Then, that’s fine. They are essentially the same creature after all. Not that i have ever fought slimes (There is never anything of value around them, so i just let them be.)
Enclosed locations make the usual “too easy!” ways to deal with enemies invalid.
Your range is limited by the darkness, so you can force the player to only shoot as far as his light source allows. This naturally nerfs firearms and bows without gimping them in wide open spaces where they get to continue to excel.
You cannot drive your death mobile through a man sized hole down into the sewers/labs/whatever. So, you naturally restrict the player’s access to cars without it feeling forced.
If you set a fire trap in a lab or other enclosed building, you are in for missing out on loot, and possibly trapping yourself.
Gathering food may be easy, but you can only carry so much before you gimp your ability to carry loot and other equipment. So, being fed can become a problem when you are five stories underground and most enemies drop tainted and dangerous foodstuffs.
You can also dynamically spawn enemies inside rooms without the player feeling like the game is cheating them. “There’s a zombie in this room” isn’t quite as jarring as “there’s suddenly a zombie right in front of me.”
Setting up pitfall traps (and other non-deployables) takes time, time wandering monsters can use to sneak up on you in the darkness.
Moving high quality loot away from the extremely safe overworld means players have a reason to visit dangerous areas. How many times have you thought to yourself “I need a gun, i should make a plan to fight the zombies up to the nearest gun store to get one.”. The idea is to make the player go “I need a superflux 9000, i better make a plan to climb down into that underground vault that may have one.”. Once NPCs are added, it can become “This NPC has something i want, better make a trade/do something for them/plan a murder.” too.
[quote=“KA101, post:9, topic:1642”]Closed locations (generally underground, so no natural light) make ranged combat a little tougher to sustain. So melee chars may find them no greater challenge, but archers would have trouble.
Moving loot, if I read it correctly, means identifying “high-grade gear” (that term needs defined, too) and hiding it underground, so players have to do more with less.[/quote]
Basically, yeah. That’s the short of it.