Battery discipline without turning the game into math homework
You do not need exact minute counts to play well. You need a shared instinct: when brightness drops, who swaps in, and when the team agrees to move in lower light. If your squad constantly runs out at the worst times, the fix is usually formation—someone always has reserve light—rather than “grind more batteries.”
Medkits: who gets healed first?
A simple priority ladder helps arguments disappear: heal the person who enables the escape plan (door holder, navigator) before the person who is down but replaceable in the moment. That sounds cold on paper, but in runs it is often the difference between one death and a chain wipe.
If you dislike priority ladders, flip it: agree on a “no heal shame” rule—anyone can call for a heal window, but the team chooses timing, not panic.
Keys: treat them like commitments
Using a key while one player is still looting two rooms back is how teams get split. If you treat a key as a commitment device—“we are choosing this route now”—you will waste fewer runs on preventable separation.