Kiora_Dragonfire
Refugee
So when in a mission, if you die, you fail, right? Well, what if instead we have defibrillators? But they only work if your teammates get to you before the zombies eat your body. That way, you have a chance to complete the mission instead of automatically failing. It'd also encourage more teamwork and strategic planning.
Fighting in the middle of a hord of zombies, players would have to think on their feet and coordinate their movements quickly to revive a downed teammate. They might even have to decide whether to risk their own safety to save a fallen comrade or continue the mission alone. Adding layers of strategy and the decision to maybe sacrifice inventory space in order to carry more defibs and medical supplies, or keep one drone as purely a medical done.
Moreover, the system could be expanded so that the longer a player remains incapacitated, the more difficult it becomes to revive them. Perhaps they could suffer penalties after revival, such as reduced health or slower movement, showing that time's of the essence.
Additionally, you could introduce different types of defibrillators—some that revive instantly, others could grant temporary buffs or special skills to the revived player. After revival (or at any time regardless) If anyone ends up infected, at a certain percentage they could lose control of their character as it turns into a zombie and the computer takes over. Resulting in their teammates' having to kill that player's character. This would encourage players to think critically about resource management and the best time to use their limited supplies. Or if the cost is too great, save their supplies and sacrifice the player, leaving them to fail the mission.
Fighting in the middle of a hord of zombies, players would have to think on their feet and coordinate their movements quickly to revive a downed teammate. They might even have to decide whether to risk their own safety to save a fallen comrade or continue the mission alone. Adding layers of strategy and the decision to maybe sacrifice inventory space in order to carry more defibs and medical supplies, or keep one drone as purely a medical done.
Moreover, the system could be expanded so that the longer a player remains incapacitated, the more difficult it becomes to revive them. Perhaps they could suffer penalties after revival, such as reduced health or slower movement, showing that time's of the essence.
Additionally, you could introduce different types of defibrillators—some that revive instantly, others could grant temporary buffs or special skills to the revived player. After revival (or at any time regardless) If anyone ends up infected, at a certain percentage they could lose control of their character as it turns into a zombie and the computer takes over. Resulting in their teammates' having to kill that player's character. This would encourage players to think critically about resource management and the best time to use their limited supplies. Or if the cost is too great, save their supplies and sacrifice the player, leaving them to fail the mission.