From monkey to Titan, this guide covers all the things you should know to succeed in a White Star

White Star 

A white star is a 10 v 10 player battle where time is slowed down and lasts 5 days. Hydrogen brought to a planet creates a relic and those relics brought to a jump gate generates a point. Whomevers team scores the most points in 5 days win. If a ship dies it has an 18 hour cool down before it can reenter. A ship that enters the white star has a 10 minute cool down before they can reeneter the white star again. Jumping a ship out of a white star does not refresh the cool downs. Their is a trick to repair your ship by jumping out of the gate and using a crystal. Every player can bring in one battle ship and either a miner or transport. A victory provides our corp with 100xp and artifact boost of 30%.

Prep Phase 

White stars are strategic battles the require planning and battle plans. If people go in without a plan and don’t communicate it would be complete chaos. First what ships are you bringing in and with what modules.

Battle Ship Roles 

Knowing the Battleship Roles will help you identify opponent’s intentions and communicate with the team better

Miners 

If you bring in a miner you need to collect hydrogen and move it onto a planet. There are 3 types of planets. Lets talk about planets for a second…
There are 2 level 1 planets, 4 level 5 planets and 4 level 10 planets in each white star. Hydrogen cost less for the first 3 relics, more for relics 4-10 and 11 relics on are really expensive.

Relics Level 1 Level 5 Level 10
3 100 250 50
4-10 1000 500 400
11+ 3000 2000 1500

You can check how many relics have already been created on the planet by clicking the magnifying glass (info) on the planet. Try to fill up the planet that requires the least amount of hydrogen first. It is best to put the right amount of hydrogen to create a relic on a planet. Putting hydrogen that doesn’t generate a relic could be a waste and better used on another planet. Try to coordinate with a transport to pick up the relics you generate as soon as they are created so we can quickly score points. If you use genesis on a sector with a planet you get a bonus. Level 10 planets get x6 modifier, level 5 planets get a x3 modifier and level 1 planets get a x2 modifier. It is always best to use genesis on a level 10 planet sector if you can.
Mining modules to bring are mining boost, remote mining (if upgraded to level 4 or more), Genesis, Enrich, Hydrogen Replicator.
Keep your miner safe. Far away from enemy battleships and cerberus ships. Without miners we can not generate any relics to score points.

Transports 

Transports bring the relics home to score our points. Relics weigh 4 tons so try to get your transport to carry at least 8 tons so you can carry 2 relics at a time. Relic Drone is another way to transport more relics but can only be used once per white star. Be aware of time. Traveling across the white star can take many hours. Extracting relics from a planet can take 6 hours for each relic. You then have the long trek back to the jump portal. Make sure you have enough time to do all of this before the super nova explosion. 5 days will go by fast when you move so slowly. Once you jump through the jump gate with the relics it will automatically score the relic and you can jump immediately back in. Be aware of where miners are going to create relic so that you can pick up relics as soon as they are created. Use way points so that you can adjust your path if needed. With dispatch you can teleport to the planet with most relics on it. It will also cause damage to ships at the planet. This will disrupt or even kill enemy transports trying to extract relics from the planet. The dispatch does take 12 hours to launch, giving the enemy team lots of time to adjust and counter. Stealth will keep you safe for a bit from most weapons but will save you from explosions. So rockets, destiny or vengeance will destroy a transport easily.

Modules to bring are cargo bay extension, relic drone, stealth, rush, and dispatch. (in that order)

Each relic scored is important and can determine who wins.

Flagship 

Flagship is a special ship available for white stars. You get one flag ship and it is controlled by officers. The ship has long range capabilities and should be used mostly by afar. This ship should be kept safe. Here are some of the modules it can have equipped.

Immolation Applies damage to Cerberus ships in sector.

Recoil Can teleport anywhere in the white star. It takes 8 hours to launch and will teleport back to where it started 8 hours later.

Stealth has 1 hour 34 minute stealth.

Recoil Drones Launches drones in 800au range. These use to not have a cool down when used with a jump gate but the Titans o Terror corporation had the patched.

EMP Rocket Launches an EMP rocket to disable ships in blast radius

Cataclysm Oh no! Fires 3 rockets on each target. This could be a crap load of rockets! 380 au range.

Floating Shield Ally shield you can launch at a friendly ship.

Dart Turret Launches Darts. Little rockets that do a lot of damage.

Time Machine 

Time machine is a tool in White Stars where you can make moves in advance so even while your sleeping your ship can still be navigating through space. Time machine can be found by clicking the white star in the top left. You must be at least 5 minutes in the future in time machine to schedule a move.
 

Use Time Machine!!!

By using time machine your teammates can know what to expect from you and can make moves around those so that we work in coordinated moves. With that in mind be very aware that any changes you make can effect others. Communicate and work together.

Take your time. If you hurry and make a move without time machine you are locked in and can’t change it. This can kill you or send you on a 12 hour unnecessary journey. Everything is going in slow motion. Take the extra few minutes to put it in time machine and try it out and see what the outcome looks like.

Dr. Strange Try different things out. You can see millions of outcomes in time machine just by trying different moves out. This way you can make the best move taking the least amount of damage.

Beware you cant see enemy moves in time machine. What the enemy puts in time machine is not visible to you so they will change and use modules and you won’t see these moves in time machine. Make sure you are prepared for them and think what you would do in that situation and expect that from your enemy.
There is a limit on how many moves you can put in time machine. Also with changes going on there will be times you will need to change all of your moves. Please make sure those changes don’t effect other people. If they do let them know.

Battle 

Opening move. When starting a new match you have the capability to use a module jump out of the white star and switch to another module. That way you have something else equipped during its cool down phase. This is often done with delta rockets. Miners might use genesis and enrich and switch to a transport. Transports might send relic drone to the level 1 planet and switch to miner.

This is also a good time to size up the enemy team and make any adjustments that might be needed to counter them.

Everyone should have put together a destination to go after.

The Stake Holder role will race to this destination and attempt to hold it until reinforcements arrive. Guardians, back up guardians, attackers and others will follow stake holder and defend this area. Hunters can go along and act as cover but are actually looking for a way to go through or around their front line to do damage to their support. Cerb killers will take out cerbs from around our jump gate so that our miners can get to hydrogen and our transports can pick up relics from the planets.

The main Battle. Typically there will be a huge battle for the best level 10 planet on the map. The winner will be able to control the area and have its miners and transports work in this area. If this isn’t a quick victory it will be a war zone. Not safe for support ships. These ships can then chose to wait nearby or find an alternative place to get relics. You don’t want to put your support in harms way. Don’t forget about your support ships they are just as important as your battle ship if not more. During this big battle our hunter will be looking for a way to get to the enemy support ships. Try to make sure none of their hunters get through our front line. Once they get past our front line they can be really hard to contain. If we lose the main battle we are in bad shape. Try to keep whomever is still alive alive. Find an alternative place to get relics and protect the support ships. Stall for as much time as you can so that our dead can respawn which takes 18 hours.

Maneuvers 

Checkout the White Star Tactics!

Victory!!! 

Once we have victory we can celebrate. Hold off on sleep just a little bit longer and you can run red stars or dark red stars for an added 36% artifact boost. Provide a donation to the corporation (only what you can spare). Enjoy life as there will be another brutal white star right around the corner. Good luck!

Written by: Venom
Category: Guides
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