Starpoint Gemini 3 – Upgrade Ship

Upgrade Ship

In Starpoint Gemini 3, you don’t buy a whole new ship. You assemble it from various parts or modules. This is done entirely in the Drydock section of a station or a planet. On the top, you can notice various tabs, each corresponding to a single module type. Switch over the tabs to see what’s available for purchase in the current drydock.

Starpoint Gemini 3 Upgrade ship

Depending on the module type in question, the right side of the screen will shift to display only the relevant information / stats. If you want to see ALL stats, unfiltered, use the action noted in the footer: [SPACE] Toggle details. The module you’re checking out in the list is automatically compared to your current module. This can be seen by the text color in the details part of the screen. If the stat is red, that means it is worse than what you have. If it is green, it is better than what you have, and finally if it’s white, it’s the same.

Let’s go over each module type and explain it in a bit more detail.

Hull

The hull is the foundation of the ship and most drastically influences what your ship will look like. Two important stats are linked to the hull:

  • Hull – Ship hitpoints. When the shield is down, this is hit next.
  • Inventory – How much stuff you can hold in your ship.

Shield

Before any damage can hit your hull and reduce your ship’s hitpoints, the energy shield needs to be depleted first.

  • Shield – Shield points / strength. This amount of damage can be absorbed by the shield.
  • Shield recharge – How many shield points are restored per second
  • Shield reboot – When the shield is entirely depleted it takes some time for it to “restart”. This is that time.
  • Physical resistance – If the incoming damage is of type Physical, it is reduced by this percentage.
  • Energy resistance – If the incoming damage is of type Energy, it is reduced by this percentage.
  • Plasma resistance – If the incoming damage is of type Plasma, it is reduced by this percentage.
  • Radiation resistance – While inside a radiation area, you gradually accumulate radiation. This is measured in “points per second”. Radiation resistance reduces the “points” part of the formula. You can find more information on the Radiation mechanics in this guide: [LINK LINK LINK]

Engine

If you want to go faster, this is the module you need to check out and perhaps replace.

  • Booster – How long you can sustain boost. Measured in seconds.
  • Booster recharge – How much is booster recharged per second.
  • Speed – Maximum attainable speed with this engine.

Wings

Maneuverability & turret capacity. A nice mix of two worlds.

  • Turret count – Some wings have less turret slots than others. Keep watch of this number. It is very important.
  • Strafe speed – Horizontal and vertical strafe speed.
  • Turning – How fast you turn. Higher number is naturally better.

Weapon Battery

  • Energy – Weapons spend energy. This energy is stored in the Weapon battery and is shown as this parameter.
  • Energy recharge – How much Energy is recharged every second. It is perfectly possible (in theory) to recharge more energy than you spend.

Scanner

This is for the explorer. Extending detection range for various objects.

  • Ore detection – Distance at which the scanner will detect especially rich ore deposits in asteroids. They will be marked on the HUD.
  • Gas detection – Distance at which the scanner will detect gas pockets in nebulae. They will be marked on the HUD.
  • Derelict detection – Distance at which the scanner will detect especially rich derelict clusters. They will be marked on the HUD.

NOTE: As you can see, in essence, each module is designed to alter only a specific set of stats. If on your travels you realize you’re frequently running out of weapon energy, look no further than the Weapon Battery module. If you think you’re flying too slow, check the Engine module etc..

Keep in mind that the more turret slots you have, the more energy you will consume per shot. You are more deadly, but it will cost you more.

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