Use a load of random number variables to store "rand" values? Well okay:
1. The random number seed solution is more elegant and uses less variables and sexp tree nodes (both a limited resource).
2. rand generates different numbers each reload of the mission. Not the functionality I'm requesting.
3. Generate the numbers in the previous mission and pass them? I figured you'd think of this like I did. Works
too well since the rands in the previous mission seem to generate the same numbers each time. Replay previous mission also scuppers this idea.
Bottom line, the seeded random number functionality is there in most languages and it's incredibly useful. You can build whole galaxies with the principle. Check out Frontier (Elite 2) or Damacles. At this point it would also be the single biggest improvement that could be made to help my BHX campaign. Okay maybe after the modest sexp tree node limit increase (or dynamic memory allocation for sexp tree nodes).
I realise I'm a pain in the ass but try to humour me. My crazy ass campaign is coming on leaps and bounds and with a little co-operation from the SCP team will soon be done. Once it is, it'll pave the way for others to rip out my "code" and build there own pseudo randomly generated stuff. It's cool. Trust me

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Edit: Doesn't FS already use seeded random numbers? I'm guessing the seed is set based on run-time or something. That's usually how it works. So surely this request just involves the implementation of one set-random-seed SEXP?