It would be neat if you could customize your aq request a bit, and have different aq complexities.
Have 3 different difficulties and 3 different rewards.
aq request
Only thing is I"m not sure how you would determine easy normal and hard. However, one idea would be to make point of contact dependent.
So:
Easy - like old aqs, where you go to floyd, and then you go get/do 1 thing and then back to floyd.
Normal - Current system, Floyd > 3rd Party > Do thing > Return to 3rd party
Hard - Floyd > 3rd party # 1 > 3rd party # 2 > Do thing > return to 3rd party # 1 or 2.
And then maybe a range of timers to go with them as well as rewards:
Assuming no gating:
Easy - 20-30 aqps, 5 min timer
Normal - 30-40 aqps, 7 min timer,
Hard - 40-50 aqps, 10 min timer
Or maybe invert the timers? Or maybe don't muck with the timers at all. The idea needs some honing, but I think it has merit for having some variance in aqing.
It would be neat if you could customize your aq request a bit, and have different aq complexities.
Have 3 different difficulties and 3 different rewards.
aq request
Only thing is I"m not sure how you would determine easy normal and hard. However, one idea would be to make point of contact dependent.
So:
Easy - like old aqs, where you go to floyd, and then you go get/do 1 thing and then back to floyd. Normal - Current system, Floyd > 3rd Party > Do thing > Return to 3rd party Hard - Floyd > 3rd party # 1 > 3rd party # 2 > Do thing > return to 3rd party # 1 or 2.
And then maybe a range of timers to go with them as well as rewards:
Assuming no gating: Easy - 20-30 aqps, 5 min timer Normal - 30-40 aqps, 7 min timer, Hard - 40-50 aqps, 10 min timer
Or maybe invert the timers? Or maybe don't muck with the timers at all. The idea needs some honing, but I think it has merit for having some variance in aqing.