solar problem

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solar problem

Postby High-Roller » Thu May 10, 2012 12:37 pm

why does the solor come on before i even get on the planet? like i get on the planet and im already getting hit by solor is this a bug?
Last edited by Luna on Fri May 25, 2012 2:38 pm, edited 1 time in total.
Reason: spelled solar correctly in title
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Re: solor problem

Postby High-Roller » Fri May 18, 2012 1:03 pm

High-Roller wrote:why does the solor come on before i even get on the planet? like i get on the planet and im already getting hit by solor is this a bug?


will this be fixed any time soon toonces?
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Re: solor problem

Postby Luna » Fri May 25, 2012 2:30 am

Solar starts the second you land. The closer the dome is to warp, the sooner the shots reach you. I doubt this is a glitch, it sounds like normal game play. Solar can pound you as soon as you land.
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Re: solor problem

Postby High-Roller » Fri May 25, 2012 11:47 am

Luna wrote:Solar starts the second you land. The closer the dome is to warp, the sooner the shots reach you. I doubt this is a glitch, it sounds like normal game play. Solar can pound you as soon as you land.


so it makes nuke droping almost impossiable if there is a double dome at the warp hole i was down to 3k as soon as i appeared on the planet
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Re: solar problem

Postby Luna » Fri May 25, 2012 2:41 pm

On those layouts with double domes, or domes close to warp it will probably take more than one invader to cap the colony and possibly several deaths. Part of them are a distract, the other tried to cap. I agree it would be hard, but I've seen it done. You'd have to ask long time invaders how they would accomplish it, and learn from them what works and what won't.
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Re: solar problem

Postby High-Roller » Fri May 25, 2012 3:04 pm

Luna wrote:On those layouts with double domes, or domes close to warp it will probably take more than one invader to cap the colony and possibly several deaths. Part of them are a distract, the other tried to cap. I agree it would be hard, but I've seen it done. You'd have to ask long time invaders how they would accomplish it, and learn from them what works and what won't.


oh okay sounds good and most of the best players quit :/
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Re: solar problem

Postby Luna » Sun May 27, 2012 8:50 pm

I'm learning all over again too, so don't feel too intimidated. I attempted to invade back one of my colonies yesterday and I died four times. I'm from an era when solar was only one shot and colonies were zounds at 5k. I never had to invade, since I was a builder and always corped with invaders. Trying to learn the skills sufficient to compete with invaders today, will be a huge challenge. Good luck, and hang in there. A good tool to remember is also to land, hit print screen, and put the image into paint. When you see the layout of the dome, lz, and defense positioning it might be easier to figure out what path to take when looking at a picture, and not being slammed by solar and defenses. Many times I did this to give to corpmates so they could see what they were up against if they needed to team up to get an invasion accomplished.
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Re: solar problem

Postby High-Roller » Tue May 29, 2012 12:03 pm

Luna wrote:I'm learning all over again too, so don't feel too intimidated. I attempted to invade back one of my colonies yesterday and I died four times. I'm from an era when solar was only one shot and colonies were zounds at 5k. I never had to invade, since I was a builder and always corped with invaders. Trying to learn the skills sufficient to compete with invaders today, will be a huge challenge. Good luck, and hang in there. A good tool to remember is also to land, hit print screen, and put the image into paint. When you see the layout of the dome, lz, and defense positioning it might be easier to figure out what path to take when looking at a picture, and not being slammed by solar and defenses. Many times I did this to give to corpmates so they could see what they were up against if they needed to team up to get an invasion accomplished.


thanks luna and i invade alot and have been invading for like 4 years now but its hard to get used to the solars:/
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Re: solar problem

Postby Saber-Fury » Wed May 30, 2012 6:19 am

this is not a glitch nor is it a non-existant issue. Solars begin shooting from the moment your ship hits the outside of the colony now, so in the millisecond it takes for your ship to appear on the actual planet, the solar is blasting the warp. @warp cols, particularly those domed below the warp, felt similar to this before, just not as severe - when you landed you could always see the solar coming at you, albeit at blinding speed. now you are quite literally landing IN stacks of solar.

Additionally, solars now point directly @ warp instead of being default pointed up. This means most rings and a slew of the (previously) 'lesser' @warp layouts will be just as effective as say pacmans and fogs@warp.
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Re: solar problem

Postby High-Roller » Wed May 30, 2012 11:57 am

Saber-Fury wrote:this is not a glitch nor is it a non-existant issue. Solars begin shooting from the moment your ship hits the outside of the colony now, so in the millisecond it takes for your ship to appear on the actual planet, the solar is blasting the warp. @warp cols, particularly those domed below the warp, felt similar to this before, just not as severe - when you landed you could always see the solar coming at you, albeit at blinding speed. now you are quite literally landing IN stacks of solar.

