(exp u3) small warehouse is overpowered
With the new changes on warehouses the small warehouse becomes slightly overpowered compared to platforms. They cost only 3 logs while a platform costs also planks. Also they are fully researched from the beginning. Therefore it currently seems reasoable to place a small warehouse wherever you would have placed a small platform, if you don't need the gap below for a road or shaft.
Possible mitigation:
- Let small warehouses also cost planks. They are not needed right from the beginning and the usefulness is similar to the small platform so it could even cost the same.
- Make small platform also only from 3 logs. This would actually be great for larger structures.
- Enlarge small warehouse to 1x2. Especially it it were 2 blocks deep it would be useless for most spaces you would normally use platforms, as you often couldn't reach the entrance.
I haven't tried it further into the game but the small warehouse seems too powerfull anyways, as you can literally squeeze it in any gap!
Comments: 2
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24 Nov, '22
Grey KyliaMaybe i'm biased, but i like this option and see nothing wrong with whats going on in your picture. Can it be abused? Sure. But no less than just building storages to cross rivers or building houses to transfer power straight up to your gravity batteries. Its a quirk of the game and its severely needed since all the buildings have become super boring and square. I pity the person who makes a ton of these instead of platforms to save a dozen pieces of wood and have to deal with all those floating logos above their things.
That being said, i personally wouldnt mind if it was locked behind some research points, 10 would probly be fine, or changed to require a plank or two. However it would make little sense to new people for the smallest thing to be locked behind research points or planks and that is the major point of the update. To help the newer folks. -
25 Nov, '22
TTJI see your point, but for me this is one additional "irrigation-tower-problem": This game has a lot of specialized buildings for a certain purpose. But instead of using them, it is possible to reach a cheaper and more convenient solution by "abusing" another building. You can call this cleverness to a certain extent but from a different perspective this is just a bad balancing and sub-optimal game design.
I admit that this game leaves also room for building things just for the purpose of beauty (fences, benches, etc.). So maybe the problem isn't that bad. Nevertheless I think it would make sense, if the developers would generally review building and unlocking costs for all buildings and re-adjust.