Zombie Cleanup
By gravy59
Features
Classes: Defender, Gate Operator, and Leader(?).
Defenders protect the team from zombies
Gate Operators close the gates to contain the zombie
Leader(?) acts as a backup for other classes and has scouting equipment.
Tiers: Police (1-2), Soldier (1-3), Elite
- Police 1: Defenders have pistols, the leader has binoculars, and gate operators have no defense beyond armor.
- Police 2: Defenders have ARs, the leader has binoculars and sensors, and gate operators have pistols
- Soldier 1: Defenders have AR or SMG, the leader has NVGs or Thermal sensors, and gate operators have enhanced armor + pistols.
- Soldier 2: Not much change but better armor.
- Elite: Defenders have futuristic weapons (a bit like AR2 secondary), the leader has built-in enemy detection, and gate operators take less time to secure a gate
Gameplay
Each round has a set timer and a set number of gates. The objective is to activate all gates with minimal team casualties. If the timer runs out or zombies breach the gate perimeter, the game continues. If not, the game ends. Each new tier has gates further throughout the map. If zombies breach the gates at the final tier, d e f e a t. If you can contain them, v i c t o r y. Zombies cannot breach gates once they are closed.
Possible gameplay features:
- Killing zombies gets cash, which can be spent on items like drones (manhacks?), helicopters, ammo, and grenades (explosive or gas, in which case the zombies stop moving)
- Score system based on time, casualties, and more
- A freaking nuke
- Labs where the pathogen spreads - the team must not breathe gas
- An opposing team that wants to spread the virus