This is a curveball idea that directly involves your community members. Remember how occasionally a survivor in the group will bring something back after an outing while you play someone else? Imagine if THAT character ended up getting into a very dire situation and you were required to help save a direct member of your own community. They Radio that they think they just found something amazing and will let you know in a minute; then they say they found it but they are getting attacked by freaks and you have like 3 to 5 minutes to get there (in lethal, maybe 60 minutes in green zone, etc). This means a random survivor might be lost (as well as their inventory, if you keep them loaded like I do) if you can't save them, but also means if you DO save them you find an amazing item (or maybe like a cache of rucksacks or something). If you play right, you also know some members cause fights! It could have a twist where disliked community members cause a significantly less moral penalty if it just so happens that they are the ones attacked and you let them die, or vice-versa (extra moral penalty for losing the lovable survivor!). This adds a gaming experience on a deeper level, because sometimes I have starving communities and I need to let someone go but can't pick who, so now the game gives a possible random solution. ALSO, you can add a rare survivor trait (not all people are nice and good) so where if it so happens that a character is killed this way, the traited character is *happy* they aren't here and get a temporary stamina boost (like +25 tot stamina for 1 h and no moral penalty) for that character only, while the rest have normal moral penalties. On lethal especially it creates the possibility of having to lose two characters at once, or even THREE if the player is being currently followed!!! This could have HUGE game altering impacts.