Well yeah, If you have absolutely 0 penalties for repeated teamkills. Which no one in their right mind would do.
Obviously. I was referring to the "deal with it part". People will not "deal with it" if it starts getting out of hand.
In the requisition department, I think they mentioned in one of the ama videos that you will be unable to change faction once you're in a campaign, not sure about this though. If i heard wrong, this could be a solution to the problem, although it won't stop people from creating "false accounts". As for friendly fire, I used to play Action Half-life and they had implemented a forgive system, so if you accidentally shot a teammate you could be forgiven and it wouldn't count. Get 3 tks though and you would spawn without weapons the next turn, get 5 and you would be kicked from the server. A system similar to this could work in EC.
Not a bad idea, I still prefer Demetri's demotion idea though. Deal too much friendly fire or Team kills and you get demoted for a period of time and only able to spawn in as a weak unit with a really basic weapon (Grots, Chaos Cultists, Guardians e.t.c.). As I see it this has loads of benefits and the only real disadvantage is that it may be seen as being fun (for a while, at least until the reality of having to play a weaker unit sank in) and lead to more friendly fire. Units like Grots or Cultists could get a showing away from being npc guards with a system like this. It'd add to the game (IMHO), wouldn't be hard to implement (Use the NPC guards models and animations) and if the sin-bin units were pretty weak (as they should be) that'd be punishment enough.
It sounds interesting but I'm afraid some die hard trolls will not be worried by being turned into a grot or a cultist and still carry on with TKing that's why i think they should be allowed to be shot at by other players without any consequences, a very simple rule: you mess up too much, you'll get into deep trouble, everyone will be able to kick your ass freely untill you change your behaviour and stop spoiling fun for others.
Aye that works well for Orks or Chaos lorewise, but not so much for Eldar, Maybe the Astartes might (Heresy - BLAM-). Frankly as an Eldar player I'd be more than willing to overlook that (they had fallen to Slaanesh lol) simply to keep griefing douchebags from ruining everyone's fun. Of course there's no reason why you can't have both systems. The griefing player can only spawn in as a weak unit and their own team is totally free to gank them - plus being a weak ass unit would be like a neon sign over your head saying 'griefer'. Add to that a forgive system like xrequiemx mentioned as a way to prevent honest mistakes, bad luck or AOE from messing players up unnecessarily and I reckon it'd be golden.
To my mind there is no need to place penalties for team kills, you need to keep it simple. Just make it that you cannot attack/target your own faction members, the only way to jit them would be with an AoE attack and also make it that you cannot use any attack including an AoE unless there is at least one enemy faction member (or enemy NPC) within the blast radius. You could also make it simple enough in that the benefits that you gain for killing enemies you lose for killing members of your own faction, how much you gain or lose can be based around the amount of requisition the unit cost that you killed so leaving killing your own faction still a viable tactic if you take enough larger enemy units with them. Just a few thoughts.
The requisition penalty idea sounds good, however there is one thing that stood out to me. From what I've seen so far many weapons are going to have a cone of fire with random shot placement within that cone, meaning that some degree of friendly fire will be inevitable, especially in close combat. Stopping guns working if they are directly targeting a friendly, or as you mentioned having AOEs only useable if they also cover an enemy, are both possible ways to prevent direct griefing, but they are pretty weak at this as a smart griefer will just wait till you are in battle and position themselves so that they can still hit you. Players might even use this 'accidentally on purpose' friendly fire while they are spying on a different faction in order to help their real faction out. They may be damaging one of their real faction's troops, but if their flamer AOE is covering 5 others it may seem like a great trade. So either you make friendly players completely immune to being shot by their team or you have some degree of friendly fire. Which raises the question of how you deal with the kind of deliberate sabotage I mentioned above? Clearly a Req penalty won't bother a player like that because that penalty is going to a different character. I would say that you'd really need some kind of lingering penalty that follows them as they switch would be necessary, ideally one that makes them obvious, without being immersion breaking.
The situation the op brings up is interesting, which also relates to my concerns of one person having characters spread across multiple factions, would they really feel that invested in winning if at any moment they can switch characters and bathe in victory? I don't know. Back to the op, if you manage to go back and forth capturing and recapturing points as different factions, and no one manages to stop you, it may be sneaky, and morally negative as you are kind of betraying? Your faction, but if so you might deserve the resources.