Yorla wrote:I understand your point completely and I also thought about security for caravans. But in current state the less resources you have on your isolated island, the less you can afford (even combatwise), the less interest you are to the merchants. Poor hermits yet again get left behind. And the other issue - there is no any kind of security for ships. Not even cargo is protected by keys. If you want traveling merchants, we have to ask for a special trading vessel (which actually knarrs historically were) protected from the immediate robbery by mechanics plus warship to escort it - smaller, faster, more maneuverable and armed (drakkar?) This way even two players already can have a chance of success in their journey. Even better if those new knarrs had en interface for trading right from aboard the vessel. Or special structures (lighthouses mb) providing sanctuary and/or conveniences for merchants and customers. I don't know... These are just my fantasies, but with introduction of naval combat and piracy on large scale AND island isolation, something needs to be done by game mechanics.
The hermits can't have it any worse than they do now. Besides, even on a small island there are still things like precious metals and gemstones, as well as loot from dungeons that might appear. Not to mention localized resources that might spawn there. With the sheer number of quality nodes and different materials available they're sure to have something that they can trade.
As for trading ships, you don't have to fight every pirate that finds you to get to your destination. Just like with travelling overland in haven now, there are obstacles and strategies that you can employ to lose an enemy stronger than you.