Karma system ideas



  • so there actually are number of ways to reliably tell if someone is griefing and a karma system would correct the problem.

    everyone starts at a base amount. karma persists through game sessions.
    negative actions lower karma
    positive actions / positive actions related to your role will increase karma. it also increases naturally over time while playing the game
    negative karma causes you to take more damage and deal less damage and probably some other annoying things like being shown less preference for job roles / auto antag / etc
    as you get lower and lower in karma, the amount you lose when performing negative actions will increase. basically the more someone is being a griffin, the faster their karma drops
    after hitting a certain breakpoint in negative karma: you are turned into a cluwne and stuck that way until your karma goes back up to some sort of breakpoint.
    admins will be able to inflict karma-based punishments in lieu of a ban
    karma doesn’t apply to antags or actions against antags (unless it’s something shitty like revs team killing). certain actions against antags will award karma (like being the prison area of the shuttle at round end if you’re security)

    people that are only around to cause trouble will eventually remove themselves from the game while everyone else sees no difference in gameplay.



  • so there actually are number of ways to reliably tell if someone is griefing and a karma system would correct the problem.

    everyone starts at a base amount. karma persists through game sessions.
    negative actions lower karma
    positive actions / positive actions related to your role will increase karma. it also increases naturally over time while playing the game
    negative karma causes you to take more damage and deal less damage and probably some other annoying things like being shown less preference for job roles / auto antag / etc
    as you get lower and lower in karma, the amount you lose when performing negative actions will increase. basically the more someone is being a griffin, the faster their karma drops
    after hitting a certain breakpoint in negative karma: you are turned into a cluwne and stuck that way until your karma goes back up to some sort of breakpoint.
    admins will be able to inflict karma-based punishments in lieu of a ban
    karma doesn’t apply to antags or actions against antags (unless it’s something shitty like revs team killing). certain actions against antags will award karma (like being the prison area of the shuttle at round end if you’re security)

    people that are only around to cause trouble will eventually remove themselves from the game while everyone else sees no difference in gameplay.



  • This isn’t TTT, don’t have karma affect gameplay too much. Maybe just keep the cluwne penalty or bar off more important jobs from griffins.



  • It doesn’t affect gameplay at all to see some guy with a long history of being shitty not being able to meaningfully impact the round. It is supposed to be very harsh and unfun since anyone that gets that far down the hole deserves to be there. For all the rounds that they’ve ruined, it’s a fitting punishment. It’s no different than when people were being job banned from everything but Corgi except it’s automated.

    Also the system isn’t going to be so sensitive to where normal players can’t act on anything. People will generally stay in their karma range unless their play style does a 180. Normal players should expect no change in how they play the game.



  • I like the idea of karma, but to increase someones damage or take more damage dosent seem to fair.

    I’d rather see the person with negative karma progressively get more clown-like handicaps like failing at actions, slipping/breaking things when performing an action, catching diseases more easily etc.

    The lower their karma the more often those things occur.

    then they turn into a cluwne



  • I am way ahead of you with clown-like handicaps up to and including clumsiness.


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