Quick thought you've probably already considered and rejected:
What about allowing Heavy Armaments to be a required component of the raid for more difficult raid targets? The conversion rate could simply be a 1 per 5 units of marines kind of thing so a player would have a general idea of what they would need when planning a more difficult raid. It doesn't compete with Marines but instead complements them and acts as another way to distinguish late game raids from early game raids.
Then just make Heavy Armaments twice as rare as marines and adjust the mission payouts of missions requiring that commodity to match their cost/rarity.
I did think about that, yeah. It's kind of equivalent to just buying more marines, no? They're more rare but you need less of them, etc.
More precise commodity raiding will change the meaning of "procurement contract" by quite a bit! Love it
Hah, I was thinking the same thing about the phrasing
Plus it gives procurement contracts something more meaningful to tie in with.
Actual CR could simply be adjusted by the change in CR limit when this happens, no? I can't think of any problems that would cause.
It's enough of a pain code-wise that I think that'd be asking for bugs. Regardless, though, XP boosting boosting the effect of high CR takes care of that anyway.
... it will just make people wonder why the other doesn't have a similar system.
That's true, but...
It might not be the impression I'm giving off here, but I'm really not that interested in the idea of crew having a ranking system. I know there are good reasons for them not to. I just find it oddly inefficient that one fairly insignificant commodity (marines) would have a unique system that doesn't carry over to the other, far more significant commodity that would benefit from the system just as much, if not more.
... well, marines get this to precisely to increase their significance, and it's a more controlled environment as far as losses taken etc. I don't think it's anywhere near as compelling for crew as it is for marines. Like, for marines it literally more than doubles their effectiveness, and I might even turn that up a bit more! For crew, it'd necessarily only be a couple of percent here and there.
Perhaps, when in storage or for sale, marines could be separated into stacks for separate ranks? For example, storing 100 marines might result in 50 vets and 50 elite, if the original stack was halfway between the two. Withdrawing marines would still result in a lossy conversion, but at least it would give us a degree of control beyond using different storage locations for marines of different experience levels.
It super doesn't work that way on the backend. But, hmm... I think whether trying for something like this is worthwhile or not would depend on how much it turns out to
actually matter, and how much of a pain it is to work around.
Alternately, maybe it's time to do away with treating people like chattel to be bought, sold, and stored? Simply disallowing the storage of people-commodities could make the whole dilemma moot.
I don't think that's mechanically feasible, since you routinely need to do this. You'd just end up having to get your marines killed off when you wanted to get rid of them (and likewise for crew), which is scarcely any better
Besides, in-fiction, people aren't being sold or "stored" - it's contracts being bought/bought back (or sold), etc.