I've been trying to come up with a solution to people RDMing (Random DeathMatch) on murder mysteries.
Obviously everyone needs a weapon to eventually kill the murderer, but of course this causes some people to start killing everyone sight.
One common solution is to automatically kill the attacker of an innocent victim, but this isn't that good of a solution, especially if you have good reason to suspect them or if you kill on accident.
So far the only sure-fire defense is heavy moderation, such as discussion between rounds as to who rdm'ed. Though this can slow down gameplay and sometimes punishes unfairly.
Doing absolutely nothing about it is not the answer either especially if the RDMer is particularly skilled with a weapon and starts slaughtering the innocent before the real murderer even gets a chance to jump out behind a corner and yell "Boo!"
My solution is to make anyone who kills an innocent more susceptible to damage (like 50-100% more damage taken). For example if it takes 4 hits to kill someone, a murderer can be taken down in 2, and a serial murder with a single shot. This way even the most skilled fighter can be taken down by a lucky shot from a noob.
Tl;dr: Current solutions for rdm'ing suck; my idea is to make attackers take more damage.
I would like some input about my idea or any other solutions to rdming.