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I recall you once made a great case against coveralls and having to get out of them simply to go to the bathroom!
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What can I say! Coveralls made no sense then and they still don't make sense...unless you want to add a zip-lock flap or something!
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The Basic Issue seems to lack basics like a towel, boonie hat, etc. Could be implicitly included, I guess, with the underwear and rain gear, but still annoying.
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The canon basic kit has so many issues with it, I've never agreed with anything about it; from the weight, to its contents. I've packed more useful gear in a ruck for a FTX!
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One problem is that with a large allowable personal gear allowance, some players have the immediate urge to basically ditch almost everything MP-related (beret, coveralls, weapon if allowed) and "go native" or at least end up looking like some survivalist nut-job or US Army deserter. Hey, if the Project thought this was a good idea, they would have allowed personnel almost complete freedom to pack their own kit.
Instead, I believe a consistent Project image and "brand identity" should be maintained. This isn't just something common to the military, many companies enforce a dress code and code of behaviour not just to be control freaks but because they somehow calculate there is a tangible or intangible benefit to doing so.
Not all Project issue makes sense and there are puzzling lapses. (See the wide-brimmed hat/towel above, not to mention wider issue of NODs and Kevlar vests. That's just another thing that makes TMP a distinctive RPG, not all the choices are the "best possible" under all circumstances.
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IMO, the Project would issue the best gear it had at the time the team is frozen. Ranging from that extra case of toilet paper, to NVGs, Kevlar vests/helmets, all the way to something as "useless" as sandbags. The intent is to use the gear as a force multiplier so that a small team has the maximum possible effect on the survivors.