## Abstract
<!-- An abstract is a short blurb, about a paragraph or two, succinctly describing your feature. This should mostly be "why", but can include "what". -->
The requisitions and transport roles are not very engaging nor require much problem solving currently. There is a bulk of work to do at the start of the round for req that is particularly tedious, but then later in the round there is little work to do. Almost never do conditions round to round ever require you to adapt how you perform your role.
Transport is much the same where there some work at round start to equip the dropships, but then their work entails almost exclusively medevacs or fultoning. Often the work is just picked up by the CAS pilot or just left for autopilot.
## Goals
<!-- This is a numbered list clearly detailing your goals for the feature. As per usual, this should be a mixture of both why and what. -->
1. Better inform players what is available from requisitions that can be requested
2. Streamline the initial rush requisitions has
3. Add additional responsibilities to transport pilots that are engaging
4. Create a bigger demand for supplies from requisitions
5. Supplies should be generally transported by dropship, not pod (pod only for emergencies)
6. Break up supply points into departments so purchasing say metal doesn't outweigh the purchase of ammo
## Non-goals
<!-- Just like goals, but the opposite! Every feature has boundaries it won't step over. These should be written as if they start with "We will not...". -->
1. The marine force should not be completely hampered by an absence of either of these roles: (E.g. a rifleman can help move equipment from hangar onto the dropship; anyone can request supplies from req, etc.)
2. Shipside departments should not have a large demand from req; Demand should be almost entirely for fob/groundside
3. Squad prep vendors should not be used as a means to circumvent supply point purchases
## Content
<!-- Now's where you get into clear detail about everything your feature does. **You should still be explaining 'why' things are that way, *as* you describe what.** Be as detailed as possible. -->
### Disposals chute between req and hangar

https://streamable.com/hzpcrx
### More expensive droppods
* Scaling cost
* Can only have 1 charge of droppod at a time and it takes 30 minutes from first drop for first charge
### Medical Vendors groundside need restocks
Completed via https://github.com/cmss13-devs/cmss13/pull/6103
Though cart sprites are temporary. Preliminary cart sprite:

### Streamlined Ordering Process: Req Window/Line

I want people to have a terminal that they pick from a list all the things req can vend. It'll show them the quantity of things req has; but it doesn't have to be in stock to order it.
Some things they can only ever request one of (e.g. a weapon).
They take that paper to the req window when it's their turn and the person manning req can take that request, approve or deny by item (or override quantity). Then when they submit it, it vends everything it can.
Everything that was requested, not denied, but out of stock is tallied up and req can print that if they want to know they can fill it later and who requested it.
So ultimately this is more a papers please where people get their papers in order, bring it to the window to make their case why they need that stuff if req wants to push them on that, and the person manning the window can approve/deny as they want and don't have the tedium of finding everything in the vendors. As well as filling anything that might not be orderable per say (e.g. radio keys that need to be fabricated; though I wouldn't mind radio keys just being added too).
### Updated supply terminals to order items more granularly
Ultimately this is just the TGUI-ification of ASRS.
### Supplies broken up by department
Goal of this is to give more variety to what can be ordered. E.g. buying metal from the engineering pool doesn't deprive of ammo or medical supplies. Each pool has a maximum cap of budget that can be stored so maximum benefit of budget increase purchases requires all pools to be used.
* Armaments
* Alpha Squad Armaments Pool
* Bravo Squad Armaments Pool
* Charlie Squad Armaments Pool
* Delta Squad Armaments Pool
* Reserve Armaments Pool
Weapons, grenades, and ammunition. Squad vendors pull from each respective squad's pool. Requisitions withdraws from the largest of these pools to balance out the armament budgets.
* Engineering
* Metal and other construction materials.
* Medical
* Restock carts, medical supplies, medical machines.
## Alternatives
<!-- Provide potential alternatives to your feature, either ones that align with your design values, or ones that don't that you suspect will be suggested. If you are including the latter, make sure to explain why you didn't choose that. -->
## Potential Changes
<!-- Most of the time you're not going to get the best design first try. It helps to try your best to predict what *could* go wrong, and suggest alternatives that can be taken, without sacrificing your design. -->
* The most likely area that needs tweaking is how the requisitions budgets pull from the distributed pools as well as what items are placed in what pools.