its cargo or i take it by force. shoot his ship to crap without making it explode. you got the tools for it.
if you think its to much risk for yourself - then do that in an anarch system, that IS already excluded from karma in sandro's suggested system.
Yes, completely. Murder is murder.
There should be dire penalties to Karma for killing someone who's clean. Traders SHOULD be able to fly in secure systems with the expectation that they're very unlikely to be killed because of this - and so yes, they may choose to risk trying to run away in high sec systems. (is the potential cost of damage high enough?)
But traders are also more likely then to comply in low-sec/anarchy regions because they would know they otherwise fair game.
I think there is confusion here whether karma will be some all encompassing feature that will also prevent anti-social game play (i.e. griefing, deliberate & repeated PK / stream disruption that's just for "fun" at the expense of other players game time/experience)
I think that's a more severe issue but one that ultimately needs to be dealt with via "report user" and handled out of game if there is evidence to back it up.
I hope that the "karma" system being considered will just be applied to general game play. i.e. if the commander kills a ship, player or NPC then their karma is decremented, similarly if they get caught smuggling. Bounty hunting would be one way to increase karma as would some of the charity missions such as the delivery ones - it's important though that these are missions that can't be exploited with one ship kill counting to multiple missions (hopefully a fix is on the way for that) or the donations - it should be something that takes time to build back up.
Obviously if a commander is engaging in an anti-social play-style then they'll be taking a karma hit anyway and having to deal with the consequences of system security etc - which hopefully will be upgraded to deny docking, kill on sight, and as others have suggested, block access to systems via an extension of the permit system. (perhaps player is outlawed in system for x days)
So a player would start at 0 karma, and doing good things increase it, doing bad things turn it negative.
Stations should then take karma into account when offering missions - e.g. giving the commander unique cargo to transport somewhere probably shouldn't be given to a known scumbag when it's a legit mission. On the flip-side, highly illegal missions shouldn't be offered to players with god-like levels of karma!
And where high-sec stations should greet commanders who don't have too low a level of karma, there should be the flip side of that behaviour in anarchy systems at pirate bases. If you rock up there as a celebrated bounty hunter / philanthropist then you should get a hostile reception and told you're not welcome. And these bases should be hubs for illegal goods and missions - again access determined by just how notorious your commander is!
I'd say keep it simple in the first iteration and then build on it.
But we desperately need SOMETHING to start with!
Obviously there are kinks to be worked out with consentual PvP battles, and even "games" such as racing that might involve collisions and require the 'report crimes' option to be off. Perhaps that can be extended so that it's locked for the duration of an instance, and shows in the contacts list to make it easier to confirm everyone is using it? Maybe it needs more than that, but again, it'd be a start?
If the player combat logs during this state, a counter should increase and ideally then give other players away to see it- let it be visible who is dropping out of fights. (and no, I don't know where in the cockpit you'd show this, but perhaps some indication on the contacts list, or details option if you select the user in contacts?)
And yes, a "combat log" might not be the user's fault - but then if it's frequent enough, it's still just as unfair and disruptive to the other players as if it was deliberate. At least if there were visible stats, other players can make an informed decision whether they are likely to 'disappear' part way through. Counts would degrade back towards zero over time (played, in game time that is)
And when we've gotten Karma, this is even further OT I suppose, but I'd like FD to get around to adding the multiple commander slots that were promised and have been "on the list" for over 2 years now. One commander can't cover all play-styles!
I'd like to be able to use my pirate start position from KS and play as one. I'd like to have an alt who's a bounty hunter and focuses more on combat. I'd could then let my main character stick to trading or head off on long distance exploration trips.
This would not only open up the game for everyone to "play their way" but would solve one of the big problems right now - that you can't just pick the game up and play how you want to. How many people think "Oh, where did I leave my commander?" before logging on and then decide that actually they don't feel like continuing that and so don't bother? (that can't be good for retention).
[edit] I see I got ninja'd. Must type faster!