Make the Karma Level system actually useful

Currently, there is no use for the karma level system (aside from getting 10 GS every level you gain, or killing a pilot with +5/-5). I propose some additions to the karma level system that would give purpose to gaining positive or negative karma levels. 

 

The only current level traits I know are for karma level -2, where police station turrets will automatically shoot you.

 

Additions for Positive Levels:

 

-At +1, 5% damage reduction from all damage taken by pirates or cartel pilots.

 

-At +2, ability to dock at Fort Vida (if this suggestion is implemented). Suggestion is here: https://forum.star-conflict.com/index.php?/topic/26501-fort-vida-elite-pilot-station/?p=313969. Aggro range of pirate turrets increased by 25% (to compensate for negative karma pilots being auto-targeted by police turrets).

 

-At +3, auto-distress signal. This signal will emit when you are attacked by a player, and will bring the nearest police patrol to your location (if there is a police presence in the sector), however, your aggro radius for pirates and cartel pilots will be increased by 20% (will bring your aggro range from 2.5k to 3k).

 

-At +4, ability to call in a police squad to escort you for a certain number of sectors. This ability could be a scannable item similar to a cargo drone, which will instantly warp in a police squad that will escort you for X sectors, however they will not escort you into the frontier sectors. (X could maybe be 4 sectors). The scannable object would be present at every warp gate, similar to a cargo drone, but once activated, it will have a 10 minute cooldown, and no escort objects will appear until that 10 minute window expires. (Police escort will only last 3 minutes if the user does not leave the sector).

 

-At +5, Alien bio-jammer. This passive ability will reduce the aggro range of aliens for your ship by half. This ability would make it extremely useful to travel through alien sectors without being detected or attacked.

 

Additions for Negative Levels:

 

-At -1, 5% damage reduction from all damage taken by police or transport escorts.

 

-At -2, ability to dock at Fort Muerto (if such a possibility will be implemented).

 

-At -3, pirates and cartel pilots will no longer attack you, however, police will automatically attack you if you go within 3k of them (if you are in a station sector, they will not attack you within 5k of the station, unless you have criminal status).

 

-At -4, auto-piracy assistance signal, when you attack a player that does not have criminal status, a squad of pirates will warp in 5k away from you to assist you in killing the target player. (The squad of pirates will grow larger the higher karma level of the enemy player. I.E. level 0-1; 3 pirates, level 2-3; 4 pirates, level 4-5; 5 pirates). The pirates will warp out of the system if you die, the target ship dies, or the target ship leaves the sector.

 

-At -5, Alien bio-emitter. This passive ability will fool small alien ships within a radius (maybe 3k meters) into thinking you are an alien and will make them help you attack a target. (This ability will only affect Infected Ships, Biomorphs, and Cybers, and a maximum of 4 aliens/cybers can be fooled at one time).

Sound good to me. +1

+99999

I love it.

Police automatically attacking negative karma players should be adjusted. How are you gonna undock-dock if they’re everywhere in the main sector for the factions? Other than that, love the suggestions. Would make it feel like really karma and more useful. Karma has no purpose other than good or bad pilots right now.

I would love to see all of these changes. Every last one of them.

Good idea but i would change some things :smiley: too lazy to say what. 

I would love to see all of these changes. Every last one of them.

I’d suggest that if you have green karma (very secret way to gain it) you would get a Hunter ship! Good suggestion?

Police automatically attacking negative karma players should be adjusted. How are you gonna undock-dock if they’re everywhere in the main sector for the factions? Other than that, love the suggestions. Would make it feel like really karma and more useful. Karma has no purpose other than good or bad pilots right now.

 

Edited the OP to adjust for this. Now it is they will auto-attack you if you go with 3k meters of them, and they will not attack you within 5k of the station unless you have criminal status.

Edited the OP to adjust for this. Now it is they will auto-attack you if you go with 3k meters of them.

I just thought of something. How about this not applying to main sectors? Police are everywhere. Sometimes you undock and police are straight infront of you. But still, the 3k meters thing would apply to the other sectors.

