I’d like to paint you an mspaint story of inventory problems that could really use some looking at.
Below you will find my loadout as a basic tech. I’m not doing anything special or crazy here besides maybe taking all the tools I’m supposed to.
Here’s the top view of the kit:
Construction pouch:
FAK Pouch:
Chestrig:
Engineer Kit:
Pistol Toolbelt:
Armor:
Drop Pouch:
Here’s my problem:
I’m left with 2 magazines for 1 of my 2 guns in a game where a realistic and effective combat load starts closer to 12 magazines than it does to 2, with every possible slot filled to the max. I could mitigate this using different restricted weapons (like a flamethrower) that are more ammo-economical, shove a bandage in my helmet, hold my screwdriver in my mouth instead of wearing a scarf, or swap the drop pouch for a brown webbing and shuffle things around a bit - but I frankly should not need to do any of that for a basic loadout like this. I shouldn’t need to hyper-optimize just to carry (only half!) the recommended first aid pouches and the standard tools and enough ammo to actually use my gun.
There has, IMO, been far too much restriction placed on marine carrying capacity. Right now things are perfectly fine - IF YOU ARE A RIFLEMAN - while every other job has mounting gear requirements that increasingly border on the ridiculous, with Combat Techs probably having it the worst, and Intel Officers or Medics after that.
In my opinion the problems come from a few places:
- The removal of stacked inventories (medkits/trash bags/etc.) that essentially decreased your general storage capacity for random stuff
- The arbitrary restrictions on what can go into what pouches or kits; I can’t put any of my spare rarely used tools (light replacers, nailgun, shovel), or miscellaneous items like an MRE into my engineer toolkit for example, nor will my sentry go in a construction pouch.
- The gradual increase in necessary medical and ‘medical’ gear. Years ago you could get by with just a bicard and kelo injector (or even tricord only). Now it’s essential to have a knife, bandage, bicard, kelo, and splints - and it’s a very good idea to have spares of at least some of them (bandages and splints especially).
Here’s what I think would at least be a few good first steps to resolving the problems:
- Merge the existing FAK’s into one single pouch that carries 6-8 items at once and can fit MRE’s, fire extinguishers, and rollerbeds
- Let medkits and toolkits hold most miscellaneous gear (that isn’t ammo) - A medkit full of MRE’s was incredibly useful as a medic
- Merge engineering tools together, or increase the storage capacity of the toolbelts
This should address the growing reliance on more medical gear, and the lack of space for important equipment, without directly changing the amount of ammo riflemen can carry.