4. Limits & Restrictions

This topic will contain a table of contents

1. Structure Limits

Introduction: HWS has structure limits to grant a smooth game experience for thousands of players and fix some gameplay related problems not addressed yet.

1.1 Blueprint spawn restriction on HWS — Class 7

1.2 Playfield structure limits

Playfield structure limits may have higher or lower maximum class restrictions. Please refer to the playfield description on the ingame map for information and limits specific to that particular playfield ( shown on bottom right of map screen by pressing M ).
Also note that the Class size is rounded and has a range. Class 3 for example goes from 2.50 to 3.49.

1.3 Global structure limits


  • Left two columns: What amount of min. structures your faction can spawn globally

  • Center two columns: What factor your faction can have additionally to the left columns.

    • Example: A 3 man faction could have 2+(3*1,00) = 5 faction Bases globally (PvP and PvE).
  • Right two columns: What amount of max. private structures you can have

  • Whatever limit is the lowest (playfield limit or global limit) is the one which is active.

1.4 Seizure / Removal of Structure

In the event any of the above and/or ingame stated limits are exceeded, the server will take the following actions:

  • PvP Planets: After 2 x 2-minute warnings your structure will be set to HWS faction (6 minutes in total)
    PvP Space: After 2 x 3-minute warnings your structure will be set to HWS faction (8 minutes in total)

  • PvE Planets & Space: After 5 x 15-minute warnings your structure will be set to HWS (75 minutes in total)

  • Structures set to HWS faction will be deleted in
    PvP: after 6 minutes
    PvE: after 3 days

  • Limit abuse: If you place structures with the intent that HWS will capture it to attack enemies, you will be punished.
    A penalty which involves Credits and RP (per the buyback formula) will apply to you if it was set to private and will apply to all faction members if it was set to faction.

1.5 Structure Buyback

If your structure was seized and changed to HWS faction, you may buy it back (costs both RP and credits) before the server deletes it. It may be purchased with the following command

egs:buyshipback:ID (get the ID by typing “di” in the ingame console and look at your structure list).

The cost calculation formula is below:

(Blocks * Devices) / 2 credits + RP* (in Starter system 1000 credits + RP*)
*RP cost = Class size of structure

Buyback for Black Hole wipe mistakes:

(Blocks * Devices) credits + RP*
*RP cost = Class size of structure

Possible Punishment: Temp Ban / Perma Ban / Loss of Game Progress / Guilty / Prison

2. Server limits

2.1 6-Hours Deletion Timer for Micro-Structures.

Structures consisting of less than 10 blocks or without a core are considered "‘micro-structures’. If not ‘touched’, these are deleted by the server after 6 hours.

2.2 15-Day Deletion Timer for Not ‘Touched’ Structures.

After 15-days, a structure not ‘touched’ is deleted by the server. You or others must minimally ‘touch’ (interact with) a structure every 15-days to avoid deletion.

  • touch means literally standing on top of the structure or walking on the blocks. HWS Structure Commander (via HWS Connect) displays the number of days since a structure was last touched. Using the Control Menu ( P ) is NOT touching

2.3 If a structure was deleted

You may submit a support ticket on the HWS Forum — it can be most likely restored for free if you report it within 3 days.
However, if it was your mistake and you repeat this mistake, it will cost you ingame credits + HWS RP as follows:

Blocks * Devices * Days not touched + Class as RP cost

We strongly encourage you to go to HWS Connect > choose your server > click on the HWS Universe Card and check all other limits there!

3. Weapon limits

(Numbers shown are the MAX allowed of each type of weapon, drill, tool, etc.)

3.1 Blueprint not spawnable

If your blueprint is Orange or Red and not allowed on the server, it means the blueprint exceeds the server weapon(s) limit or has an outdated / illegale item built in.

3.2 HWS Small Vessels (SV) weapon limits

  • 6 Gatling Guns
  • 4 Rocket Launchers
  • 6 Plasma Guns
  • 6 Pulse Guns
  • 4 Rail Guns
  • 6 Rocket Launchers Homing

3.3 HWS Hover Vessels (HV) weapon limits

  • 10 T1 Drill Module
  • 10 T2 Drill Module
  • 6 Gatling Guns
  • Choose 6 Minigun Turrets
  • Choose 6 Rocket Turrets
  • Choose 6 Plasma Turrets
  • Choose 2 Artillery Turret
  • Choose 4 Tool Turrets

3.4 HWS Capital Vessels (CV) weapon limits

  • 12 Pulse Laser
  • 8 Rocket Launcher
  • 10 Drill Module
  • Choose 12 Projectile Turrets (Minigun or Cannon Turrets)
  • Choose 10 Laser Turrets (Pulse Laser or Plasma Turrets)
  • Choose 10 Fast Explosive Turrets (Rocket or Flak Turrets)
  • Choose 3 Slow Explosive Turrets (Artillery Turrets)
  • Choose 8 Tool Turrets (Drill or Multi Turrets)
  • 8 Sentry Guns

3.5 HWS Bases (BA) weapon limits

  • Choose 12 Projectile Turrets (Minigun or Cannon Turrets)
  • Choose 10 Laser Turrets (Pulse Laser or Plasma Turrets)
  • Choose 10 Fast Explosive Turrets (Rocket or Flak Turrets)
  • Choose 4 Slow Explosive Turrets (Artillery Turrets)
  • 8 Sentry Guns

3.6 Empyrion weapon limits

Empyrion only allows 21 weapons / turrets to shoot at the same time. If you have more than 21 the game picks randomly which weapons / turret work.

Choose means a decision between the normal Turret or the retractable Turret.
For BAses and CVs it also means certain type decisions.
For example either 5 Pulse Laser Turrets + 5 Plasma Turrets or only 10 Plasma Turrets => you can pick the amount of Turrets out of a group limit basically.
Choose wisely with our Effective Weapon System in mind!

Retractable Turrets have on HWS 20% more internal armor if retracted and +20% more Hitpoints.

Keep in mind that HWS Garage ships can exceed the Tool and Drill limits !
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