Some minor changes to how slaving functions to better streamline it.
-Remove merc requirement for slave limit. It's pointless having a bunch of ghouls standing around your base forever, just make slaves take 35 pp. This will also allow to check how many are following you with ~pp.
It may seem pointless to you but to others it's actually beneficial. Stacking party points for slaves is a no no alone imo.
-Slaves left at base no longer occupy party/take pp. This way we can store slaves so we can sell slaves or use them for combat, and if combat slaves die we have replacements and don't have to go farm before continuing combat. Everyone else can go instantly restock and return to combat. Making it base only solves the problem of encounter traps with hundreds of slaves in them.
I think this is a good idea, obviously needed since very beginning.... and suggested just as much. But it won't solve encounter traps. Alting, dual log, fast relog, younameittheygotit.
-Allow equipping of metal armour or worse. Just use the original npcs gender to determine the model (black red shirt guy turns into black metal armour guy, homesteaders into reg metal model). Having 0 damage resists make slaves too fragile to really use properly in fights, they get slaughtered by anything more dangerous than molerats.
This is true.
-Lower rope weight, it's ridiculous. 8 ropes is 36 kilos, thats more than most can carry. We're talking enough to tie some wrists here, not 100 feet per slave. 200 feet of hemp rope weighs 1 kilo in reality, so unless it takes 7200 feet of rope to tie up 8 people...
Also true, it doesn't make sense. the reason the rope weighs so much now is because it was only used in the Glow place where you had to lower it down very far to climb into. lower it.
-Allow use of fruit, weak healing powders on slaves. They are your property and have no rights, why can't you use drugs on them against their will?
It seems like a problem of telling the difference between slave and player npc, or mercs, or if someone else not owner is trying to use this on them, etc. Sounds like a lot of work to get around every possible event that would make this abuseable, though I doubt it will actually happen often if at all, it's still there. This is especially also assuming you mean all drugs etc.
-Change slaving runs mechanics. Instead of needing 150 rep to do a slaving run and having it reset, the higher your rep when taking the run changes what kind of run it is. If you have under 200 rep you get the tribal slave run, 250 gets you the junkies and 300 gets the caravan. This will take some of the randomness out of it, there's still a roll for the amount of slaves/back up.
But does your rep reset after the quest at any point, or does it just stay that way, and you wait till you can take the quest again?
Also, I don't know if I agree with it anyways, with current dialogue, It seem metzger simply is scouting out any hit possible, and there isn't always a caravan, or a tribal camp, or a junkie house for sure. It would require a change in dialogue.
-Slaver perk: Once you've turrned in your 100th slave you get a perk called Veteran Slaver, slaves no longer require loyalty.
+1 Would be pretty nice. Your sheer reputation and such would keep them in line alone.