DeletedUser
First off, I oppose bundling in this kind of complication with this proposal. I support keeping proposals fairly simple. After this basic idea makes it into the game, we can see how we like it and formulate additional future proposals based on that, and that's when I'd (potentially) support a modification like your 3/4 baked idea.
Second, I oppose making the reward system a straight multiplier-based system. Doing that means essentially just increasing the rewards of the job itself by some multiplier, for the duration of the quest. Instead, the original suggestion of doing X and getting reward Y is more attractive to me; it makes the X -- whatever it may be, specifically -- somehow more "special" than X-1 or X+1. It makes the player think a bit about whether they have the time to do X before the deadline. It introduces a modest risk (of practically wasting some time/effort if the deadline is missed), and thus some excitement.
I don't entirely object to having some reward for a partial completion of the quest, but it should be at a penalty, not a straight apportionment, IMO. Also, not yet; again, keep the initial proposal simple and let it get implemented before marking it all up with modifications and complications. Of particular value is keeping a proposal within the boundaries of the existing game mechanics and database structures, as that allows for implementation without significant development effort.
I do like your suggestion of choosing how many of a product to turn in, and would definitely support that if we go with a modifcation allowing for turning in some amount other than exactly what was asked for. However, once again, I'd recommend against including that modification yet.
Okay, I see where you're coming from. I guess I got a little carried away when I was writing my suggestion. I didn't want it to be so broad that it got rejected completely, so that's why I added in the specifics and such. I do see the point you're making though.
Sorry for going overboard. >.>