Depending on if the game thinks the person is good or bad you will be rewarded/punished with karma instantly.
So this sorta builds forther on the idea that karma really needs a rebalance in this game. it is assuming that someone will eventually fix the karma issues.
What if you were to kill that person and get away with it? Why wouldn't you? There are no witnesses around (none alive anyways).
My idea is that whenever you kill a member of a faction, you naturally leave shell casings behind (if you use melee you still have the murder weapon on you). Once a faction learns one of it's members have been killed they send someone to investigate. The investgators go CSI and using.. CSI awesome.. they have a xx% chance of learning who kiled the person(s) (who being you ) Ofc, depending on you being a thurhough killer or not, you may have picked up the evidence (casings, spent cells, shotgun hulls)
I'm not familiar with scripting, so i dont know how this could be implemented, but i imagine it would go somethign like this:
person is killed ->
check performed to determine if PC picked up casings -> (This will ofc not be instant, but say you use a timer or something to delay the script activation , oh.. 1-2 days?)
if not: check if killed npc was human and belonging to faction ->
if not: no worries.. end script
if true: run some probabllity thing that causes the PC to lose reputation with the faction (or become hostile) after X amount of time.
The idea is to simulate that killing someone when nobody is around or nobody is left to tell anyone about it.. does nto have imediate consequences.. it might not ever have consequences.
Anyways.. thats the start of my idea. I dont have anything close to the skills that would allow me to make something liek this, but im hoping some modder ses it and takes a liking to it