I think that at least for new players, a bad habbit might be averted by being clearer with the info that is made available.
While you might take for granted that there is no need for you to run for plasteel or diamantine, a new player might not know that these resources are shared. They might think they they need to pick up x amount individually.
They might also want to finish the “open boxes"-penance.
Not having visuals for the ammo “charges” available also contributes to the sence of urgency - better grab it now - thing.
With medstations it is pretty clear what it does. It is a large interactable that means you can heal 1-4 times.
The limitation is of course that the medstations aren’t very random. They are pretty much where they’re at and the random part is the amount of charges.
Since the base is there tho’, having “ammo stations” that work the same whay could work.
The negative being they would not be very flexible. There is less of a chance a team simply not finding the sneaky box/being lucky and finding a ammo/meds.
A middle ground would be to make a second kid of box that would only hold large pickups (medpack/ammo crate).
Lets say a higher, narrow box in another color. Signaling a player that hey - there might be a large pickup in this thing, or maybe even two of them in a variant of that type of box.
What we want is to go for the behavior.
Normal box = ammo, stims, resources.
Special box = big items that are for team use.
A new player using this will at least have less chance of missing what they are doing = becoming a tiny bit more aware.
I have made posts about ui icons and such needing furter diversification for clarity as well.
Small ammo, medium ammo - ammo crate, placed ammo crate (+some numbers for charges)
*other icons shown for clarity - keeping style with rarity/type.
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*edit: not having ammo crates/ medpacks in boxes would be a “cheap” version of visually trying to get a player to see what they are picking up.
*edit 2: pinging, at least on xbox is also pretty bad. You need to be precise with either the icon or the actual item, otherwise you end up in between and you don’t ping anything. A larger overlapping ping-field would likely be preferable.
This likely adds to players not pinging as often, and along with lacking icon seperation, leading to less info = more felt urgency = picking up stuff without knowing.
I am too tired to compress all that down into a normal non-giant rant and I pray to the God Emperor to forgive me. Sorry guys xD