New Ideas:
An "Immunity" mode, similar to the game type of the same name in Halo 3. A person is killed by a zombie and thus becomes a zombie, or, a person's "immunity" meter runs out, starting a random timer that only they can see, when the timer runs out, *poof*, Alpha infected (see below) in the middle of a group of survivors the survivor can use health kits/vaccinations to recharge the meter, but if it runs out, it's too late. If a person dies before they turn into an alpha, they join the opposing team as the random special infected within the waves. This presents a conflict for the survivors and the new infected, if the infected runs off, the survivors might know what's going on and kill him before he has the chance to escape and turn. The survivors will have to constantly watch each other for signs of infection (eye twitches, coughs, sneezing, sweating, ect.). Scores are calculated based on:
1. Time survived and
2. Amount of damage done to the survivors
An "Alpha" Special Infected for the Immunity mode, similar to the common infected, but:
a. It Maintains a similar appearance to the custom character of the player (but with pale eyes/skin, tattered clothes, blood from kills, ect.)
b. It runs faster
c. It has much more health
d. It recovers from a melee stun more quickly
e. It can open doors/pick up objects
f. It can command common infected to follow it
g. It can still talk to the survivors through a "push to talk" button
h. It can listen in on survivor conversations, where as other infected cannot, and
i. It's attacks drain more of the Immunity bar than other normal/special infected.
The Player would remain an Alpha infected for the remainder of the game, but the timer would be between five and ten minutes to change, and it would take a full two minutes to respawn as an alpha. The Alpha status can be surrendered during respawn if the player wishes, but, once lost, it's gone for good.
"Stalker" Special infected:
a. Can turn invisible for long periods of time (Active-camo)
b. Makes a loud "breathing into the telephone sound" and distinct music when nearby
c. Has a "backstab" attack which causes massive damage and temporarily stuns a survivor (can only be used when directly behind a survivor)
d. Invisibility fails when:
1. The Stalker attacks in any way
2. The Stalker bumps into a survivor
3. The Stalker is shot/injured while invisible
e. Invisibility falters (ripples) in one survivor's view when:
1. The survivor turns off their flashlights
2. The survivor stands still for ten seconds
3. The survivor looks through the scope of a weapon
4. The survivor's health is critical
f. Movement speed is reduced to that of a low-yellow health survivor while invisible.
"Queen" Special infected:
a. Can heal other special infected
b. Serves as an instant spawn point for Special infected
c. Has low movement speed
d. Has very high health (Tank levels)
e. Can be carried by other Special Infected (Halves Carrier Infected's movement speed and jumping power, Carrier Infected cannot attack)
f. Can not attack, jump, or climb on its own
g. Has a special attack in Immunity mode that halves a survivor's remaining Immunity bar
h. Sings "Hush little baby" and other lullabies.
"Hunt" Mode: Special mode where the goal of the survivors it to kill the "Queen" special infected, Special Infected team may choose their type (may have an unlimited number of hunters, smokers, and boomers, Queen infected player may be tagged by another player). Scores are calculated by:
1. Survivor time for killing the queen
2. Infected time for defending the queen
3. (for Infected only) +1 multiplier of personal and group score for number of survivors killed.
4. (for Survivors only) Score for the round is 0 if all survivors are killed