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1 no
2 take as much time as you need to think your way through but FTLing makes it come
3.failing a task wont do anything bad but if it takes to much to do the quest it should be in the next sector
4.I dont think so
Hope it helped
The jump distance is important in that it keeps you ahead of the fleet. There is a top jump distance that you cannot exceed. When you run out of fuel, the fleet advance rate depending in if you are in a nebula or not: in either case you want to be as far from the fleet as you can be.
Generally, time only passes when you jump.
And the outer border of the rebel fleet "cloud" is where it will be after you jump next time, the inner border being where it's at now. So if you are always outside that outer one, you're fine.
No, you don't.
Nope, and conversely, if you hang around after the rebel fleet catches up and farm rebel elites for points, you don't get fewer turns on the next map. They're all completely discrete, separate events, and there is no absolute time frame to the game.
Thus, there is absolutely no point in rushing through sectors to get to the end fast, and you actually want to do exactly the opposite, i.e. hit as many beacons as you can before you have to move to a tougher level.
... am I the only person who before running a brand new game reads the manual, readme, and pokes around for interesting edit-able text files?