The problem with that is that there is no right definition of stronger, so their decision of what to equip from their passive looting is always going to annoy the players in some way. What’s good for one skillset is not so for another, what’s good for traveling light and sneaking around is not so for when taking everything not nailed, what’s good for one enemy group is not so for another enemy group.
With guns, it’s worse. This could easily lead to the NPC going ‘ooh shiny’, pick a gun, and waste all the ammo on shit foes rather than the worse weapon you gave them, but which had plentiful and craftable ammo.
Worse yet, what the player thinks as ‘worth breaking out the big guns’ is going to change wildly through the game as the group gets stronger, not to mention those times where you don’t want to break out those big guns and would rather quietly flee and hope they pick a fight with the ant nest a little bit north.
Ditto for consuming food and medical supplies. It’d be annoying if they carelessly chug that one thing you’re trying to scavenge to craft something.
Basically, this isn’t ‘solving’ the problem, what you’re achieving is adding more NPCs to the old equation.
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A way to do things would be to make a mass party inventory management screen: create a ‘virtual’ group loot bag that’s made up of a portion of what each party member is carrying, but which they cannot touch without your permission. From there, you can move it to the ‘this is usable guys’ bag, or to the personal inventory of a party member.
If they’re hungry, for example, and they have no food, but the group has food, the party member would move to the guy who has the food and take it from their bag. Or if one party member fills their carrying capacity and there’s no enemies around, the others could offload some of the loot to their own portion of the loot bag, so that party member can continue picking stuff.
A whitelist system may also allow for them to know which items can be automatically moved from the don’t-touch-this bag to the usable one, or into their personal inventory. Make the doctor carry the medical supplies, for example, and from there, make the doctor be the one to administer first aid to the injured party members.
This way as the game progresses, a large chunk of the management becomes automated according to the player’s desires.
This would solve that, but it sacrifices a lot to achieve it.
You can no longer dress your group for the situation, or dress it in some way because it amuses you. You can no longer arm them in a specific way, give different weapons according to different skillsets, offload old equipment to them, etc, etc, etc.