[LibGDX] Zoom-In Starfield?

I've been wondering on how I could make zooming in my space game less boring and then it hit me. How would I recreate a sort of Hyper Speed effect while im zooming in and manage to move stars in a smooth fashion while doing this? Would I have multiple layers of images that act as sort of a hud display and are relative to the camera? Or would I generate a massive amount of small textures of stars across my world and somehow create an effect that way? I'm neither a good programmer nor a good art designer, but I'm slowly making progress at least and am trying to soak up as much as I can in both areas. Have any of you guys tried doing this before? I searched around google and found "Parallax backgrounds" but all I found were sides-crollers instead of top down RTS games.  Thank you!  ;D

Edit: Something like this, except zooming capabilities. https://www.youtube.com/watch?v=mUrJukqyhIE

One way to acheive the ‘smearing’ hyperdrive effect is to clear the screen with a low alpha color instead of an opaque color.

Quick n’ dirty swing mockup:

This of course doesn’t work if the stuff is moving by a greater distance per frame than it’s diameter, as seen at the edges of the gif.

This seems like the perfect solution for me BUT, there is also the problem that everything else in my world is clearing at the low alpha setting. When zoomed out my planets have colored squares to indicate their faction and position, when I zoom in those squares also clear with the alpha and become very epilepsy unfriendly. Is there a way to only clear the stars?

You could render the stars layer on an off screen image/buffer (FBO): http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/glutils/FrameBuffer.html

Do the low-alpha clearing each frame on that, render stars on it, then render it to the screen, and finally planets etc. on top.

So the only way I can get the stars to even RENDER is by putting the frame buffer (starBuffer) in the for loop that renders all the stars. This in turn is causing massive amounts of lag, and it’s not even clearing with the alpha setting! Any tips?

for(Iterator<Star> starIter = starForeGroundList.iterator(); starIter.hasNext();){
			Star star = starIter.next();
			
			if(star.getX() > 0 - 300 && star.getX() < 1280 + 300 && star.getY() > 0 - 300 && star.getY() < 720 + 300){
				starBuffer.begin();
				Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
				Gdx.gl.glClear(GL10.GL_ALPHA);
				
				star.render(batch);
				starBuffer.end();
				
				star.update();
			
			}