When the stress is on, and the characters are winging it to hyperspace with the authorities hot on their trail. When can they get into hyperspace and how long should it take to make the astrogation skill check? If you are leaving the ever dangerous Planet X with a swarm of TIE fighters winging in towards the ship from that big metal Dorito in the sky, how long is it before they can make the jump?
In our old West End days, we generally said the ship had to clear the gravity well of the planet before they could make the leap, and assuming average speeds that generally took about 3 rounds, give or take depending on circumstances. That usually gave the characters a couple rounds to trade gunfire with the badguys. Once clear, the check by game rules took a minute, but we allowed a rushed roll in one round, with increased difficulty.
Any thoughts on this? Space Combat seems a bit more lethal, and more expensive, then West End had it, so I don't want the characters fighting so long they get blown up or have 5,000 credits in repairs after each skirmish, but having a little conflict as you flee a planet can add excitement.