White Star

**The article "White Star" is a *Work In Progress.***
**Notice**: Data on this page may be for before and after the Dark Nebula update, and may otherwise be incomplete. If data you need is missing, **HadesSpace** is an excellent resource with new information.

> *"Human players ... can lure you in traps, let you down or come to your rescue when you least expect it."*
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White Stars are star systems featuring corporation against corporation combat. White Stars are large scale efforts that emphasize strategy and teamwork amongst team members. Participants are able to contribute up to two ships - one battleship and one support ship (miner or transport) - to their corporation's war effort.

Corporation battleships will fire on any other corporation's ships, including Transports and Miners.

### Relics

Corporations fight to retrieve and claim "relics" that are generated by planets scattered across the system. Relics must be moved to a safe location by transports before they are able to be claimed for a corporation. Relics claimed for a corporation remain claimed and cannot be taken away. Relics retrieved go towards upgrading one's corporation level.

### Rewards

The corporation with the most relics will win the match. Participating players on both teams will be rewarded with credits and hydrogen. If a player does not have enough storage space for all rewards, the uncollected reward will be stored and can be claimed in the mail inbox in three days. Players of the winning team will receive more rewards than their opponents.

Rewards a player receives scale if Win/Draw/Lose, with Red Star Scanner level and filling the *Rewards Progress* bar (that a participant can find inside the White Star).

Full Whitestar Rewards List

### Time Slowdown

In a White Star system, time is slowed down by a factor of 600. Routes that usually take 30 seconds may take up to 5 hours to travel. Timers for Modules are similarly scaled, although some module times are not scaled exactly by 600. The inflated time scale allows corporations to plan and adapt their strategy to the changing battlefield. A White Star system currently lasts 5 days.

All actions and updates are carried out in 2 minute intervals, at the beginning of every even minute until the end.

### Unique Ship Roles

Each traditional ship type fills a unique role in White Stars. Battleships provide offensive and defensive capabilities. Transports load and carry relics. Miner ships deposit hydrogen onto planets to speed up relic generation.

### Planets

The number of planets in a White Star depends on the size of the teams that compete against each other. There will be at least two level 10 planets in 15 vs 15's and 10vs10's. However only 1 lvl 10 in a 5vs5. There are also at least 2 lvl 5 planets in every white star, scattered point-symmetric around the White Star itself so every team has approximately the same distances to and from their gate to the planets. A level 1 planet will spawn on an adjacent sector for each gate.
See Dying Planets

### Jump Gate

A "Jump Gate" for each team will be placed on opposite sides of the white star upon matching. Players may jump ships into the system using their white star scanner during the preparation period and during the match. Players can have ships return to their team's jump gate to return to their yellow star. When a ship jumps into a white star, a 2 hour cooldown will begin displayed above the player's white star scanner; while the cooldown is active, the player may not jump ships into the white star. The cooldown for battleships and supports are separate, but function the same. If a ship dies or disbands while in the white star (regardless of it had Sanctuary), an 18 hour cooldown will begin. Players may use the jump gate to repair their ships and "refresh" their modules as time moves much faster in yellow stars.