I love this idea... As a matter of fact, it slightly addresses end-game mechanics. Decreasing the "available pool" variable of infected from a population value, or ADDING to that value for specific areas, is HIGHLY realistic and rather easy to manage. X number of Zeds just moved from sector Y to sector Z, decrease Z-count in Y by X and increase Z-count in Z by X. Since Y had a population value of 20,000... decreasing that value by 10 due to 10 Zacks running out of town after a survivor doesn't really affect the spawning of Z's in the town UNTIL the population value is sufficiently reduced due to excessive exodus or genocide action. I can imagine this allowing for the end-game mechanics to be triggered... IE: Z-count is now down to 5% of original population value, therefore end-game mechanics are suddenly made available in that area. Things like: building an underground shelter (try doing that with a ton of Z's around you all the time... yeah right... this should only become available when an area is sufficiently "cleared" of Zed's)... or "rebuilding" city buildings like the hospital (imagine that supplies can be used to repair it to a working condition, habitable, powered, supplied, etc)... or "farming" to provide food (only able to be harvested by individuals who have received ingame "training" of farming, harvesting, preserving food skills)... etc. ... I need to clean the drool off of my keyboard. ;P -- Daerk