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.
There is a huge difference between legitimate, valid PvP and Griefing. Case in point - parking a couple ships inside a space station, keeping them alive with healing beams, despite being blasted repeatedly by station defenses, just to shoot people in the back as they're launching is not valid gameplay in any way. It's clear by the magnitude of station defense systems that such an activity is certainly "not as intended", regardless of means used to circumvent it. Nor is a salvo of packhounds through the mail slot with no regard for who gets hit - this is akin to strapping a bomb to yourself and blowing yourself up on a bus because there might be an "enemy" in there. It is, at best, a coward's tactic, one employed by a very undesirable portion of a particular type of people the absence of would make the world a better place.
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.
I liken this to "who gets to sign the Geneva Convention"? Ultimately what is deemed "acceptable" or "unacceptable" falls on the development team and Frontier, as it ultimately IS THEIR game, so it's their call.
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.
We do not disagree here. More on this later.
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.
Valid, in the sense that yes, it is something you CAN do. But:
1. Where's the challenge? Blowing up someone who can barely get off a landing pad? Beating up preschool kids? This sort of thing speaks volumes for the person engaging in such behavior, and such people should be branded for the good of society.
2. If your first 30 seconds of experience are "take off, get blown up, rebuy" what sort of impression does that make? Where's the incentive to rebuy after the 3rd or 4th time? Why stay in a mode where this happens? Instead, it only encourages a mass exodus to Private Groups and Solo play - not that there's anything wrong with either of these modes - unless you're that person driving people away because then you've nothing to do when there's no one to blow up. It just creates a bad experience all the way around, and that leads to less play, which leads to fewer players.
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 mentioned above, we do agree on this aspect. More to follow.
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.
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.
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?
There often arises some confusion with differentiating "Criminal" from "Psychopath".
"Criminal", as a career choice, is perfectly valid, and would include Smugglers, Data Thieves, Landing Pad Loiterers, Station Trespassers, Pirates who only steal, not kill, and the like.
"Psychopath", while certainly achievable within the mechanics of the game, well... there is that whole "live by the sword" thing - and no, it really doesn't matter who's sword they die by - PC, NPC, Deity.
So here's a rehash of a much longer post I made quite some time ago, in a condensed format:
Crime and Punishment: The current Justice System of Elite is quite basic. For all non-violent offenses, fines are assessed. It most cases they are laughable at best. Loiter around a landing pad, you get an inconvenience fine. Loiter longer, you die. Dump your biowaste in the mail slot, take a small fine with you. Get caught with a hold full of Slaves, have a larger fine and carry on. There is a lot of room for improvement here. If you're caught with a load of contraband coming in to a station, that contraband should, at least, be confiscated when you dock, not left in your hold to be sold anyways, often offsetting the cost of the fine, or still yielding profit. This is just silly.
For violent offenses, there is but a single punishment, and that's death - either at the hands of another player, or at the hands of NPC's. But death also wipes the slate, and you're free to go about whatever you were doing - which usually entails things like blowing up 10 minute old commanders while they're trying to figure out where the mail slot even is.
There certainly is a place for the "Criminal" career path - and I've long advocated for certain "benefits" to it - such as better selling prices on Black Markets, Access to Criminal Network facilities that are otherwise "locked" in the same kind of manner that Engineer facilities are "locked", until you are invited. Special "pop-up" missions specific to Criminals, but also a certain reaction to Criminal elements in "civilized" space. And something that may be necessary to really make this sort of implementation really work would be an additional status: "Known".
"Known" could be affixed to someone's current status standing, so they might show as "Known: Clean" or "Known: Wanted". Being prefixed as "Known" only means that you have an established pattern of committing Criminal activities. Unlike "Clean" or "Wanted", "Known" would not simply drop off at death. It would have to clear over time. Carrying "Known" status should have only the effect of:
1. In Uncontrolled or Anarchy space: No particular effect.
2. In Space controlled by a Super Power:
2a. If unaligned to any power, increased security response to crimes reported against anyone with "Known" status.
2b. Docking requests denied if "Known" and "Wanted". Civilized People do not welcome criminals into their midst.
2c. If aligned with a Power:
2c1. Docking requests denied by Opposing powers
2c2. Docking requests accepted by Aligned powers, but only if not "Known" and "Wanted".
3. No affect on Criminally aligned facilities - may result in Docking requests denied if not "Known". Criminals don't just let anybody in, they might be cops.
"Known" status would have a natural decay cycle much like Bounties, but is not cleared on death (or Temporary Inconvenience, as "death" doesn't actually happen in Elite, only the passage of time and refraining from Criminal activity would cause this status to decay.