I was thinking of a more native approach, sensible to the actual needs of a player; rather than planning ahead with major concern being individual item damage, etc.
I like inovative systems, and altough I didn’t feel like playing DF longer than fifteen minutes, I understand that tracking everything is the actual way of things for Bay12. On the other hand, tabletop roleplay is the actual opposite and the rules were made as the people saw them fit. For example, If you engage in a melee, it is everyone’s understanding you’ve put your belongings on the ground, as if you were riding a pack animal fitted with sacks. Now, unlike the DM, computer tracks assets in a more, say, descriptive way. I think that shouldn’t be abused only to make the character loot more to recover intact items. I don’t mean to be silly, but really, do we need squashed meat sandwiches? On the other hand, the storage gear is somewhat fit to expectance regarding harsh conditions, so you can’t actually handle ammo stashed in a military rucksack the same as it was on some zombie’s carcass that was caught on fire (saying that you’re on a tile that incinerates). I’m only guessing, but not as wild as someone could as I’ve actually played the game, so I have the same concerns as you could. Like, if a Shocker zombie suprises you with a charged cloud, does it shatter the vial containing dangerous liquid altogether stashed in the fanny pack on your belly. Would you have thought about it to plan ahead, and would you dispose of the bag and your belongings in a pinch if what I’ve said should actually happen? It raises a whole different set of questions and an actual realism discussion.
I like thinking of it more simpler, as drops are less arguable; packing gear can be tracked in weight and volume to determine the time needed to strap/unstrap holders. Also, to get practical about it, if you go on collecting items and encumber yourself, dropping those could be made easier by telling the game you just have to “untie” of the encumberance. Being an actual fan of the more intuitive assets of the game, just like the aiming systems that draws your weapon upon the nearest of oppos, I think everyone would enjoy a code bundle that allows for automatic drops; furthermore, it’d calculate the sum of the volume stack most appropriate for such an occurance, prioritize items, assuming you’re doing it in enemy’s vicinity. Sometimes the greatest of ideas are also the simplest, so the “NEAR” flag could be introduced in defeated enemy’s drops; it could mean more calculated turn time to pick up things, but would also back up the frontline management bit that’s based on the assumption you’re managing your belongings as you pick them up, as well as when you drop them. So, a bunch of loose items on the ground in a drop tile, say, presented as a trenchcoat with some stuff and a big rifle beyond could lead to game’s understanding that you will have to wear that item or you won’t; as to press the things towards a more practical resolve.
Initially I wrote it wasn’t as worked-through idea as I would of wanted it to be, but if you catch my train of thought it’s maybe even better I’ve put it down just now.