What factors influence the speed of the rebel fleet?
There are a few scenarios where you can delay the rebel fleet.
Off the top of my head I can think of:
Are these options worth it? How much does it get delayed?
When jumping between nodes in a sector, does the distance to the destination node effect the advance of the rebel fleet, or is it only the number of jumps? I read this question, but it did not address distance versus quantity.
It's not unusual to find a few nebula beacons in non-nebula sectors. These apparently delay the rebel fleet's advance when you visit them. It seems like they always end up clustered right around where I start in the sector, though; do they still delay the rebel fleet even if the rebel fleet hasn't (visibly) arrived in the sector yet? Alternately, how many jumps does it normally take before the rebel fleet appears in the sector?
There are situations where it is very useful to know roughly how much time it will take to travel in warp between two points. If you have a bait ship somewhere, it is good to know how long it'll have to survive until the main fleet arrives. Or if you're in smaller ships and want to use the difference in warp speed to split an enemy gang, knowing the exact time it takes for any ship to warp a specific distance is very useful. The maximum warp speed is easy, but in most situations the acceleration and decelaration in warp as well as the align time are the more important factors. What I'd like
I captured a man of war. Usually there are 3 options when the dock is full: Scrap ship Decide later Scrap a ship from a fleet I want to decide later. I have cheap frigates I can scrap but they are all on missions and I can't access them till I deal with this newly captured man of war. So I was forced to scrap the man of war, which sucked. Why do I sometimes have the choice to decide later and other times I don't?
Possible Duplicate: What factors should I use to price an item in the auction house? This question is really about how to value items bought and sold on the auction house. Obviously the answer will be subjective on a per player basis, but in the aggregate I expect there are certain stats that tend to make items sell for far more. I'm imagining it's something like: Most important: Primary stats (Strength, Intelligence, Dexterity) -- because they increase damage Vitality -- because everyone needs vitality Magic Find +Damage Has Sockets Lesser importance: Armor +Experience
assume because I had a small fleet of three Galleys and three Cogs. It even showed them move first to the ships and then--after a short delay--onto Crete. But now I've just conquered Venice and am trying to return home to Dalmatia via the Gulf of Venice. I have a large fleet in the gulf and control both provinces. When I select the army and right-click on Dalmatia, it makes sound like it will move... to split my fleet across both sea regions? Do both fleets need to have Cogs? Venice has a fleet parked in a port adjacent to the gulf. Even though it appears I have them blockaded in the port
Possible Duplicate: How is listed DPS calculated when dual-wielding weapons? I've seen other similar posts on this, but still have some questions. In this formula: ((1 + passive skill boosts)(Weapon 1 average damage + ((minimum damage bonus + maximum damage bonus)/2))(Weapon Damage Multipliers)(Attack Speed)(1 + ( crit% * crit damage %))( 1 + (main stat / 100))(average attack speed of both weapons / weapon 1 attack speed) + (1 + passive skill boosts)(Weapon 2 average damage + ((minimum damage bonus + maximum damage bonus)/2))(Weapon Damage Multipliers)(Attack Speed)(1 + ( crit
Every game mode seems to reward XP to the hero used, but the amount of XP seems to vary significantly. What factors influence the amount of XP granted? I can think of a few that likely influence it: play mode: Play, Practice or Arena regular or expert AI opponent victory or defeat length of the game did any player concede Which factors actually play a role, and how important is each factor? Some numbers or a formula would be ideal, but I suspect that I might have to settle for some rough guidelines as no actual values are ever displayed in the game.
Auto director is a usefull feature in demo player which intends to catch frags as much as possible. I want to know if we can configure this. I mean I want to adjust: Delay time (it has a delay time which helps to progress the game before we see) Changing camera time (to choose how many sec. before an action starts) An option to make it show only mvp'ed players at that round (it may... with an awp. I want to make it prefer awp kills in this situations) Slow motioning while a player kills It may sound too imaginary but idk :)