My suggestion for a how a karma system might work

Perhaps a karma system could work through the collection of points for griefing activities. Such as...

ACTION
POINTS
Killing a player near a station
10
Killing a player in normal space
8
Killing a player in a combat zone or war zone
-8
Killing a player in haz rez
-6
Killing a player participating in a non-combat CG
10
Killing a player to collect a bounty
-10
Killing a player wanted by galactic powers for griefing
-30
Killing a player who is flying a combat ship
-8
Killing a player who is flying a trading / exploration ship
10
Killing a player with Elite combat rank
-40
Killing a player with Deadly combat rank
-25
Killing a player with Dangerous combat rank
-15
Killing a player with Master combat rank
-10
Killing a player with Expert combat rank
-5
Killing a player with Competent combat rank
5
Killing a player with Novice combat rank
10
Killing a player with Mostly Harmless combat rank
25
Killing a player with Harmless combat rank
50
Killing a player with a heavily armed ship
-100
Killing a player with moderate armaments
-50
Killing a player with light armaments
50
Killed player's ship does not have weapons
100

This sort of thing, and your points score would be persistent. Your ultimate score determines if you're wanted, the size of the bounty placed on you, and how your reputation with the local faction(s) and galactic powers are affected.

With this system, if you killed an explorer on his way back from deep space, you'd build up 18 points. 28 points if they were delivering exploration data to a CG. However, if that player had a combat rank of Harmless, the points would increase to 78. If that ship didn't have any weapons, the penalty points would increase further to 178, so you suffer the maximum penalty.

The benefit of a system like this is that with your points score being persistent, you could eventually redeem yourself so that galactic powers stop trying to kill you, by performing actions like killing Dangerous or Elite players with bounties, or killing players in a combat ship, and in a haz res area.

Additionally, it would enable players to deliberately create a positive karma for themselves, and there could be benefits to this such as more quickly building your rep with factions and powers.

The ultimate effect of this redemption process, would likely be to turn griefers on each other, and away from the rest of us.
 
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Weird. Have you ever looked at law in life?

The point I'm trying to make, is that with Elite Dangerous being a computer game, any karma system will need to be worked out mathematically in the code. This is in the same way that engineering works, using in-game maths to determine how your ship and weapons operate.
 
I am aware you would hide points. I am just baffled why you think a killing of any Ship whatever it may be is to be differently judged based on where it was killed and how armed it was which had nothing to do with the act of being killed. However, I do prefer changes made to the Modes via a NO REBUY for a Player which does not return fire in PvP OPEN.
 
I am aware you would hide points. I am just baffled why you think a killing of any Ship whatever it may be is to be differently judged based on where it was killed and how armed it was which had nothing to do with the act of being killed. However, I do prefer changes made to the Modes via a NO REBUY for a Player which does not return fire in PvP OPEN.

Like I said, it's just a suggestion with me thinking aloud. I made the suggestions I did as killing a player near a station is likely to be more the behaviour of a griefer who is interfering in a Community Goal. Also, killing a new player in a stock sidewinder, or a hauler with basic pulse lasers would be a more serious infraction than killing someone who could afford, and has bought gimballed beam lasers... for example :)
 
Personally, I would like the Karma system to be able to push Griefers, Player Killing Pirates (not players who pirate) and Combat Loggers to only to be able to play in Anarchy systems. If these type of players turn up in other systems, the security response is so strong that they'll find it to difficult to stay. The advantage to that is it makes anarchy systems scarey again for players and it fits in with the feeling of the wild west in anarchy systems.

If a player behaves themselves for a while, then the karme improves to the point where they are allowed back into the other systems but kill another player and back to the anarchy's you go and all handled within game mechanics and without the need for shadow banning.
 
my suggestion, make a pvp request button.
if the other player accept, ok.
otherwise you cant´attack or be attacked by them.

if the player have a wanted or hostile status, the request is not needed.
it stops combat logging and the galaxy becomes alive.
 
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