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They ideally should add reductions in time required or failure chance if a survivor has high skills, their hero perk unlocked, if a job falls in line with their personality, the type of vehicle you give them (like a truck for looting missions) etc. etc. Make it interesting, no one wants a chore, there's enough of those given how annoying and useless your community is if you're not in control.
I ignore a fair amount of them because I would rather spend time scavenging in an area without running all the way back and forth to my base. I like to find a good spot, make a temporary outpost. Loot the entire area around it then take a van load of rusksacks back to base a day or so later.
Additionally, the Radio Tower Curveball is a complete lie as it appears that all of your neighbors can still hound you for favors even when the radio is supposed to not be working. I would love radio silence for awhile.
I *think* the only reason it's structured like this is because each bag is reducing the overall time the curveball remains active. So if you deposit nothing, the curveball lasts for, let's say 8 days (I don't know the actual time it takes to naturally resolve). If you complete the first deposit, it reduces the curveball to 6 days, then the second reduces it to 4 days; and then the final deposit resolves the curveball entirely. I *suppose* there isn't a way to code the curveball to adjust the resolution time for partial completion if you set it up to be 0/3; e,g, the resolution time would remain at 8 days, even if you deposited 2 bags.
Part of the issue is the curveball takes too long to progress to the next stage after you deposit, meaning you might deposit 2 bags quickly, but the curveball didn't update yet and so it doesn't track the 2nd bag. If it was instantly updated, it'd be a bit less of a problem IMO.
I think the reasoning for why it's like that you offered sounds true for the most part to me as well.
What I found out is tgat it isn't timed at all.
It requires 3 bags, I had it active for 15 days as I looted the whole map on Dread diff.
I did so to test.
It's actually "Bring 1 bag 3 times"
It doesn't spawn loot, and any Materials Bag will do except for Materials taken from your own stash.