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Posted

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 5000.000000

Taris Defence: metersPerGalaxyUnit 6000.000000

Mandalorian 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.

Posted

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...

  • 3 weeks later...

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