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Some things that do not matter:
 
Some things that do not matter:
βˆ’
*DISTANCE DOES NOT MATTER, only the number of jumps. So use the "jump ruler" described above to help pre-plan your route. (It helps to number the tick marks.) Don't let yourself get left out on a limb, and try to jump into clusters of beacons with many connections so you can better see Distress, Store, or other possibilities. For optimal timing, it's good to have choices near the exit so you can hit one more once the fleet gets close, if possible.
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*DISTANCE DOES NOT MATTER, only the number of jumps. So use the "jump ruler" described above to help pre-plan your route (number the tick marks). Don't let yourself get left out on a limb. Try to jump into to beacons with many connections so you can better see Distress, Store, or other possibilities. For optimal timing, it's good to have choices near the exit so you can hit one more once the fleet gets close, if possible.
 
*The FTL Jammer is somewhat vaguely worded. It doesn't apply to fleet movement on the sector map; it only delays ships trying to jump out of a combat with you.
 
*The FTL Jammer is somewhat vaguely worded. It doesn't apply to fleet movement on the sector map; it only delays ships trying to jump out of a combat with you.

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