WARNING: LONG IDEA...
TLDR: More options for exchange, shipping, and paying for player/AI guards and shipper.
I really like the idea of a universal exchange block that can be used in conjunction with a shop module to allow players to buy/sell and access the exchange.
The exchange would add different TABs in the shop you could go to then select from categories set up just like the shop but under Two main categories, Buy and Trade. There should also be a Tab to list on the exchange as a trade or sale.
If you list items for sale there should be a listing fee and shipping fee. The shipping fee should be enough to pay a player or AI crew to come get the items from where they are located and ship them to the buyers purchase location, or a specific location requested in the purchase order. Once the quest is accepted it will dissapear from the quest que, so no other traders can see or get it. To get these quests, shippers will have to meet the correct shipping level. First come, first serve for each of the shipper tiers (read below to understand this part). The person or AI crew that takes on the quest will then get a chance to see the quest and start on it. Once the shipper transfers the items to the correct location, the money will transfer to the seller and the shipping payment to the shippers. If the shippers, do not do the quest after a certain time period it becomes available to the next player/AI willing to take the quest. The players who abandon quests will also have a penalty for it. For a certain time period they will be unable to take any more quests.
This would make shipping vulnerable to pirates, but it would add an aspect of game-play in that alone.
Also, as a response to that I was thinking of two systems where the player can sell or buy with better levels of faith in. Both could be added to the game and be used, if desired, on the same shipment.
The First System: Add a reputation to anyone who takes shipping jobs on the exchange, so that players can request a certain level of shipper and pay shipping based on the shipper's level. You would choose your shipper level when you sell items on the exchange, or leave it up to the buyer. If you leave it up to the buyer the buyer assumes the risk involved in his transaction and he pays the shipping. In other-words, as soon as he pays, the shipper will be notified and when he picks up the goods the seller would receive the payment, not when the items are delivered like in the example above. The Shipper will get his payment after delivery.
Shipper levels could be set up like this: (Shippers can consist of AI crews also in this idea; the same rules apply) (Also, AI factions can buy or sell on the exchange.)
Level 1 : Trader --- Lowest cost shipping, all new shippers are in this category. You have obviously no idea if you will actually get what you ship. However, for something unimportant you may choose to sell this way. Also, keep in mind no shippers can get to any of the next levels if they do not work through this tough level. Any shipper with fewer than 5 successful shipments ever and/or more than 20 unsuccessful shipments in the last 60 days.
Level 2: Merchant --- Next to lowest Tier of Shipping vessel, Low cost, better likelihood of getting cargo. This class should contain ships that have had 5 or more successful shipments ever, and less than 10 unsuccessful shipments in the last 60 days.
Level 3: Marketer --- Pretty good tier cargo vessel, decent cost VS reliability. This level would consist of shippers who have completed 10 or more successful shipments ever, and less than 5 unsuccessful shipments in the last 60 days.
Level 4: Freighter --- Higher cost, more reliable shipper. This level would consist of shippers who have completed 20 or more successful shipments ever, and less than 5 unsuccessful shipments in the last 120 days.
Level 5: Carrier --- Expensive cost, most reliable shipper. This level would consist of shippers who have completed 50 or more successful shipments ever, and 0 unsuccessful shipments in the last 120 days.
The Second System: Insurance Convoys to defend your shipper. From the exchange when you purchase, you should be able to hire a guard-ship/Convoy.
This would work similar to the shipping quest Que, except each player or AI Convoy will signal under the quests menu that they are currently taking convoy quests. Any available convoys will show up in a menu if you want to purchase a convoy at the end of a purchase in the exchange. The convoy sets their price when they state they are accepting convoy quests. The buyer decides whether or not to pay for it depending on what he is shipping and the stats of the convoy which will be displayed on the exchange. The Convoy will not receive the payment until the buyer has received his goods. He is only paid if he is successful. He will receive a message if a shipper fails to show up for the job. That way he is not waiting forever for the shipper if he doesn't pick up items for delivery.
Convoy Tiers:
Level 1 : Escort --- Lowest Tier Convoy, all new convoys are in this category. These will be less experienced convoys. However, for something unimportant you may choose purchase this way. Also, keep in mind no convoys can get to any of the next tiers if they do not work through this tier. Any convoy with fewer than 5 successful shipments ever and/or more than 20 unsuccessful shipments in the last 60 days.
Level 2: Ward --- Next to lowest Tier of Convoy, Low cost, better likelihood of getting your shipper. This class should contain ships that have had 5 or more successful shipments ever, and less than 10 unsuccessful shipments in the last 60 days.
Level 3: Defender --- Pretty good tier Convoy, decent cost VS reliability. This level would consist of convoys who have completed 10 or more successful shipments ever, and less than 5 unsuccessful shipments in the last 60 days.
Level 4: Sentinel --- Higher cost, more reliable Convoy. This level would consist of convoys who have completed 20 or more successful shipments ever, and less than 5 unsuccessful shipments in the last 120 days.
Level 5: Guardian --- Expensive cost, most reliable Convoy. This level would consist of convoys who have completed 50 or more successful shipments ever, and 0 unsuccessful shipments in the last 120 days.
This idea is totally up for discussion, but I think a system like this would be the best for game play. Feel free to reply and let me know what you all think. Tweak any numbers or anything to add at all I think is good. This is my first thought about this, so I want to make it better if I can.
Thanks for reading this LONG post.
EDIT: As for factions breaking contracts, I think that the faction should be notified if one was broken or a shipping convoy was destroyed, but they would have to track down the killed shipper or convoy to get the full story and decide if they need to take action against someone or a faction. Also, when a contract/quest is picked up the buyer and seller should be notified with the name/s of the convoy/shipper on their job.