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To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Starpoint Gemini 2 Skill system

(@dorijan)
Trusted Member

Starpoint Gemini 2 features a different skill system than that of the original game. At the beginning of the game you choose a specfic class:

 

Commander - The Commander balances between augmenting his own ship and his entire fleet. It is most powerful when accompanied by friendly ships and fighter crafts.

Engineer - The Engineer can create dangerous anomalies and hack into enemy ships' mainframes to inflict damage or other negative effects. To utilize all at his disposal, he can also augment his Power output.

Gunner - The Gunner excels at direct combat. He augments his light and heavy weaponry to maximize damage on enemies.

 

When you gather enough experience by destroying ships, platforms, stations... you gain a level. Each level grants you a skill point which you can use to upgrade your skills.

 

Every 5 levels, you gain a Rank and a Perk point. Use Perk points to upgrade your perks (passive bonuses).

 

Pretty straightforward so far. This is where the differences come into play.

 

Each class has its own set of skills. Every class has 4 skills. Each skill has 5 modifiers which you upgrade by spending skill points. The more points you spend on a modifier, the stronger it will be. The modifiers change what the skill does exactly and you can freely mold the skill to your liking, or you can ignore the skill completely if you wish. It is up to you.

 

To give an example, here's the Commander class and its Tactics skill

TACTICS MODIFIERS

Fleet leader -> Increased fleet damage

Coordination -> Increased fleet Speed and Maneuverability

Entrenchment -> Increased fleet Soak

Wingman -> Increased fighter damage

Fighter ace -> Increased fighter HP and Soak

 

 

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Topic starter Posted : August 4, 2013 03:34