Additionally, solars now point directly @ warp instead of being default pointed up. This means most rings and a slew of the (previously) 'lesser' @warp layouts will be just as effective as say pacmans and fogs@warp.


kinda helps you keep your good cols and not be invaded so easyily. thats a up side but the down side is invading it but it does make it more fun and ull get much better at invading tho:)
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Re: solar problem

Postby Saber-Fury » Wed May 30, 2012 7:12 pm

High-Roller wrote:
Saber-Fury wrote:this is not a glitch nor is it a non-existant issue. Solars begin shooting from the moment your ship hits the outside of the colony now, so in the millisecond it takes for your ship to appear on the actual planet, the solar is blasting the warp. @warp cols, particularly those domed below the warp, felt similar to this before, just not as severe - when you landed you could always see the solar coming at you, albeit at blinding speed. now you are quite literally landing IN stacks of solar.

Additionally, solars now point directly @ warp instead of being default pointed up. This means most rings and a slew of the (previously) 'lesser' @warp layouts will be just as effective as say pacmans and fogs@warp.


kinda helps you keep your good cols and not be invaded so easyily. thats a up side but the down side is invading it but it does make it more fun and ull get much better at invading tho:)


No.... don't keep building annoying and tedious, and don't make invading more annoying and tedious. Just make building easier

the 'ok this month cols r hard, but u can keep em easier vs the ok this month cols r easy, but u lose them faster' I love puppies has been going around for the past 3 years..

i consider myself a 'good' invader and getting smashed by solar the instant you land is not a 'challenge' that improves 'skill.' Yes, perhaps 1/10 lands you could get a nuke off. Obviously, you could get a group together and have them all land together, but then solo invading just got even gayer.

it will change people's tactics, sure, but it won't be any more fun, just more annoying. Like, I know how to take ratmazes, fogs, octos, ghosts, etc the best they can be taken (with a group of course)... tactics are superb.. but the invading is boring.. everyone does their 'job' and eventually you cap the col and feel good about owning it.. but had little fun taking it

invading of now = owning tedious cols to feel accomplished

invading 4 years ago = processes of invading was what was actually fun
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Re: solar problem

Postby High-Roller » Thu May 31, 2012 11:57 am

invading 4 years ago = processes of invading was what was actually fun[/quote]

true but going solo on a 10/120 at warp hole will be very hard nuke drop now right? and invading is fun any way u look at it:)
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Re: solar problem

Postby Saber-Fury » Fri Jun 01, 2012 8:57 am

no not really. it'd just be like having a desk job doing shitloads of paper work and then getting a paycheck at the end of the day. you land on a col and wait till you can get a nuke off. Doesn't take skill. Just persistance. Like naviagating asteroids. Just takes time.

As to whether 'any invading is fun' that's somewhat true to an extent, but just look at the declining playerbase since 4 years ago before this tedious invading/building cycle and decide for yourself whether people think 'this' invading is more fun than 'old' invading
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Re: solar problem

Postby High-Roller » Fri Jun 01, 2012 12:04 pm

Saber-Fury wrote:no not really. it'd just be like having a desk job doing shitloads of paper work and then getting a paycheck at the end of the day. you land on a col and wait till you can get a nuke off. Doesn't take skill. Just persistance. Like naviagating asteroids. Just takes time.

As to whether 'any invading is fun' that's somewhat true to an extent, but just look at the declining playerbase since 4 years ago before this tedious invading/building cycle and decide for yourself whether people think 'this' invading is more fun than 'old' invading


true but im not saying its all fun it does get annoying at times and i bet old invading was fun but i find invading now more fun becasuse it gives u a challange and with out a challage what fun is this game?
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Re: solar problem

Postby D-Tox1 » Sat Jun 02, 2012 2:03 pm

This really is a shame - and i genuinely feel sorry for Invaders because now it seems the owner of Starport is trying to " accommodate " what weve all been saying all along about Invading has become far too easy and boring, and instead of just accepting the obvious ( which is abolish the Port negs etc ) he decides to mess with Solar setting etc.
Tinkering = Glitches / deaths / Player Token losses and altogether bad and ill feelings because he knows deep down he doesn't need to adjust anything in order to make the game " work " again.

I really wish he would soak up a little advice which most of us have given before and " create a Test server " so none of these new additions are input into the game without being tested first.

kinda shows how ignorant reality is.
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Re: solar problem

Postby High-Roller » Mon Jun 04, 2012 2:11 am

D-Tox1 wrote:This really is a shame - and i genuinely feel sorry for Invaders because now it seems the owner of Starport is trying to " accommodate " what weve all been saying all along about Invading has become far too easy and boring, and instead of just accepting the obvious ( which is abolish the Port negs etc ) he decides to mess with Solar setting etc.
Tinkering = Glitches / deaths / Player Token losses and altogether bad and ill feelings because he knows deep down he doesn't need to adjust anything in order to make the game " work " again.

I really wish he would soak up a little advice which most of us have given before and " create a Test server " so none of these new additions are input into the game without being tested first.

kinda shows how ignorant reality is.

He shouldn't have messed with the solars cause it was good just like they were and when lag happens you get hammered by the solar he should have asked us what we think before he does BBQ :/
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