Repeating myself again... but for a good cause.
One question I have, is that so far all (most?) the suggestions seem to focus on punishment. I'm wondering if you are considering any incentives for outlaw players?
My point isn't to reward "criminal" players...but rather recognize it as a valid play style.
However might not, punishment for negative Karma - without also offering incentives for "being a criminal", might essentially totally destroy any crime-based play styles?
This is exactly what I have described
in this very thread a few pages ago but the idea isn't new - I've written it
after ED Open Livestream. And also I think focusing on "lynch the griefurz pls fdev" will kill pvp. And one less gameplay choice is never good.
C&P is the place for any perks of roleplaying a criminal. A karma system is for deterring/punishing unacceptable behaviour, and would be completely undermined by making it potentially desirable to have low karma.
Who gets to define "unacceptable"? You? Forum poll? Design committee? Besieger? I am proposing an unbiased system allowing you to blaze your own trail, this time meaningfully with long term effects.
Gotta honest I feel this is all becoming a bit confused.
Surely the intention is to penalise the following :
- CMDR in engineered Corvette kills newbie Sidewinders in Eravate
- CMDR multicrews so she can fire on stations to get an insta-kill on the helm
- CMDR multicrews so she can fire off all the heatsinks for an Explorer 25KLY from a station
- CMDR drops into the Alien Ruins and starts killing prone unarmed Explorers in their SRV
But we are talking about turning it into a valid career path?
Karma / C+P these are different things. Yes there is a degree of overlap but the primary focus surely is on players that grief/troll and enjoy ruining people's day because they can.
And why should that behaviour be specially penalised? Or rather, wouldn't it be better if that behaviour was leading down a criminal career path which would both entail the consequences but also advantages of being an outlaw. Last I checked criminals mainly do it for money and power and lead quite a rich lives constantly playing cat & mouse with the law.
Karma system is something which allows you to track users behaviour over a longer period of time. It can be easily used for both. What the majority of "lynch the griefurz fdev pls" advocates fail to see is that "killing newbies in Eravate"
IS a valid gameplay choice.
What is wrong is that your actions (good or bad) CURRENTLY have no consequences. And I want it to have both upsides and downsides, and most of all MEANING. I've written this many times in this thread, any system that is designed here should be UNBIASED. I don't care if you feel its "bad" killing newbies. Some can do it because the game allows them to do it, full stop. Now what I would like to see is both consequences you propose - hi sec being more and more "dangerous" to travel in as an example, refusing docking permission... But also criminal perks, access to shady activities, murder contracts, what have you. And on the other lawful side - reduced rebuys, lucrative missions, sysauth protection etc.
As Fracktal noted a few pages ago, we would need to track two things actually:
* behaviour (as in roleplay/career path tracking)
* exploit tracking (combat logging, grief-winding, breaking the TOS in general)
I am vehemently against a biased system which is a crutch for not having a valid career path with all its roses and accompanying thorns. Why should I play the "good way"? What is "good way"? Also why it is limited only to commanders and not in-universe (so tracks npc killers as well)?
The system outlined by Sandro is a "behave or you will be slapped by god-hand" not bringing anything in return. It only takes away a VALID gameplay choice. So even LESS depth and things to do in the game. No thank you.
It would be a huge missed opportunity if FDev didn't introduce a recognised Outlaw/Criminal archetype on the back of the karma system, with mechanics, missions, rewards, repercussions and danger.
This game is crying out for gameplay. There it is.
Don't forget the symmetrical career for lawful cmdr. With its own advantages and disadvantages. Also, symetrical but not identical - the perks would have to be different to make both styles interesting and not just a differently labelled c&p (copy and paste

) of the same thing.
Oddly surprised to see you going to bat for our team, nice balanced response assuming your play style, to add though I would like to see "incentives" for criminal players but also have the same for lawful players. perhaps even certain modules?
Yeah, that's what I am trying to bring to discussion since page 37, but given the pace and nature of the thread the posts get buried under tons of replies for early-page posts... Links in my sig.
As for perks and hindrances, they should be lore-friendly and make sense... Infamous Criminals hunted mercilessly in better Security systems, traders fearing Anarchies and Low-secs. Tip offs for criminals for tasty treats (a transport of palladium will be crossing from X to Y around HH:mm gametime"), perhaps better assassination missions (a certain cmdr Salami will be travelling from 46 Eridani to the bubble, 5mln Cr for her head). And for the lawful, trusty citizen - discounts for market goods, lucrative missions with huge payouts, reduced rebuys...
Also worth mentioning is minor faction rep wrt to current criminal/lawful status, for example minor faction allied with criminal will let him "sneak in if you avoid scan, if you're scanned we don't know you and will shoot you". Allied minor faction could offer special missions for lawful citizen, maybe high value important chained missions? Or make a discount on goods? Or disclose a location of known criminal with huge bounty?
I also like Truesilver's idea of using current superpower rep for the task. For example why should Empire care if I spend my time murdering Federation CMDRs in Federation systems? Bounties and crimes should have superpower jurisdictions, IDK what to do with "uncontrolled/not aligned" systems but that is an implementation detail.
Isn't that better than a "hand of god" approach?