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Droopysilentdj

A carrying system for the wounded?

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Droopysilentdj

I was replying to another user's post about how "the leg meta is annoying" and I had the idea pop into my mind about a carrying system for wounded operators.

It's kind of a rough idea, but it'd be nice to be able to scoop up a wounded fireteam member into a fireman's carry, then haul them to extraction. The obvious bonus is that you don't have to pull hard security around a limping teammate, you could pick them up and move a quicker pace, even breaking into a light-jog/run instead of sprinting. While that might be beneficial, there are obvious downsides to this system:

1.) Carrying someone is going to consume a lot of energy and deminish your hydration levels, more-so if you run/jog with them. (This would make carrying water/food into raid have a little more meaning.)
2.) Your movements are limited as you carry the teammate, and speed could directly be effected by seveal factors such as:
        a.) The realative strength and endurance level of your personal character.
        b.) The weight and gear of your teammate.
        c.) The terrain you're moving on. (It's harded to carry someone up/downhill than it is to carry them on flat land.)
3.) The only defence you'd realistically have is your sidearm (if you even have one), which on one hand could give you a fighting chance, but on the other hand would severly reduce your firepower.
4.) The wounded teammate could not use their weapon as they would if they choose to limp. (It forces you to sacrifice firepower for speed.)
5.) Carrying the teammate would eat at your stamina over time, meaning you'd have to stop every once in a while to catch a break.


Notice: I understand that EFT is supposed to be a solo-survival shooter, but I would like to see more teammate mechanics implemented into the game. Things like passing weapons, magazines, and items to one another, instead of just dropping them on the ground. An actual medical interaction between players, which would provide maybe better benefits and reduced item consumption compared to being solo.

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