Technically you shouldn't know people's names to begin with
Agreed.
Lol. You walk into a cave and see a bunch of "bandits" and your Nord warrior kills them all with out hesitation. Then you find a diary explaining how a family lost their home to dragon fire and had to take up residence in a cave!
I play a mod in Oblivion that adds people to highways and adventurers to caves. So I can be creeping through a cave, see a shadow up ahead, and shoot them with my bow, just to get the sneak attack benefit. Then I find out they're actually not a bandit/marauder/whatever. But they wear armor and look just like them?
It always makes me feel a bit frustrated and sad.
On a side note. In Oblivion, if your total worth were less than the 100 septims the highwaymen wanted, they would actually let you go.
Um, what about: "That's okay, this one will kill you for free." There was only a chance they would let you go.
*******
Overall, I like the OP's idea, because I like to roleplay. But I'm seeing a lot of "ideas" on this forum without any speculation on how they might be implemented.
If you've done any modding at all, you know that schedules and pathing can take hours to implement in a way that doesn't have that "robot" or clockwork feel. And pathing conflicts cause the game the crash. Exterior cell pathing - or taking a bandit out of an interior cell to go home or whatever - caused a number of headaches and crashes and problems, which is probably why it wasn't implemented. I thought Oblivion achieved this very well, when the work and implementation is considered. Bandits would eat, sleep, walk around, talk.
Sure, there are a lot of things I'd love to see in the game. But most of those things will wait until someone invents the holodeck.
~ Dani ~