I did some more thinking on this one and there are several possible solutions, though none that are both easy and perfect.
In the end, the main thing we want to accomplish is that there is a notable difference in selling prize ships/cargo or doing the same with pirated/owned ones.
Here are some options:
A: Use the system from the current ZIP as-is, trade goods ALWAYS affected by navy/privateer status
- Sale price of the hull is correctly affected
- Sale price of the cannons and upgrades is correct ONLY if you sell the whole ship, but not when you do it separately
- 50% commission on selling trade goods for privateers applies to ALL sold goods, not just the goods from prize ships as it is pretty much impossible to distinguish between the two
At the very least, this system should disallow selling cannons and ship upgrades individually. Then you can purchase the ship anew for it to go back to normal.
If that is done too, then you may get "ripped off" as a privateer, but the system does distinguish between owned/prize/pirate as originally intended and may work for gameplay.
Especially when combined with the increased Trade Licence functionality that allows you to get rid of the "ripping off" aspect again.
B: Use the system as proposed by the screenshot above, where you CANNOT touch prize ship cargo and cannons
- Need to disable taking cannons and cargo from prize ships in all interfaces (ransack/transfer/store/shipyard)
- Apply the 50% commission/prize money
exclusively to selling Prize Ships and not any other ships
- Possibly DO allow transfer of cannons, but only right upon taking the ship and not afterwards
Currently already half-prepared and could be made to work completely.
Possibly annoying that you cannot any cargo from the prize, not even regular supplies.
Problem is that since you didn't actually capture the ship yet when you Ransack her, we have to figure out in advance what is/isn't allowed.
The "Take cargo" interface is separate from the main "Ransack" menu, so what is known in one of these interfaces isn't necessarily known by the other.
That would require more figuring out....
C: Adapted version from B above, where you cannot loot cargo DURING "Ransack", but do allow a limited transfer afterwards
- Pretty much the same as the above
- Do NOT allow taking ANY cargo through the "Ransack" interface
- DO allow taking
only regular supplies through the "Transfer" interface afterwards
After you capture the ship, we DO know it is a legal prize.
That makes it much easier to allow transfer of certain goods, but not others.
D: Don't disallow ANYTHING, but do provide relation points only when the nations you serve actually benefit
- "Sell Prize Ship" would give extra relation points; higher sell price = more relation points.
This is actually something
@Levis suggested months ago, but was dismissed at the time.
If I recall this was because relation points should be based on the act of removing an enemy ship, not based on economic gain.
But this could allow complete freedom and give players the choice between OR more money (strip the ship manually first) OR more relation points (sell the ship all-in).
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So those are the ideas I can think of right now. Not entirely sure which approach would be the best.
Comments and suggestions would be welcome. Maybe there are some other options I haven't thought of yet?