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