"Recommended ways of turning evil are: jettisoning colonists, killing
good players or game generated good aliens, placing a hit contract on another
good player in the underground, cursing the grimy trader in the tavern,
blowing up starports and blowing up planets. Once you have -100 align you
can start robbing credits fm ports (use xp x 7 = credits to rob in any
single attempt); or stealing product (use a max. of xp/20 = nr of holds
to steal). Each successful robbery will gain you xp and neg align points"
(IWM p.14, 1995).
You receive "-4 alignment for every 1000 credits posted" when placing
a hit contract on another good player in the underground. "Your alignment
goes down for posting the contract in the first place and again for killing
the good player." (IWM p.23; ¶6, 1995) For the blowing up planets
method "you'll get 75xp for creating the planet and 50xp for destroying
it, for a total of 125xp. The align change will be +10 for creating it
and -50 for destroying it for a net change of -40. Total cost per iteration:
40,000 credits. It should be noted that once you're evil, planet creation
shifts align by -10 instead of +10." (IWM p.23; ¶8, 1995)
"Blowing up ports is an effective way to gain both xp and neg align.
You'll get 50xp and -50 align for each port destroyed. I typically use
1000 fighters from an ISS, CorFla or a StaMas on ports with no shielding.
I've encountered a few with "class one" shielding -- on these I use 2000
fighters. I've not been zapped yet. Typically, I loose 'prox 55-80% of
the fighters when attacking "no shielded" ports, and from 40-75% when doing
the "class one" shielded ports." (IWM p.24;¶1, 1995)
A. Evil Corps
If you have a "positive aligned" member in your corp, your experience
drops one point per day.
The actual message reads "For having a do-gooder in your corp your
experience went down by 1." (DMD 2/15/96)