So here's the issue.
You get a trader quest. You take your cages. You go to an island. You get your chickens/pigs. You sail to delivery point, and THEN you can start a new voyage.
Compare that with the other factions, were you can continually start new voyages until you run out.
So here's my solution:
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Trade voyagers are like Message In A Bottle voyagers - they were independent of your current voyage. This means you can go and do other things en-route to your trade location.
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You can buy cages/crates from the merchants.
Instead of being assigned a cage, you have to buy it. Once you buy it it's yours forever, or at least until it goes to Davey Jones's locker. When you turn in a trade, you will receive an empty container in return.
This allows players to go around capturing pigs and chickens to pre-empty trades instead of having to wait for one to be given.
- Transport voyages
No chicken chasing in this type of voyage - you simply have to get something from point A to point B, but you must put down a security deposit, and you get that back + transport fees when you complete the trade. This could mean having 10, 20, maybe even 30 crates of items on the ship at higher levels - of course you'd have to work your way up to that.
If you lose your cargo you can either take a reputation hit from traders faction, or try to source the cargo from another source.
To indicate that the ship is carrying a lot of cargo, it should ride slightly lower in the water.
- Transferrable currency
Allow players to transfer currency between each other. If a crew wants to sale around selling bananas and cannonballs to other players, let them.
