Okay, I know combat is pretty simplistic at the moment, and we have a lot of these features I’m about to suggest already in, albeit in abstract terms. Would it be terribly hard and/or game breaking to implement a similar damage system that the player has to what enemies have?
For example, players have two arms. If one of them loses all its HP it’s broken. It’s a random chance to see if you’ll land a headshot on a given attack (I think headshots are ranged only). What if zombies had two arms, and if you hit one enough times it’d be broken, keeping them from doing their lunging bite attack that causes infections? What if a headshot wasn’t a percentage chance, and occurred if you just happened to hit (or god forbid) aim for the head?
Currently, creatures die if they walk into bear traps or over spiked boards (As well as losing some movement points/becoming downed but that’s fine) but they’re much less dangerous for you as a player since they’ll just hurt your legs. I think we’ve all seen squirrels and rabbits die on broken windows and rubble. This is a pretty flat and dull way to replicate damage in my opinion, when the framework seems to be in place for a much deeper system.
Imagine, Krav Maga could be based around breaking and dislocating zombie limbs, your hatchet could send arms and legs flying off their owners, a screwdriver aimed at the eyes could blind zombies giving you a better shot at escaping, and a bullet to the mouth could keep them from biting anyone ever again.