However, I disagree on your ideas on how to impose/ implement them as you want to put the cart before the horse, i.e. make griefing and ganking impossible but not thinking of how the galaxy is fundamental setup and run now on logical principles, let alone lore etc. et.c. I have given examples of how gameplay is affected by your proposals in my last post but you seem to ignore these points again.
These were the points where for example I suggested stations would start denying docking permission according to your PF Criminal Reputation? eg: As you get a worse reputation you loose access to more and more stations?
And your problem with this was how carte blanche or simplistic it was? ie: It paid no attention to factions or Empire or Federal reputations etc etc? That's a fair criticism, and I'm all up for adjusting the premise of it if the resultant gameplay works.
My fear would be that the primary goal of a karma system is to rein in illegal destruction and make players accountable for their choice to carry it out. If they can "work the system" to get around it they will. eg: Rotate from Federation areas to Empire areas to Alliance areas to allow more unwanted activity?
Similarly as your proposal suggests (if I recall) being able to work off your negative reputation by destroying wanted NPCs. All this will just mean some toxic individuals finding ways to streamline their ability to grief. Hence my proposal of a very flat mechanic with no way to improve a negative reputation other than the passing of time.
It's also important to maybe consider, the flatter and simpler the proposal the easier it is to implement. ie: There is no suggested change to factions rankings/behaviour etc etc.
Now I fully appreciate that there are probably alternative approaches, and that maybe do include faction behaviour. And these may well result in a better outcome. If so... Great!
But for the moment, I'll continue to discuss only the most simple approach if only as it's more to understand, and certainly easier to implement.
As for not addressing this issue, I did - maybe only briefly - in the next reply to you (#696) which said I will always put game play outcome ahead of game universe reasoning. eg: If the suggestion is stations across the bubble start becoming unavailable is not realistic as some are Federation, others are Empire, etc etc, if the outcome is good, I would use hand wavium to account for it. Which is exactly what I did with that post. eg: The PF is in bed with the insurance companies, who are in bed with the banks, and therefore have a significantly loud voice in the ears of those running stations.
ps: Apologies if after all this the point you think I didn't response to was another one?
I recall reading it when you first posted it. I must admit though, for a proposal aiming not to require lots of changes, it did seem to require lots of changes? At least to my thinking. Certainly more than what I've mentioned. eg: I don't go down to faction level/behaviour/changes?
Refer to my above comments and previous threads. If you are fundamentally changing the basic premises of the game how are you not affecting the gameplay. The BGS works by adding up all the interactions that goes on in the game positive and negative. Banning players by permits for all high security system for instance, will then artificially affect the BGS by affectively sanitising systems. Surley High security systems should spend more resources on security, thus making it more difficult to cause trouble in them, thus feeds back into the BGS. Not blanket bans that do not make any real sense from a faction/power perspective or completely change the nature of the PF. All this is gameplay related!
Agreed... And I did comment that the "example maths" for denying stations/systems, "BTW: It wouldn't be as black and white as this I'd imagine, but you get the picture."
ie: Yes it should not be as black and white as the example shows. It may well be that your reputation with powers/factions affects the point at which stations/systems become unavailable. Or something else. BUT, personally I believe it should be kept as simple as possible, at least from a discussion/premise point of view.