In a nutshell, bring Resident Evil back to its roots (this was written post-RE6 demo) by starring Rebecca Chambers in a hospital at the moment of a new virus outbreak trying to escape the hospital's quarantine lockdown.
Essentially, it would put a
major emphasis on resources as finding any guns on the premises would be difficult. Rebecca is a mainstay but not a military-trained super soldier like the rest of the cast; she would have found a happy life with a medical profession in some remote city like Raccoon City some 15 years after the incident, leaving out the power fantasy associated with modern RE games and instead leaving the player feeling vulnerable.
You'd find makeshift melee weapons like, say, a frying pan from the lounge or scissors from the front desk that would offer you a way of limited self-defense that doesn't kill enemies, but rather, offers you limited opportunities to get past them and into new areas without spending other resources. Damage would actually apply to various parts of your body, so getting bit on the ankle limits your running speed, getting slashed on the shoulder means you can only fire with your other arm, hurting your accuracy, etc. Rather than just herbs/first aid sprays, you apply Rebecca's medical knowledge by fixing up wounds with specific methods and medicines, meaning you have to find the right stuff to fix your problem as it happens. If you need to fix your arm but all this room has is antiviral medicine, guess you need to get to the next area without using any two handed weapons.
The hospital itself would take inspiration from RE2 in blending modern and traditional architecture by saying the hospital had to move into a much older building after a devastating collapse of the newer building-- which in turn would turn out to be a part of the grander conspiracy after you find a way out of the hospital that leads you straight to the underground facilities beneath the previous hospital's remains. REmake/RE3 style choices that affect the story would make a return to give a reason for multiple playthroughs, as well as a "B campaign" much like what RE2make did that skips much of the tutorial segments and changes the order of things so you don't know exactly what to do anymore.
I'd even wrote up a plan for how to introduce the player to the game's new concepts at the beginning of the game, involving a fire taking out the building's medical supplies storage and Rebecca getting injured, forcing the player to go down a zombie-infested hallway with makeshift weapons to get to the room where Rebecca can heal herself. Character damage would be persistent to some degree, with visual changes to the character model after major injuries. And I wanted a side story like Ada's in RE4 or Jill's in RE5's DLC, offering a varied, shorter gameplay experience through the perspective of another character who was trying to break into the building and stop the outbreak (funny enough, I wanted that character to be Chris, who got that exact treatment in RE7).
So yeah. That's the idea.