I just thought of something. How about this not applying to main sectors? Police are everywhere. Sometimes you undock and police are straight infront of you. But still, the 3k meters thing would apply to the other sectors.

 

Re-read my post, I was editing it while you posted this.

 

Edit: Also added a +2 addition to the OP. +25% aggro range of pirate turrets to compensate for -2 karma pilots being auto-targeted by police turrets.

Edit: Also added a new function for the auto-piracy assistance signal and auto-distress signal. Number of pirates/police aiding you will scale with karma level of the target).

Re-read my post

Hmm looks great now!

If this is implemented I’m turning pirate

*right after I visit Vida

If this is implemented I’m turning pirate

 

kwovcbl.jpg

Lel

Re-read my post, I was editing it while you posted this.

 

Edit: Also added a +2 addition to the OP. +25% aggro range of pirate turrets to compensate for -2 karma pilots being auto-targeted by police turrets.

Edit: Also added a new function for the auto-piracy assistance signal and auto-distress signal. Number of pirates/police aiding you will scale with karma level of the target).

I like the idea of adding effects to karma, but im not sure the effects are good to go. About the auto distress signal for pirates, better make it like police escort request (you activate it and pirates will spawn, same conditions than police, but in higher number since pirates are worse), otherwise it seems very unfair for pilots farming bots; the sudden attack of a player is big surprise enough, now add a bunch of pirates that just spawned…if you wouldve seen those pirates and the player from certain distance you couldve taken some measures instead of getting wrecked (build vs bots instead of build for PVP is also a disadvantage).

We admit that karma system it’s far from ideal now, we have plans to evolve it next year.

I like the idea of adding effects to karma, but im not sure the effects are good to go. About the auto distress signal for pirates, better make it like police escort request (you activate it and pirates will spawn, same conditions than police, but in higher number since pirates are worse), otherwise it seems very unfair for pilots farming bots; the sudden attack of a player is big surprise enough, now add a bunch of pirates that just spawned…if you wouldve seen those pirates and the player from certain distance you couldve taken some measures instead of getting wrecked (build vs bots instead of build for PVP is also a disadvantage).

 

Edited that in the OP. Made it so the squad will warp in 5k away from you, then track to your location. This way it can still work in jericho space where there are no pirates/cartel pilots. It will also give the target a bit of time to react to the incoming attackers. But since this is a level 4 upgrade, it will take some grinding to get it, and therefore I still want it to be a squad warping in to assist. Unlike the +3 level auto-distress beacon, which draws the nearest police squad to you, only if police are present in that sector. 

Edited that in the OP. Made it so the squad will warp in 5k away from you, then track to your location. This way it can still work in jericho space where there are no pirates/cartel pilots. It will also give the target a bit of time to react to the incoming attackers. But since this is a level 4 upgrade, it will take some grinding to get it, and therefore I still want it to be a squad warping in to assist. Unlike the +3 level auto-distress beacon, which draws the nearest police squad to you, only if police are present in that sector. 

Sounds much better now, all i would change is to not only limitate reinforcements to pirates, but to “human outlaws” according to the sector, meaning you will be supported by cybers in jericho space, pirates in empire space and cartel in federation space :slight_smile:

Sounds much better now, all i would change is to not only limitate reinforcements to pirates, but to “human outlaws” according to the sector, meaning you will be supported by cybers in jericho space, pirates in empire space and cartel in federation space :slight_smile:

Nah. Just pirates is good. If it was cartel using them would be pointless. Cybers are too strong. So pirates are the optimal choice as they are perfectly balanced between the two.

Sounds much better now, all i would change is to not only limitate reinforcements to pirates, but to “human outlaws” according to the sector, meaning you will be supported by cybers in jericho space, pirates in empire space and cartel in federation space :slight_smile:

 

I decided against Cybers since they are aligned with aliens now, and the -5 bonus allows you to trick them (along with biomorphs and infected ships) into thinking you are an alien.