So it was already implemented. DERP
The recalculation of karma for teamkilling yes, but there isn't anything for not screwing the karma of someone killing an RDMer or teamkiller.
IMO:
We should add a mechanism that does the following:
If someone kills another player who is on the same team, he or she loses karma, BUT if the person killed ends up killing Y number of team mates > 0, karma is recalculated, and the loss is far from dramatic - this would apply even to the killing of an RDMing detective, in which case the regained karma would be higher to offset the massive loss from killing a detective as an inno or fellow detective.
On top of that, add a mechanism that does this: If a guy kills a Traitor as inno or detective, and the Traitors collectively have damaged or killed nobody, that person suffers karma loss - the intent being to deter or prevent first blood RDMing. The only issue I see with this idea is if a T has a knife or C4 or Newton Launcher, etc, and shows it, or uses it, or tries to use it, then that is grounds to kill said person, to recognize that exception make it so if the Traitor was carrying a knife when he died, or had just thrown or used it, then this karma loss would not occur.
An explanation of the above idea:
Round begins:
Inno v T
If Ts have damaged or killed nobody:
- If Traitor is carrying a Traitor only tool or weapon and it is visible, or if he/she had just used one in plain sight, or said traitor is disguised: No karma loss for damage or kill
- OTHERWISE: small karma loss for damage, median for kill?
It needs work, but the idea I outline above would, IMO of course, help A LOT in offsetting the effect of killing RDMers, and help deter first blood RDMing without nuking the system outright.