Board Thread:Suggestions forum/@comment-27587913-20160909023701/@comment-27219153-20160909051441

Assuming traders respawn: If a player has too many traders and wants to get rid of them, they should be able to dismiss the unit, kill it, and then it wouldn't respawn. As for one player putting many in a small area, I believe many servers have rules limiting the amount of hired units you can have and I believe that these traders would fall into that category (unless a server makes a seperate category for these traders). I do see a problem with someone leaving a server and leaving behind a trader. However, I think that if someone has dedicated enough time to own a shop, then it is far less likely that the player will leave the server (perhaps the city/market owner should have some minimum requirement to set up a trading station as a means to prevent many people from leaving). In which case a player does leave a server, it would only take ten seconds for a mod/admin to remove the trader.

Assuming traders don't respawn and store their items in a chest: Say, for example, I hired a trader and set up a shop. Then, someone comes along and kills my trader. Now I have to pay more money to hire a new trader. I think that the trader/captain respawning mechanism that we have now was implemented to prevent griefing. Not having traders respawn would allow easy griefing.

Assuming traders don't respawn and drop their items upon death: Why would anyone use this ever? Its basically saying, "I just put some valuable items in that NPC over there. All you have to do is go kill the NPC and you will be rich!"

Alternative idea: Instead of having a NPC, have a 'trading' block. I know that this would take away from the immersion a bit, but you wouldn't have to worry about too many entities, or losing traders and everything that you have in their inventory.