger faction will just take it back when ever they feel like it and helps the larger factions a lot more. Good chance what you call "poorly managed" is deliberate tactic from the larger faction anyway as even if you take the fief you cant build an army in there. in the end you just take a fief that cant be manned. Crime is a lame mechanic at the rate it affects.
Your entitled to your opinion, but in my opinion your theories are flawed, baseless and pathetic.
I mostly agree, but it sucks that the most active and reliable players get the 'reward' of sitting in a fief with no chance to campaign or lead armies. They get bored, i pull my next most reliable and competent trader or military player to sit in their fief instead till i only have enough active players to camp fiefs and barely trade enough to afford upkeep. That was with one city and one castle next to each other, we'd already given away 2 villages and a castle to prevent overreaching. Finally we gave away our last castle, camped a city with noone left to trade and went full inactive, crime ate everything i assume, havent checked.
That's what happens, most players hate camping a fief for months, and that's what crime does.
In Warband campaign owning land gives you certain advantages, it makes you wealthy and more capable of raising armies on the map. The kingdom's true power emerges when these lords group together and go on campaign - leaving their castles, cities and villages.
One area i dont know how they can fix in a strategus-type game, is the fact that grinding troops means that faction troops are considered 'communal', so the leaders give 1k troops to each of their 4 free lords to go attack something. The whole notion of building your own warband and attaining your own prestige or reputation for building a good force on your own is something only lone-wolfs on strat will know. If facing a faction you're not going to say 'oh no it's that guy, he'll have really good gear'/'we can take that guy cos he wont have horses', you know that most factions have standard kit that someone somewhere has assembled for them, the individual is not the person you engage with, you're not fighting 'Varadin's army' you're fighting a Grey dot on the map with Grey gear and Grey leadership.
The best fix would be a sweet income from fief ownership, it immediately pushes things in a more feudal direction with land ownership becoming desirable and those landed individuals having autonomy to equip their own stuff. Wars would be more frequent if finances required less micro, and if conquest would increase income for that faction. Trade could still be an option, for those without lands of their own of course (again, like warband), or a faction could set up a large-scale trade operation to boost their economy if they wanted to do a bit more micro.
Crime coupled with a lack of players and really high prices for items definitely made the round less fun.
Less crime, lower prices for everything except for top 10% tier of items.
All fiefs added to NA, for the love of all that is chadzian PLEASE
Good idea but how about give an option to be able to set crime or no crime and its extent? That would make sense. Depends on how hard you want the inforcement policed by your gaurds?
What sort of place do you want to run? An honorable place where women feel safe or a place where bandits feel safe? Maybe make upkeep a lot higher to represent the cost of enforcing your strict laws.
Got ourselves a couple o' thinkers here. I say these lads must of been book learnin'.(click to show/hide)
I think they become the thieves...
Crime is pretty awesome actually. It allows smaller factions to take fiefs from poorly managed larger factions. I understand that it annoys you, but it's not a bad mechanic. Honestly, the best change we can make is to lower roster sizes to better accommodate the shrinking mercenary pools, this will give smaller clans a chance.
OOOOOR....
It makes larger factions easily control smaller ones cus they can zerg swarm their surroundings and stop the trade for a few days making the small faction give up their fief so the big faction doestn need to even lose one soldier... Crime is a mechanic that allows big to become bigger much faster.
In theory that was possible in the beginning, but would have required the sieging faction to nolife 24/7 on the computer for weeks to stop any trader going in. Now that gold is no longer an issue for anyone, they can just buy half of the S&D and sell it at -50% and lose close to no gold.