Yea but my example was just an example, u can imagine anything as punishment, there's a lot of options unless u prefer the "easy" way.
Imagine its day1, scum doesnt really have a clear target so they just throw a silence at somebody during night phase, their target gets a warning that theres gonna be consequences for breaking it, p much not knowing what'll happen. Then they go ahead and just post smth but during the day someone else claims cop or whatever, scum just earned themselves a free day superkill on the one who claimed cause the silenced one decided to talk.
It's way more #entertaining that way, if this seems too "weak" u can add the vote on the silence target in addition to free superkill if they break it. A vote or two can make a big difference late game, especially when said target hasnt been that interesting in the early phases since scum realized its not worth paying attention to them after all, and late game they can just mislynch them cause they already got a vote or two against them. Even just superkilling/modkilling could be option for scum if they think their n1 silence target should actually die
Depending on the setup the punishment could be anything like getting to control their role and then they die at the end of a cycle, or get janitor killed + control their role for the rest of the phase/cycle, undo whatever they did at night/day or on a specific day/night, etc
Again, depends on setup and how one balances it, scum can have a bunch of options on how to deal with ppl. And i mean for example within same setup they can choose what to do with their target from a list of possibilities the host provides, "modkill" can be an option too if scum so wishes