White stars
White Star Tutorial
The White Star is a 5 day activity in which players go into with their Corporation. (The first 12 hours are for preparation) This mode will bring much deeper co-operation: Corporation members will need to discuss fleet allocation and tactics extensively, before and during the mission. There will also be a strong competitive element, as there's a hostile Corporation operating in the same star, going after the same resources. Time operates much more slowly (600x slower) in a White Star to give corporations time to plan and strategize. A 30 second move in a Red Star is about a 5 hour move in a White Star. A time machine may be used to preschedule moves and module activations. It can also project moves scheduled by your corporation members. However, it will not show scheduled enemy movements. The goal in the White Star is to claim Relics for your Corporation. Relics spawn automatically on the planets over time. All 3 ship types will have a unique role to play in the White Star. Transports pick up Relics and have to move them to safety before they can be claimed. Miners can speed up Relic generation by depositing Hydrogen on the planets. Battleships are needed to defend against, or attack the other Corporation's ships. Each participating player will be allowed to send 2 ships in the White Star, one of which can be a Battleship. The Corporation with the most relics by the end of the WS match is the winner. Rewards are based on red star scanner lvl. Losing corp recieves smaller rewards. In case of draw it counts as if both corps lost reward wise.
Time Machine
The time machine (TM) is a useful tool to preschedule moves and module activations in the WS. It is helpful to teammates to preschedule moves for at least 12 hours in advance. Below are screenshots on how to access the time machine:
Use the arrow button in the top right of the TM to fast forward in time, then schedule your move. You may also use the red rewind button to view the past.
Some things to keep in mind when using the TM.
-Waypoints that have not been added in TM are viewable by the enemy. Use TM to fast forward in time just before your arrival of your destination, then schedule your next waypoint.
-Timewarp (TW) is a good module to speed up friendly movements, but it can affect many ships and throw off friendly movements if not used properly. For this reason, schedule TW far in advance so that teammates can adjust accordingly. Try not to deviate too much from your scheduled movements with TW in effect.
-Check TM often by fast forwarding projected moves. Before you move or activate a mod, view it’s effect in the TM. If it adds strategic value, follow through. -If you use TM to schedule module activations in the future, check back before the scheduled time to see if the activation still holds strategic value. Be particularly cognizant of EMP which can backfire on our own ships.
WS Ship Fitting Guide
Front Line Ship
- These ships are the bulk of our fighting force. They should be designed to engage and kill the enemy and to secure our planets and key sectors. Should consist of 4-6 BS of 10.
Preferred modules in order of importance: battery or dual laser, omega shields or blast shields, barrier, EMP, destiny, teleport, unity, rockets.
Raider
- These ships are agile and designed to get past enemy lines to attack support ships. They should avoid direct conflict with enemy BS. Should consist of 1-2 BS of 10. Preferred modules in order of importance: mass battery or dual laser, delta shields, barrier, teleport, destiny, stealth, impulse, timewarp.
Defender
- These ships are our last line of defense against opposing raiders. Players choosing a defender role must be attentive and react quickly to enemy movements. Defenders should be parked in sectors in a blockade formation protecting planets or support ships and their routes. Should consist of 3-5 BS of 10.
Preferred modules in order of importance: battery, omega/area/delta shields, barrier, emp, teleport.
Interceptors
- defenders designed to quickly intercept enemy raiders.
Recommended fit: battery/deltashields/emp/barrier/teleport/impulse.
Support Ships
- These ships consist of our miners and transports (TS). They are also known as "squishies" because of their tendency to get destroyed. In the beginning of a WS, the ratio of miners to transports should be 3:1. In a 10 man WS, that’s about 7-8 miners. The miners are responsible for gathering as much hydro as possible and then dropping off to a nearby safe planet. A good strategy to use is Genesis and Crunch to quickly get hydro to planet. Check the #dump-n-grab channel to coordinate efforts. Mine out sectors near gate, planets, and transport routes to prevent the enemy from using it as waypoints for movement or teleport/destiny. However, it can be advantageous to leave a few asteroids in gate sector. After dropping off hydro, miners have a choice of mining more or going back to gate to grab a transport. The few transports that make the initial jump will be responsible for grabbing round 1 relics. Round 1 relics can be obtained from level 10 planets or the hydro drop off planet. Position transports in sectors adjacent to these sectors. Move in once the frontline BS have secured the planet. Round 2 relics can be grabbed after hydro drop off by people that have switched their miner to a transport. Standard fit for miners: remote mining and mining boost. Additional modules in order of importance: genesis, crunch, mining unity, enrich, barrier, timewarp, teleport. Fit for transports in order of importance: cargo bay extension (standard), entrust (if researched), timewarp, barrier, stealth, rockets.
Tech Sheet or compendium (choose one)
- To help fleet commanders plan strategies, we require all members to track their technology levels on the Roster & Tech Sheet: https://docs.google.com/spreadsheets/d/1rR77bIFIlf9Hy-b5mFo_2dWwcsiWNk8HEsw8uacPs8Q/edit?usp=sharing
Location Grid and Orders
The map of the WS is based on an alpha numeric system with each sector corresponding to an assigned code. The columns of the grid are represented by letters and the rows within each column is represented by a number. Specific orders can include move orders to sectors and can sometimes include asteroids and time remaining in WS. As an example an order may look like:
“Move BS to B4.27 at 2d 5h 30m.” Translated: “Initiate battleship move to sector B4 to the asteroid that has 27 hydro left when white star has 2days 5hours and 30minutes remaining.”
To assist with exact timing, you may click the white star in center of map while in the time machine. The commanders will also use locational pings in the in-game WS chat. @everyone
Sanctuary
We don’t believe in using Sanctuary. It is a mod designed to benefit only the user, and we would rather have that slot replaced with a mod to benefit the Team. White stars are very competitive and we rely on our team work and what we can bring to help. There are some scenarios that allow the use of sanctuary: Members may fit sanctuary on a replacement ship after losing their initial ship in the WS. Members may also refit with Sanctuary after more than half the WS has passed. However, ships should only return back to gate if issued orders to do so.