Great suggestion! I would even elaborate on your proposal and make some notes. If i’m not wrong current seek and destroy contracts are generated once a point of interest has spawned close to the city or town. This is great, but I believe that plainly giving the location of said point is rather uninspiring. For future add-ons i’d like to see some kind of progressive quest system for this type of contracts to give more immersion. For example:
1. Noble house/town has a vague idea of where the point of interest is located based on where the enemies came from. You are given a general direction and must search for steps that lead you to the point of interest, and return with the relevant information. You should probably face a spawn from the point of interest that is meant to be weaker than the encampment/fortress itself. Alternatively you can try to destroy the menace by yourself and gain some crowns if you think you can handle it.
2. Noble house/town already has information about the location of the point of interest and doesn’t have available soldiers to stop the threat. Maybe you or another mercenary band got the info some time ago. You are sent to destroy the point of interest. If the point of interest was not the only of of this faction, then once cleared you have a chance to discover that this was just an outpost of the enemy. You then can risk some time/supplies and a possible ambush to search for the evil source and extra rewards.
3. Noble house/town already has information about the location of main enemy base of operations. You are sent to destroy the root of the problem. You may be given some spare forces depending on the enemy power level to deal with them and get rewards based on the remaining helping forces.
All of this is meant to avoid giving the player this sense of artificiality when given the location of points of interest. This also gives the player more options when things have gone bad and you are trying to rebuild your company.