So as I've been adding NPCs, it has also become necessary to enable betrayal. However, the standard engine only allows for friendly/not friendly interactions. That meant that if, say, giant crabs were attacking the station, and you decided to attack the engineer who was carrying the welding torch you needed, either the engineer and the crabs would suddenly become bestest buds, or you would find yourself with crab allies as the entire station turned against you.
So, I added a new faction to the system. Globally, there are now friendly/hostile/creature factions. Friendly will always hate hostile and creature, hostile will hate friendly and creature, and creature will hate friendly and hostile. This enables a more realistic display of in-fighting. The side effect of this is that now, attacking the engineer will only turn the engineer against you, and if a security guard happens by and sees the engineer retaliating, he'll attack the engineer. Should be fun.
Also, in line with the security guard, I'm tagging certain activities as "suspicious." Forcing a door, for example, will not be looked upon lightly by the rest of the crew, nor will romping about in the captain's cabin (Unless, of course, you're the captain; in which case you are free to romp to your heart's content).