Quote Originally Posted by Sylvain View Post
God I love the idea

I just find the "stats" only system boring and the unique quirks our squad has.... weird to say the least. (but I understand your point and I don't pretend what I said would be the best. However I'm sure the small quest to help your squad get a job would be fun and popular)

Regarding the reward, I understand your point but I fail to see why people would play the sqad if there were no substantial reward. I mean, they don't have to be mandatory but I find the current one rather bleh.
I'll put it this way then: it should have equivalent player-participating efficiency as other means of gaining rewards. It should not have truly unique rewards, and it should not be faster to reach rewards through a menu, or through combination of menus and gameplay, than purely gameplay. The cumulative increase to rewards should either be proportionate to time the player must actually spend (menu or gameplay, it matters not) relative to, say, beastman tribe rep levels, and/or very open to catch-up mechanics (e.g. every week exp gains get increased by some mostly flat amount, squishing exp requirements to level up at lower levels while having virtually no effect on higher levels). It cannot be mandatory, but it also shouldn't even feel at all mandatory, and it absolutely should not feel like you're at a massive, irredeemable advantage for not starting onto these things early.

As for the whole "quirks" thing, I'll agree, it needs to be a lot more. My own goal would be for the quirks to be in every sense but stats (e.g. Stubborn, Sycophant, Silver-tongued as personality traits; Seventh Legion Deserter, Sagahin-Guard, Slipped the Noose as backstories; or Sapper, Sidekick, etc., as skillsets or trainings).
  • Go into (a dynamically modified version of) Copperbell Mines with a Sapper and you can skip gathering the Firesands up to a point, or make more use of them than just blowing open pathways (i.e. you can explode bosses or destroy bridges behind you as you flee from overwhelming mobs).
  • Whoever you pair your Sidekick to gradually modifies and builds upon his whole skillset to act as synergetic abilities to that person.
  • Your Seventh Legion Deserter finds out where other former (or current?) spies are operating, giving you an open-ended investigatory quest for which you can assign people to other areas, with quality of clues garnered varying based on whether they have Perception traits or whatnot, and can of course do as much as you like on your own. You'll have to be there for the actual encounter, though.
  • Your Silver-tongued guy may start up some further merchant quests.
  • Your Sycophant gets himself involved with some various dangerous people, making promises he can't fulfill on his own -- with a deadline.
  • Your Stubborn guy gets in over his head in promising a fight in the Colosseum, allowing the enemy twice as many people as he brings.
  • Your squadron mates can take interest in each other, in the vein of rivals, admirers, or even romantic interest, and these relationships can be played upon to adjust quests found, quest results, traits (positive OR negative -- though all negative ones can eventually be erased) acquired, and exp bonuses.
  • Etc., etc.

Those are the kinds of things that make me want to level up a Squadron. Short of that, my loathing of the WoW mission boards will keep me at great distance.