Mick666 Posted December 24, 2012 Posted December 24, 2012 These distances were tested to make sure they're not too long and not too short.Sith Space Defence, Sith Space Invasion, The Adran Cross (this one needs an asteroid in a dead end jump behind the start planets also. Otherwise you can't move very far), The Centrality, The Chiss Ascendancy: metersPerGalaxyUnit 5000.000000Taris Defence: metersPerGalaxyUnit 6000.000000Mandalorian Space Shootout, Deep Core, Mandalorian Invasion, Gordian Reach, Hutt Space: metersPerGalaxyUnit 7500.000000 Leave as is: Interconnected.Only two Large maps and both felt fine for phase jumping.
Mick666 Posted December 24, 2012 Author Posted December 24, 2012 Edited after double checking each map.
Lavo Posted December 24, 2012 Posted December 24, 2012 Most excellent, I'll put these in asap, thanks a ton! Sins of a Galactic Empire staff.
Mick666 Posted December 24, 2012 Author Posted December 24, 2012 No problem. Ill write up some descriptions after i play each map completely- only way to see the full layout.
Mick666 Posted December 27, 2012 Author Posted December 27, 2012 Sith Space Defence/Invasion (same map, dif spawns it looks like). With your enemy only two phase jumps away, you can choose to make a swift grab for the homeworld or chase the looping belt of planets that goes in the opposite direction. Both ways lead to the enemy homeworld- but be careful, your homeworld may become the front lines. The invading force gains access to a defensible bounty to their rear, but exploiting it may lead to defeat, while the defenders (with their homeworld at Korriban) have no such bounty. Defend or attack- the choice is all yours...
Mick666 Posted January 17, 2013 Author Posted January 17, 2013 Ardan Cross desc: http://pastebin.com/TvMceN8G Best i could do with the small character list (okay map in itself, bit unbalanced.)
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