So here is how it works now: (I think) Start with 2,000 Humanity Hero = 5,000 Humanity or more Survivor = 1 to 5,000 Humanity Bandit = 0 Humanity or Less (Must hit 2,000 to regain survivor status) I propose a fourth class, we could call it anything but I like the word "marauder". Here is how it would work: Start with 100 Humanity Hero = 5,000 Humanity or more Survivor = 1 to 5,000 Humanity Marauder = 0 to -2,000 Humanity (Must hit 500 to regain survivor status) Bandit = -2,000 Humanity or less (Must hit 0 to regain marauder status) Additional tweaks: Killing anyone other than a bandit will always result in a loss of humanity, although you will lose significantly less if the kill was done in self defense. Humanity loss will be increased if your target is unarmed, has a lowered weapon, or has a melee weapon and is 25 or more meters away. Self Defense: A kill will be considered self defense if the person killed was aggressive. Aggressiveness will work similarly to the combat timer, certain actions will cause a player to be considered aggressive for a period of time. Aiming down sights at someone who is not aggressive and in a higher humanity tier makes you aggressive.for a short period of time. (30 seconds) Shooting at anyone other than a bandit who is not aggressive makes you aggressive for a longer period of time. (5 Minutes) Killing anyone who is not aggressive makes you aggressive the longest period of time. (30 minutes) The idea is that people will have to try harder to maintain survivor humanity or better (thus making a survivor more trustworthy), but there is more leeway in between being a survivor and a bandit.