My suggestion is different but since it still fits the "more option/setting to slaves" topic, i post it here.
At the moment slaves are almost worthless - they arent good fighters and Metzger doesnt pay much for them.
My proposition is to use slaves for digging resourse. This idea isnt very original but it's possible to fill it up a little.
How can it work for players? Lets see a hypothetical situation:
Slaver and some slaves enter the location containing resourses.
Then slaver shouts something like that:
/(c)ommand DIG SOME ORE!
or
/(c)ommand DIG SOME MINERALS!
slave checks his inventory, in case the sledgehummer (or knife if slaver is going to collect some fibers) is found ->
slave goes to rock pile and digs some ore or minerals
(each slave receive the usual amount of resourse - (5 piece of ore or minerals, 1 fiber etc), so more slaves means more resourse are obtained)
after that timout counter starts, and before obtaining more resource slaver should wait 6 minutes (as if he does it himself)
Some additional features can be good to see in game too:
Digging resourse all day long doesnt do any good for slaves: they loose some health points (for ex., half of their max hp)
each time they work.
Basic chance for slaves to obey order =(50+luck)% , else they dont do anything (but timeout counter starts working anyway).
also small chance of rebellion is possible=25%-luck. In this case slaves try to attack and kill their
master and his friends.
Slaver profession:
level 1
requires 90 speech, 4 charisma
chance for slaves obeing orders raised to (65+luck)%
chance for rebellion reduced to (20-luck)%
Slaver can catch (and lead) one more slave
level 2
requires 120 speech, 6 charisma
chance for slaves obeing orders raised to (75+luck)%
chance for rebellion reduced to (15-luck)%
Slaver can catch (and lead) 2 more slaves
level 3
requires 150 speech, 8 charisma
chance for slaves obeing orders raised to (85+luck)%
chance for rebellion reduced to (10-luck)%
slaves suffer less (they loose 50% health points less)
Slaver can catch (and lead) 3 more slaves
Why i propose all this?
-collecting resourse can be a little less boring (at least for slavers)
-adding such a feature can bring some more diversity in game:
new builds for players are possible
more interaction between players: crafters dont have to search for resourse on their own - they can buy it from
slavers)
Making slaves useful in farming resourse will not affect the balance of game very much. Market will not be flooded with items (because crafting timeouts remain the same).
The only problem i can see: prices for raw materials will be a little less. This will benefit for faction, but the life of loners selling
alloys in NCR will be a little harder.
Concerning alt-users.
Making good slaver (requirements: high outdoorsman to find potential slaves quickly, combat skill good enough to catch them, high charisma to lead more slaves) is very difficult, much more difficult than making good crafter. I suppose this is even more difficult than making pure fighter (since they have the same ways to get experience -by killing and healing, but slaver should also invest in speech, and his SPECIAL profile is very different due to high charisma). So i guess we will not see many slaver-alts.