I think an electric zombie interfering with the operation of electrical devices is a neat idea and I wonder if you might need to try a variety of different effects to find one (or a couple) that work out to be the most fun, practical, and efficient (in terms of game processing).
If it were some kind of area (radius) around the zombie that stopped working, I wonder what radius would be best. I could see where you many not want it to be a large area. Maybe 2 meters? Then it would suppress something like an electric fence and a blade trap, but not turrets.
If instead of suppressing an area, an electric zombie instead was attracted to electrical devices to attack, then you would see things like blade traps and electric fences would have to be defended.
If instead of damaging blocks, the electric zombie stood near the electrical device and just drew additional power from it, you might see generators run out of capacity or perhaps even fuel.
Maybe leave the INT-based turrets as immune to this stuff?
I think interfering with turrets would be very important; if the Charged could be automatically killed, they would pose no threat.
Maybe an "anti-interference" mod could be put on all devices that take mods, and it would give them a
chance to be immune to the Charged effect whenever it may happen. Max Robotics Inventor/Electrocutioner could also offer a marginal passive version of this. I'm apprehensive to grant anything a 100% chance of working, as it would trivialize the entire mechanic. I like your ideas as well, I've thought of more so let's go over the several interesting possibilities for this zombie type:
-They could disable nearby electronics. Their radius of effect could grow if there are more Charged nearby. Killing them reactivates the electronics.
-They could draw power from electronics, which would simultaneously
heal them as well as deplete generators- the more electronics around, the quicker the charged will heal and in higher volumes. Heavily automated killboxes with lots of electronics would essentially create indestructible Charged.
-Targeting electronics is also very interesting, but in terms of pathfinding their behaviour would be relatively unaffected. Maybe they could do an AOE electric bolt projectile (like the cop spit) that damages/temporarily disables a device? Their melee would also do the same, on top of a stun baton effect for living things.
-When Charged Zombies die, they could release an electric blast which could temporarily disable electronics. Depending on how many electronics are affected by this, the blast could
convert nearby normal zombies into Charged.
many possibilities... I ultimately just hope they do something that utterly redefines the lategame meta.
As for the Infernal Zombies, I have significantly fewer ideas... Anything involving fire seems like it would hardly be an issue. I retract the mutually exclusive rad remover as it once again trivializes the entire(?) mechanic. Maybe, when shot by conventional bullets, the Infernals just absorb them, doing little damage and potentially healing them too. Specialized bullets would need to be made specifically to handle these types. If killed in any other way, they are guaranteed to explode.
I think an uninformed player furiously googling how to deal with these guys after getting absolutely devastated like never before upon encountering them during a blood moon to be very fun- When the lategame player becomes very settled in with the mechanics, these red and blue @%$#s show up and put the player to work again.