Probably implement this as a scaling factor, e.g. how fast the enemies scale up in these various ways.
Not a fan, I’m not opposed to ambushing the player EVER, but when it happens I want it to make sense. Like you open a door and there are hundreds of zombies, or you make a noise and zombies start smashing through walls behind you. In both of these cases though, it’s not spawning the zombies, they’re there the whole time but bottled up, if you detected or suspected the ambush you might be able to work around it.
A major design point for me is that the game world doesn’t care about you, it’s just doing its own thing, and you’re caught in the middle.
Auto-spawned no, but where sensible have your actions atract zombies from a wide area. Loud noises? Light exposed at night? Scent trails cris-scrossing the countryside? All of these could attract enemies.
Actually it does. It doesn’t give you any feedback on it happening though, so of course you wouldn’t know about it.
This should just happen, no scripting required. Conversely it should be possible to plan for this kind of thing and have a sheltered garage you can launch out of if you need to.
Yea most of this is wandering mob territory, if there are enough of them even random would be enough for them to occasionally come across you, especially at night.