Dear cRPG,
The forum is being made for the support of the idea of being rewarded experience points for kills. The idea of earning multipliers for winning as a team is ideal to balance the game out and giving less experienced players the chance to earn some experience points. With the multipliers for earning a team victory teaches players to work as a team, and lets face it, Not to be kill desperate blood hounds. However, there was always one question that always eluded me, why are player not rewarded for kills? It's become iconic for any role playing game out there to reward player for their noble efforts in slaying their foe's. This is the case in almost any game, from the more mainstream Call of Duty, to more up-incoming games like War frame. It's the creators way of saying "Nice job killing that guy, why don't ya take some experience for it, eh!" but this isn't the case for Mount and Blade: War-band, cRPG mod. Not to mention it's realistic, if you kill some one, essentially you're being exposed to the experience of killing some one. I believe that these games like Call of Duty and War frame are being popularized for the experience points per kill idea. I could be wrong though, because there are many variables that go into account for making a game what it is. Every game has it's ups and downs. I had though about money and experience per kill and having multipliers but that seemed a bit greedy, don't ya think? So instead if cRPG could invoke an experience reward of a significant variable to the player that has killed another player and still maintain the multiplier conduct, i believe this solve a couple issues.
Leechers as they are called, are players who merely join games to sit by and watch his team risk their kill/death ratios and money, fight, as they sit back and enjoy the view (They are usually found without a weapon in hand).
I'm not justifying that my idea would fix the problem but it might, it just might.
Please comment other problems that you are encountering that my proposal might possibly fix.