Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

suggestions
just wanted to preface this with I have only put about what feels like 2 hours or so into the game, and I love it so far. but what I would love to see, but haven't seen in game myself or online.

military airdrops: dropping in vital supplies of all types, high risk and high reward, armed civilians either having beat you to the drop either defending their horde or willing to barter, the third option being zombies have flooded the area. or a mix of all three? say two groups of humans are fighting for control over the supplies, drawing more and more zombies in from off screen? and in addition to a temporary location appearing for one or two phases on the map, this could open the door to other random events, zombies breaking into a nearby survivor shelter and the survivors asking for aid, former cops left behind in the cordon try to form their own escape/evacuation, quests beyond escaping?

custom mode: being able to select difficulty, set zombie to human ratio, chance of finding recruit-able NPCs just something that would mix up the base game.

Recreations/Statuses: for the communal area I will admit I have not built one yet so I apologize if this is already in the game. but my idea was if a character gets depressed, instead of boozing their brain why not have them work out? leading to maybe a larger carry capacity either in inventory slots or how many items they can stack per square. Journaling, to reduce stress as well but also could be that for strange symbols (the only escape plan I've found so far) it could be easier for them to find clues like that, a bit of a stretch i'll admit. This next one if implemented would have to be done very carefully but say one of your three survivors dies, the other two obviously become depressed, naturally, but either the player has a choice or not for a character going berserk, if the player does not have a choice, the berserk character in my mind, would be unplayable for one or two phases, going out and killing anything and everything. no rewards but way more of an incentive to keep characters alive. however, if the player has a choice and sends their character into a berserk state, again unable to control for one to two phases, but this time it could be a gamble, either the character bit off more than they could chew and returns wounded or not at all, or returns with tons of riches, and a random location within range has their threat meter decreased by 100%?