How about a progressive set of adventures, similar to leveling up, where the next adventure(s) in the series becomes available only after you've gained "X" amount of xp/star coins/quatloos from the current one(s). Each adventure "level" unlocks a new building/feature/buff that sells at a decent price in star coins/beans/stalks, whatever these adventure pay out instead of xp. So you have goals to work toward and rewards as you achieve each goal.
In theory, there'd never be a cap as new adventures and goodies can continue to be added without the hassle involved in raising a level cap as pointed out by Ron. In a sense this also partly addresses Raubhautz issue of LS and loot, at least for these adventures, since somebody who tags with 1R isn't going to get the same benefits as the person doing all the work, provided none of the items (coins, buildings, buffs) are able to be traded.


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