
Written by Deviant Zauber
The trade on the seas (originally thought to be very simple and straight forward) has proven a bit difficult and here are the primary flaws. How do you know it’s a trade vessel? How do you know what they have? How do you know if they are permitted to carry the items on board ship or not?
In using the trade game script and the trade rp both on land and at sea; several areas have been identified for improvement.
After consulting many people and trying several different scenarios I am happy to report that besides a few minor glitches the overall trade game is alive, well and readily available. It is time to move the trade game from specific events into unscheduled impromptu exchanges as it was originally intended.
Unlike the earlier Trade Package, this updated script makes it impossible to steal items from across the sim. It requires that the merchant or thief be within 3 meters of the trade box to interact with it and now when items are placed in the warehouse the box displays item content names. The warehouse box is best attached to hull by entering editmode on the trade box first then the ship's hull to select both [selecting hull last] then link them together. Clicking on the box will not be breaking of ROE for the reason is you must be within 3 meters of box that means you to must be on deck of the ship when you click it.
Thanks to the contributions of the Royal Antiquity Navy, contraband lists are being distributes which are items not illegal to own and only illegal to sale or transport unless under specific conditions. The approved conditions are that those in possession of contraband items will either require a permanent license or have received a day certificate from RAN Custom-house (now operated by Captain Isidor Hawker). The Custom-house will also issue certified cargo permits good for one day and with such a permit if stopped by a RAN Fleet ship, showing these documents will get you back underway. If you do not transport or sell contraband and you sell or transport legal items you have no need to ever worry about the Custom-house or the RAN.
The final problem is: how do we know whether someone is a smuggler, a trader or just a war-ship wandering around? Could it be a trader? How do we know they will play by the rules as opposed to acting like a lunatic and shooting everyone in sight? The solution that was partially contributed and assisted along by Slam McMahon was developed.
-The establishment of Antiquity Merchant Fleet
(before you say "not another group" or "there's no group needed, one is already there", read on).
We will operate this group from Antiquity Combat Group and it will be a simple title that is used in that group. General communication as well as Sea action will be done in that group.
To join the Merchant Fleet you can be pirate, smuggler, legitimate trader or RAN. By being a member of this group you will help us solve the issue of how do we know they are traders by being given group tag as well as a Merchant or Smuggler (pirate) flag. This flag will be flown on one of your masts. It is green, has a specific emblem on it and will demonstrate to others you are a trade vessel. Merchant Trader participants will be given a short and concise guide that quickly and easily explains the trade on the sea. Simplicity of flying the specific merchant flag and have the tag and you know they are traders or smugglers. (yes you can still flag any other flag on another part of ship)
The Merchant Trade headquarters will be in Malta harbor on its own island for now and will offer training and assistance to anyone who needs help modifying your ship or anything related to trade Role-Play. The future of this system of RP takes us in many directions and listed now are the two we are currently working on; (1)- We will develop a score system for captains showing ships captured not sunk (sunk ships offer no prizes) (2)- We will be asking for two or at most three sentences to be added to the ROE through proper channels and that information will be released when the wording is exact.
This is all done to simplify and make the role-play more enjoyable and satisfying. The Pirates need someone to plunder and the Navy needs someone to protect. The Merchant Trading Fleet solves these problems by providing something for them both as well as a new role in Antiquity... one with a purpose.