TL;DR: Would a post apoc game where you (and everyone else) burn through gear regularly, and occasionally find items of stupid power sound like an ok setting. Or would you always be mad about losing that one pistol that one time (even if it wasn't especially good), and never use that plasma grenade for fear of coming across a bigger fish later?
Full ramble:
So curse of the GM and I'm always thinking 3 campaigns into the future. And by extension having too many good ideas, and fretting over "Will it actually be fun."
I'm kicking around a post apocalypse setting of some kind (not fallout, though I may nick some bits), but one thing I kinda want to do is make gear acquisition and loss much more fluid. Stuff will break, ammo will be a bit more scarce, batteries will die, fuel will run out. If you get captured by Scavs there's no assurances they'll put all your stuff in a bin and leave it out for you to recover during your inevitable daring escape.
This isn't to say I'll be stingy with gear; a big part of my world design is to ensure there's ample supplies out there to loot, recover, salvage, and craft. And I certainly have no intention of counting every bullet and bean. It just means that gear isn't soulbound to your character, glued to his hand, and getting more ammo isn't just about swinging by the local Walmart and picking up a box.
I'll of course scale to the players, and all things will be "even" so the opposition will be equally (or even unequally) limited to what they can find and have figured out how to get working again. So the players will (usually) not be at a disadvantage.
And the other related idea was a certain level of gear disparity. So like, melee weapon, bows, and basic firearms will be reasonably common and (more or less) what you're used to seeing in the system. But when someone rolls up with an assault cannon, or a laser pistol, or sat uplink, or what have you, that's going to be a really big deal. These weapons and items will be much more rare, more powerful than typically depicted, but also by extent more limited. Yeah an assault cannon can level a building, but it's also only got enough ammo in the can for two shots.
Also by extension there's an element of increased derp. A scav might show up and threaten you with an rocket launcher, but a perceptive player might notice the scav also has no idea what he's doing and probably couldn't actually get the thing to fire if he wanted to.
But...
Is it fun?
RPGs typically place a priority on gear acquisition, and rarely destroy items without offering something better in short order. Would you be annoyed to lose kit regularly even if you got a suitable replacement soon after, or would you accept it as a part of the setting?
And hanging onto that Damage 5,000 grenade until the credits roll isn't an unusual thing among players... Would you toss it at the pursuing horse cavalry, or hang onto it in case a tank showed up and then be angry when a tank never ever showed up?