Back on the tracks of the conception of a Karma system
A Karma system for identification of RPKs and for the role player aspect is a great idea and with minimal direct effects on gameplay it's not a big deal to get it going.
A Karma system that takes it one step further by changing major gameplay aspects(xp/level loss, loss of access to areas like spawn, loss of coin...) gets harder to balance.
I would ask, are we trying to add another RP aspect to the game or are we trying to add another specialization to the game?
If it's the later then it should honestly be approached not only from a balance team aspect but also a gameplay aspect. If we add a forced spec of BLUE, Neutral or RED then its going to change the landscape (possibly for better) greatly.
Players that may have raided an enemy city under the current system may not want to do so anymore to prevent from going "RED." Players may have a harder time defending, if their town or home is being attacked to prevent themselves from losing Karma. "BLUE" players will have one more thing to have to ponder when they see someone on the hill above. Not just is that guy going to attack me but how is this going to effect my karma.
I do NOT indorse a pay to pray system. Although it works in the real world that if you have money you can get away with murder, it does not fit any RP aspect of this game.
I would suggest that with gains and losses from killing the only other way to reduce your negative alignment is to play and wait. Perhaps every 1 hour of in game time without a murder will bring you +5 karma (25hrs = 120 karma.) With this system someone trying to change their path can hunt RED players while not killing BLUE players for a slight bonus.
Please note the below suggestions would turn this Karma system into a more BLUE vs RED system while still giving some attempt to stop some of the RPK. I attempted to make most skills and bonus reflect a separate system in the game.
Off the top of my head some Spec bonus I endorse are as follows:
BLUE:
All ranks - RED aligned guards (RED npc town?) will attack the player on site. Name shows up in blue in chat and quest line for BLUE aligned players in game
1k+ - Continuation of the BLUE player quest line. 2% XP Bonus. Coins gained from killing RED player(1c per 1k alignment)
2k+ - Continuation of the BLUE player quest line awarding [Devout] Title. 4% XP Bonus. 0 XP loss on death from RED players.
5k+ - Continuation of the BLUE player quest line awarding [Glorious] Title. 6% XP Bonus. +5 bonus damage to RED players. Skill - Divine Pardon
10k - finale of the BLUE player quest line awarding [Illustrious] Title. 10% XP Bonus. Skill - Holy Light(see below)
Neutral:
Business as usual. Name shows up in white in game.
RED:
All ranks - BLUE aligned guards (Spawn) will attack the player on site. Name shows up in red in chat and quest line for RED aligned players in game
1k+ - Continuation of the RED player quest line. +2 bonus damage to BLUE players. Coins gained from killing BLUE player(1c per 1k alignment). +80% XP loss on death
2k+ - Continuation of the RED player quest line awarding [Devious] Title. +4 bonus damage to BLUE players. Double XP gains on killing BLUE players(TIMER ONCE PER PLAYER PER X HOURS). +120% XP loss on death
5k+ - Continuation of the RED player quest line awarding [Infamous] Title. +7 bonus damage to BLUE players. +200% XP loss on death. Skill - Dark Blessing
10k - finale of the RED player quest line awarding [Dread] Title. +150% PVP XP. Skill - Gagging Mists(see below). +300% XP loss on death(approx 140xp pvp/400-2500 PVE).
Skills Example:
Divine Pardon - Passive, 120 Minute cooldown, activates on death negating xp loss.
Dark Blessing - Passive, 120 Minute cooldown, activate on death by a BLUE player. Instead of losing coins you gain the amount of coins relative to your Karma and your killer loses the same amount. 1k Karma = 1c
Holy Light - 40 Mana, 1 Sec Warmup, 30 Minute cooldown. All RED players within 10 blocks are blinded by holy light for 2 seconds. This skill will also effect party members
Gagging Mists - 60 Mana, 0 Sec Warmup, 30 Minute cooldown. All BLUE players within 12 blocks are slowed by gagging mists for 2.5 seconds. This skill will also effect party members