First off, let me note that it is not a completely new system, only tweaks to the current system, which I find to be far less complex, and far more balanced, and should give people who complain about kills no more excuses (because you won't gain kills you don't deserve)
note that the guard and kill system ill explain separately, so dont think im saying you shouldn't gain a kill. when in some cases you can't have the guards called on you...
guard system-
blue players-
we need to have a system where if you attack [a blue] first you become grey [to everyone]. and a criminal to the blue person defending the attack. from when you last hit the defendant + 5 mins,this includes hits and misses..
as a blue player getting attacked, you can call guards, but only if you call guards (on the person who is flagged criminal to you) within the first minute of attack,
why?
because if your intown and someone is attacking you, and you don't call guards within a minute,
you are either
1) afk
2) fighting back
3) dumb, and running around trying to dodge them without calling the guards....
still doesnt explain why add this part in?
mainly for 2.
if you are fighting back, you have accepted there challenge, and shouldnt be able to call the guards once u feel your about to lose....
this will stop people from fighting fighting fighting, then when there about to lose, just call guards as a fail safe to them dieing. it shouldn't work like that, if you attack back and attempt to kill someone, you shouldn't be able to really abuse the guards.....
grey persons-
grey people should be the small criminals/ pvp oriented individuals..
a people should be able to attack a grey person freely, without the worry of the guards,
when a individual attacks a grey person, (no matter if there blue grey or w,e) they shouldn't be flagged as criminal, but should turn grey to ONLY the grey person that there attacking
why?,
this would give the ability for greys to defend them selves, after all, there still humans/ humanoids...
but this would also keep greys to where if they attack a blue player, they can get guarded.. or attacked by the blue players invisible posse of guildmates / body guards LMAO
red players-
below 50 kills, should always be able to be guarded no matter what....
the higher the kills the more guards should attack you the more chance you have of going to jail...
above 50 kills there should be a chance that guards are scared or hesitant to attack,
thus they bring an excessive amount of guards. and shoot to kill

but at the same time, there might be a small delay it takes for them to gather there numbers and come in for the kill..
this will-
give players with 50 kills and up, a small chance to run, b4 they get killed lmao and if they have the balls to stay... expect a small barage of arrow fire that does like a minimum of 30 damage each......
so really for reds above 50,
guards turn to archers.. which do ALOT of damage, and there are ALOT of guards coming after them.
would be fun... add variety.. and would be cool
KILL SYSTEM-
kill system should work completely separate from the guard system, but they will inheritably carry some common traits
1) the only way you should be able to gain a kill is, KILLING a blue player....
2) the only way of killing a blue character [thats not grey from attacking you] and not recieving a kill, should be only dealing LESS then 25% of there health damage..
the damage a attacking player has done percentage wise should be minused when the defending player heals... in a situation where there are multiple attackors and in the following case aggressors the player who has done the least amount of damage that is >0 should be minused first when the defending player heals
EG-
so lets say. player A [180 HP *full*] , player B [100 HP *full*], player C [50 hp]
assuming all players are blue
player A attacks player B
Player A hits [-50 HP]
player A has currently done [50%] damage (liable for kill)
player B [50 HP] heals [+40 HP]
player B [90 HP]
player A has currently done [10%] damage ( not liable for kill)
player C is a necro
player C attacks player B
player C hits [-70 HP]
player B [20 HP]
player C has currently done [70%] damage (liable for kill)
player B [20 HP] heals [+30 HP]
player B [50 HP]
player C has currently done [50%] damage (liable for kill)
player A has currently done [0% ] damage (not liable for kill)
Player A {attacking B} hits [-20 HP]
player B [30 hp]
player A has currently done [20%] damage (not liable for kill)
player C has currently done [50%] damage (liable for kill)
player B [30 HP] heals [+30 HP]
player B [60 HP]
player A has currently done [0% ] damage (not liable for kill)
player C has currently done [40%] damage (liable for kill)
player A hits player C [-50 HP]
player C dies
player A has currently done [100%] damage to player C ( but isn't liable for kill due to player C turning grey from attacking player B)
as you noticed, the % damage responsible for determining if a player is liable for a kill
takes into account who has done the greatest % of damage at the time the player heals/ dies
if both players A and C we were to have attacked player B and done anything above 25% of damage at the time of player Bs death, player A and C would recieve kills...
but to counter fact that 2 players can attack one, and it being luck of the cards (or who does the most damage constantly )
if you have done +75% damage (not including healing mitigating the current damage %) within the past 5 mins, it is clear that you were attacking the defending player and should still be liable for the kill, as well as the other player
i would elaborate more, but i have 6 mins to get dressed and get out the door

peace!
edit-
i forgot to mention that, with this new system, we could bring the kills it takes you to become red, from 5 to 10...
at 5 you should be forced grey, 10-15 be forced red....
with it being at 5 like it currently is, there is no room for greys...
it can serve as a warning point, not to exceed... for those who just pvp...