With the new reputation system v1 coming in 3.12 it's raising a few questions about law and order, crime, and player activity. Players wanting to avoid the reputation system could use an alternative account to avoid bad reputation hits on their main account, earning lots of credits through criminal gameplay, smuggling, murder, only to transfer the "blood money" back to their main account that could remain completely free from any negative reputation. This works on a small scale as much as it does for large organizations. Large "lawful" organizations could have alliances with a shadow organization, again credits could be earned through illegal means and then transferred to their so called "lawfull" counterparts. How do you combat gaming the reputation system by using an alternate account or organization? One possible solution is tracing the credits earned illegally. If I have an alternative account I use for doing illegal activities, earn "illegal credits" through an illegal activity or mission, and then transfer those credits onto another player or to my main account those same credits could be flagged as illegal and pass on the reputation to the end user. One issue with this system is players could also game this by transferring credits to others in order to give them a crime stat or negative reputation. Literally, passing the buck onto another player. Players receiving the "illegal" credits would have to have some way to discard the illegally earned credits and avoid incurring a crime stat. Giving up the credits in order to not incur a criminal reputation. For the unlawful player, they seek a high risk high reward lifestyle. They want to earn a lot of credits in a high risk method, for example pirating that ship full of Laranite, smuggling drugs, or shooting down bounties for the money. They are taking the risk of losing a life, losing their ship, going to prison or getting a crimestat along with a negative reputation, which may further their earning potential along illegal quest lines. Having illegally gained credits wouldn't be a problem for them as they would accept the risk of a crime stat for having more credits. The neutral player wouldn't mind earning credits through illegal means but would want a way to remove or avoid any negative or positive reputation. They might want a way to launder any illegal credits earned to remove the crime associated with the credits. Perhaps they might have to go out of the way to launder credits by traveling to an out of the way location or paying a certain number of credits to change the dirty money to clean money. It's a known fact that players will use whatever means necessary to bring about a reality that matches their gameplay. A core element of Star Citizen will be earning reputation in game, finding work arounds to avoid the reputation system breaks that core gameplay loop. Finding a way that makes the gameplay rewarding for both the lawful, and unlawful player is the key.