I don't think that would work too well. A few people early on getting all the equipment would then leave later joining marines unable to get at gear easily. Which would probably lead them to head into combat under-prepared and more likely to loose than they already are.Lostmixup wrote:I say limit the ammo around the sulaco in general, making calling in supply crates more necessary, and limiting people's ammo in a sense.
I did have one somewhat complex idea for this though:
Remove guns and ammo from the vending machines. Then give requisitions a new 'weapons kit' object. A sort of modified box that doesn't fit inside of anything. The box would contain the weapon in question, 5-7 magazines for that weapon, and two empty slots for cargo-staff to stick accessory items in before handing the item over to a marine. Specialty jobs would also get their own kits, such as engineers getting an 'engineering kit', and so fourth. This way cargo can make sure nobody is getting an excessive amount of supplies at the detriment of their companions. (I have a few rounds had engineers clean out everything in the engineering prep and then had cargo lack the supply points to supply me with anything.) I think returning a mostly empty weapon kit should give requisitions one cargo point, and then ordering a new weapon kit would cost exactly one point. Exotic weapons should probably cost 2 points (going or coming), and medical/engineering/command kits could cost three points.
At a base level cargo could order and return kits at net zero, and maintain that. Then the points that they gain over time and through sending back proper crates could then be used on supplies or ordering some additional kits for people who want more than requisitions can hand out by default.
There is a disadvantage of the fact that there would probably need to be at least one additional cargo tech to handle the round-start rush, or alternatively the bridge officers could help out round-start I guess.