I posted this for spitfire.. but ILl just repost it here.
Forgive me for suggesting things already suggested.
I dont want to rewrite it.
Very good idea Spitfire

I'm with you all the way:
Here are some suggestions for ya:
IMPORTANT NOTE:
The suggestions weakens the survivors by making them more reliant on each other and slower but compensates by increasing their firepower, weapons load out and melee potential. Special advantages will be granted for using proper teamwork.
They may also have an increased probability to sneak past idle zombies and kill silently.
The zombies would be more damage resistant, sneaky, aggressive. infectious and horrific, but will occur in lesser numbers and by using special hit locations you will be able to slow them down or deny their attack potential.
The special zombies will be rare, but more lethal as there are no indicator that a team mate is being attacked by one.
Hope this will give some inspiration or add something you might think help the mod:
SURVIVORS FIXES:
TEAMPLAY:
1) Disable "See team through the walls" for Survivors (except when saving dead survivors)
2)Enable the survivors to share ammo and items.
3) Morale/fear/stress level:
*When team is separated or too few in numbers:
Add heartbeat and adrenaline effects to intensify the feeling of fear for the player, to motivate him to move closer to his squad.
4) Squad leader function:
Make the team be able to vote for a squad leader.
a) He gives extra boost to stress level when alive
b) Increases stamina and running speed when close to him
c) He has a movement detector to roughly determine zombie positions within 50m. (like in Aliens)
4) Barricading doors:
* Make it possible for the players to barricade doors and dig in to attend their wounds or to limit the possible entries to a room.
MOVEMENT:
1) Stamina:
a) 10 sec sprint time. Slow rebuild (as you said)
b) When survivor is damaged he bleeds stamina.
c) Add heavy breathing and whining when stamina is low.
WEAPONS:
1) Add machine gun (IE M249) with limited ammo (next to killed soldiers)
2) Limit Ammo for the pistols and Add clips instead of ammo-pool.
3) Enable 12 slots for any item.
* Large weapon 3 slots (machine guns, chainsaw)
* Medium weapons: 2 slots (M16, shot gun, rifle)
* Small weapons: 1 slot (SMG, Pistol, knife)
* Grenades, medkits, pills, injector: 1 slot
4) Add silencer to pistol. (to sneak past a witch or through large hords of idle zombies)
5) Add knife/showel for close combat when ammo is spent.
6) Special close range weapon: Chainsaw høhø.
7) Enable double SMG (with decreased accuracy)
ZOMBIE FIXES:
1) Realistic damage for zombies:
a) Hit to the arm rips the arm off.
b) hit to both arms: He can only bite you.
c) Hit to the chest: Stuns him for a second.
d) Hit to one leg slows him down.
Hit to both legs, send them to the floor, but they'll be erawling towards you with their arms.
f) Hit to the head and zombie is dead.
NOTE: Special damage for the shotgun at close range.
Hit to the chest kills it, but on more than 15 m shot gun does no damage.
2) Zombie alertness system:
a) SOund: (The zombie is alerted by sound when)
Gunfire = 50m
Walking onto items = 25m (like a soda box)
Melee = 25m
Sprinting = 25m
Jogging = 15m
VOIP = 10m
Sneaking/silencer/knife = 5m
NOTE:
If a zombie detects a sound, it does not attack, but walks towards the sound source.
The zombie only attacks when it has visual or smell contact.
b) Vision (Zombie detect probability is checked every 10-20 seconds)
Daylight = 50% at 50m [Sprint +25%, Jog +15%, sneak +0%]
Night = 25% at 50m [Sprint +25%, Jog +15%, sneak +0%]
Pitchdark = 10% at 50m [Sprint +25%, Jog +15%, sneak +0%]
Flashlight on = 70% at 50m
[ote: If distance is twice as close values are doubled.
c) Smell (smell is checked every 5-15 seconds)
20m = 5%
10m = 10%
5m = 20%
NOTE:
* Once a smell is detected the zombie knows your location anywhere on the map.
