As I stated in my Original post, "this is indeed a game, such realistic qualities are lacking and should be made up for by in-game mechanics." As for the man you linked to, yes he is not wearing head-gear, but in-game we have no way of telling instincts or otherwise who is who, we all look the same and all have the same animations. First of all, no one is forcing players to kill each other, it is a choice, second of all choices should have consequences, it's what drives a good game (my opinion). Third of all I stated medical supplies would not be used to regain Hero Points if this system was implemented. Lastly, although humanity is not meant to penalize players, it is supposed to be used as a tool to determine a person's actions, past or otherwise. The game mechanics are staggered, that much is certain, but in what way does this cause a penalty so severe that it is unbalanced? Actions should have reactions good or bad. Are the numbers or calculations perfect? no I summed them up in 5 or so minutes, does that mean this calculation would be used in favor of a less severe one? No, but it is an idea, and getting stuck on the smaller details as "how many players causes a player to become a bandit" is not what's important here, the important thing is the system itself, not it's intricacies. In what way exactly, does having a hero skin (skin you spawn with) make a player the "best, and/or overpowered? if anything it paints a bigger target on that player's back than a neutral player, in the eyes of bandits this is a player that goes out of their way to hunt bandits, and should be killed on sight. The skins work both ways, not just one. I could do a lot of things, I could go play Call of Duty if I wanted to shoot everyone on sight, I could stake out super markets and kill people in DayZ, I could even buy a boat. None of this however helps alleviate the issue of the bandit/humanity systems that are currently in place.