Starpoint Gemini 3

Starpoint Gemini 3

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Starpoint Gemini 3 - Upgrading your ship
By Zyggy "Overseer" Molotch
A quick walk-through of the various modules you can upgrade your ship with.
   
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Introduction
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.


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.
Some thoughts to end the guide with
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..

TIPS & TRICKS
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.
3 Comments
Fuzzy466 2 Nov, 2021 @ 1:15pm 
Are certain modular upgrades only available at specific locations? Does anyone know if details have already been create as to where the best places are to buy are?
Phantom Viceroy 26 Jan, 2021 @ 7:54am 
I don't appreciate it when our choices mostly involve offsets. For example, I have Shield X and I want to upgrade to shield Y, I "upgrade" three attributes, but reduce three others at the same time. They are all over the place and don't really make sense from an engineering point of view. Maybe we'll see some changes in that area coming up this year.
Otherwise, a great game. Thanks, Devs!
Lhetre 22 Jan, 2021 @ 11:15am 
Sorry to say that but the whole upgrading system is moot.
There are exactly one useful shield, one useful engine, one useful weapon battery. Because upgrades are transferred from one hull to the other, you will upgrade each module once.
Differences between upgrades are insignificant.
If at least there were factions using a particular weapon and a shield effective against that weapon, just to force you to change shield once in a while ...