* If a boomer pukes at you. detection is +50%.
3) Reduce volume or limit sound on idle zombies.
-The movement detector is the way to detect them, and it will reduce predictability and increase horror in the players.
- Sound will only trigger when the zombie assaults the survivor.
4) Hunter with Infectious bite:
A hunter may ambush the survivor if he attacks him from behind. He will try to hold him and bite him in the neck.
A successful attack will infect the player, turning him into a zombie within 3 minutes (kills the player) unless he finds an antidote injector.
5) Witch:
*which is startled with sound and light. (use silencer to avoid waking her). Even walking past her, will wake her up.
* Reduce damage she does to compensate for how easy she is to wake.
6) Boomer:
* Remove the burping sounds when idle.
* Add burping sounds when he reloads his puke.
7) Tank:
* Hit to the head disorients him for a short time.
EXAMPLE OF GAME PLAY:
Game start:
As the game started there where no squad leader selected.
A voting screen enabled us to vote for a squad leader.
Everyone voted me for SL
I received my motion detector/gps in my inventory (one slot)
My team was now able to see me everywhere on the map as long as they where within 50 meters of me, and by sticking close to me, they get extra stamina and faster reload time.
The GPS enables me to know where my team is positioned, but the team is only able to see team tag when directly pointing at each other.
I'm playing Bill. We started in a safe room with:
12 grenades
2 Silencers
5 molotovs
1 Showel
2 knifes
4 medpacks
2 pillboxes
1 ammo box with 20 magazines (1 mag equal 8 rounds for shotgun)
1 antidote injector
2 SMG's
1 shot gun
1 Pistol.
--------------------
I grabbed the SMG (2 slots) with 4 Mags (4 slots), 1 molotov, 3 HE grenades, a knife (1 slot).
One slot is u sed for the GPS/motion detector.
As we opened the safe room door my motiondetector revealed at least 15 zombies hanging around.
They where unaware of us at that time.
I ordered the team to shut off the lights and to keep radio silence.
The plan was to sneak past them to avoid any unnecessary injury this early in the game.
Zoey attached the silencer to her pistol in case a zomb was blocking our passage.
Without the flashlights it was nearly impossible to avoid bumping into something. - And that is exactly what happened...
Suddenly my foot grazed a tin can on the floor.
The room became a live and we could hear footsteps walking towards the source of the sound I created.
We knew that if a zombie entered within a certain distance of us, he would be able to smell our flesh even through walls.
I selected my GPS to monitor if I was on a safe distance from any zomb's.
And as I feared one zombie was walking directly towards me.
I didn't want to use the VOIP/microphone, cause that would alert them for sure, but this time I had no choice.
I yelled to everyone to light their flashlights and ordered them to run with me and head for a room down the hallway.
I had to find a safer position to defend from as I new they where too many to handle for us.
As the light came on 3 zombies swiftly sprinted directly towards me.
Realizing I could not kill them all I aimed for their legs to slow them down.
I hit both legs on the first one sending him to ground.
He kept on crawling towards me, but it gave me some time to retreat and sent a salvo for the second one hitting him in one leg slowing him down.
The third one rushed me and I just in time managed to hit his chest before he could reach out and punch me.
The impact stunned him for just enough time so I could get a clean head shot at him, sending him dead to the ground.
We reached the room and I ordered zoey to keep the rest of the zomb's at bay with the shotgun while me and the others started to barricade the second door so we could concentrate our firepower towards only one angle.
Zoey informed us that she was low on ammo. I gave her three of my clips and my SMG as I was now more concerned about delegating my men than actually fighting.
I selected my knife in case I had to defend my self.
As Zoey was about to pick up her mags a Hunter suddenly attacked her and bit a chunk out of her neck. I sliced the hunters throat but the harm was already done.
Zoey was infected by the virus, and nobody remembered to bring the antidote injector.
We had short time before she would turn into a zombie.
And so on...
It's alot to read .. but hehe..
Cheers!
Teq