I decided early on I didn't want to deal with money and how much players earn because managing wealth is a pain and we wanted to keep resource management to a minimum. But then how do we know how much firepower each player can afford?
Instead of money as the limiting factor, I designed a few weapons using the Innate Attack rules and internally assigned (roughly) 30 points per player for weapons. Then I presented the weapons as complete objects and players negotiated for what they wanted (i.e. 'Can I have two pistols?')
This had a few advantages:
- Players still got to choose their weapons as they would in a shopping environment
- Players not that familiar with GURPS rules didn't have to mess with Innate Attack rules
- Because each of the weapons had a point value, all I had to do to check for balance was make sure the total points didn't exceed 30.