Yes. And why not for NPCs, unless that already how it is. Or how about being able to set it so you have to die from a infected bite to turn, similar to other zombie things.
Also with the ability to go further and set their NPC behavior. You can make them more trusting, and more susceptible to danger, or more cautious, harder to approach, or more vicious, most likely to survive while you use another character, but also likely to attack you on sight. This would allow you to play multiple characters, and have the time moving make sense, yet kind of punish you, or allow you to meet with your other more well of characters, and all this goes back to another post I had with NPCs. Also you are purposely spawned VERY far away, so you can’t just run to them and make an army, each one you make will have to work very hard to do it, also you wouldn’t know what direction to run to. A little more complex, but why not?[/quote]
Someone hasn’t read the design document yet, or read enough Survivors Notes. 
Being bitten doesn’t make you turn, it’s dying of literally anything. You can starve to death without ever even -touching- a zombie, out in the middle of alaska. And you’ll still turn into a zombie because of the slime that’s in a symbiotic relationship with you taking over. The only way the slime can’t take over is if more than 50% of your body is not intact. Hence why you need to /b/utcher zombies to stop them from getting back up.[/quote]
Personally, I think of this game as Zombie apoc simulator, where with the right mods on, you could simulate any zombie world in media. Also, I like to throw what I know at the time into all my ideas. While I love the lore stuff, which should make the default game-play, I want to go broader. Heck, I don’t know half the mechanics, though I do now know the lore. The question that comes to mind now is, how do the robots stay repaired and charged/fueled? Shouldn’t they… just stop at some point?