The death front
I know this might be long but please bear with me here
Well lets see...Your the reason why i made an account here because i cant put a comment unless i get an account
you know, those houses are really a drag when you wanna repair a barricade and it is behind that certain house, is it ok at least that the repair skills wont be able to be used on the house cause its getting kinda annoying wasting your mana on a house.
The classes are good but let me suggest some "ideas"
If there will be any new categories of items in the tent other than weapons, materials, medicine etc. maybe just put an icon which leads you to another set of buttons xD
no cars please, because you don't get them out there in the wilderness

if there are cars maybe let the air force give a category of vehicle equipment and let the engineer assemble the car/cars.
i say the soldier is best for beginners, with that in mind please put the jump ability only on that certain class...after all, i think soldiers who specialize in killing should at least be agile, and because they got nothing else to do but "bang bang, BOOM or bonk some ghoul on the head. "o yeah i forgot a soldier is only limited to 4 abilities xD but you know what...the soldier only has 3, so there is enough space for a jump skill

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now about my idea earlier about engineer building cars. maybe the car would just be a recipe item that needs of course the items and the recipe/manual to build the car. then the car just pops up. or idea number two...
"car body" item, sets up an unfinished car on the ground then just pick up the "engine" and "fuel", give it to the car then a manual that has a spell so the car would be complete when you cast it on "it". please note that if i mean fuel it means something that last for the whole mission. after all, no car with a full tank of fuel will be empty in less than 12 hours. enough time to finish the game.
ok the landing beacon limited use is good, spikes...has a problem with it's attack. The spikes only attack when something beside is being attack so they dont attack zombies that just pass by which is kinda annoying, please make the spikes have at least a small range attack, range attack that is as long as the melee, so that they are more aggresive and not ignore passing zombies. barricades good, torches...good enough.
i have no complaints about the medicine, weapons and primary supplies because its all to basic.
useless comment> add a tactical nuke
hey who likes pets? how about adding a dog or something for our beloved soldier class marine. dog also jumps xD and can fetch 1 item at a time.
And if your making this game more complicated, make the grenades, rockets, mines, err... all those boom things have friendly fire so that no one would just throw stuff that explodes everywhere ignoring the fact that you threw the grenade beside you or your team, just for safety, give the barricades 50% resistance to spells.
can you add some extra things on the status board like number of visible zombies, normal, hunter, tank. zombies killed, etc. "or is that a bad thing because it will hinder the vision of the gamer with that big of a status board?
hey here's an idea. different ground makes the soldier have different MS speed and when zombies are on blight they are 25% stronger. so that building a base is harder.
please though, if this is implemented the blight should not be more than 60% of the map, i do have that feeling that more blight will be a problem.
Hmmm...Maybe make use of that spider thing in the undead race as a model for a new zombie that only has 1 attack damage but has that infectious aura that is 2/3 the length of the marines rifle, its like a zombie wherein its purpose is to infect marines that come too close. make it at least 2 to 3 times more hp than the average zombie, but of course lesser spawns compared to the zombies but a bit more spawns compared to the hunter variety. note i said that the infectious aura that it generates is 2/3 the length of the marines rifle is so that you could defeat it and avoid the aura. this has a score point of 3 on my opinion. tip: no super duper fast infection aura please. And just a bonus, it may have 1 attack and probably give it a slow MS speed, but when a marine gets hit, he is severely infected. xD
ok...im running out of ideas.

maybe just put some circuit boards and its chassis so that you could make some gadgets some ideas,
CAMERA: like a torch but no truesight vision: probably make it invulnerable so that you could put it anywhere and is more usefull like that: putting a timer on it is really...not a good idea, it is after all something you put together which is hard in the game and it will just break apart n a few minutes which is bad.
TURRET

f course a base needs defenses so put some sentries in there and some ammo!
:Maybe the ammo works like the turret will auto load the ammo if it finds one on the ground under it or near it afterall it is harder if the player individually checks the ammo in the turret inventory, or is harder better?
AIR PURIFIER: you know the model i have in mind for this is a ward type terran bunker that is resized to a marine foot. and of course its an item that wards off infections in an area, and if i say ward of, it means the virus is still there but the effect is nullified so the player will need to keep it on, please put at least a very transparent but "somewhat" visible cloud to see how far its effect are. note that this gadget does not last forever but lasts a long time, and that the Spider thing with the infectious aura will still have its effect even with this thing turned on.
Speaking of turned "on" maybe you could make mana the timer and if the item is turned "on" it will have its effect and lose mana per second but when turned of, it will lose the effect but will not lose mana per second
ZOMBIE PURIFIER: when in range, Make the zombies lose 1 hp per second if standing and if lying on the ground, make them lose half of their normal regeneration so it will take twice as long for them to come back to life. Note that the mana timer and on/off feature i suggested is also implemented here
Ok about the tent buttons...As i said earlier you could make a button that would lead to another set of buttons but it would be better to organize the buttons, for example the first set will be where you order stuff having the hotkeys Q, W, E, R and A, S, D, F.
And the next set of buttons having the order of locating the stuff with the same hotkeys. So if Medicine have the W hotkey on the first set of buttons, in the next set of buttons the locate hotkey would still be W referring to finding the medicine in the map. get my drift?
ZZZ no more ideas, last words "categories original (primary supplies, medicine, material, weapons) categories suggested (vehicle parts, gadget parts)"
QUESTIONS:
More players will have more enemies?
are you able to work on your maps often?
The tent will have an unpack feature soon?
THE END