Components and their upgrades

Earning requisition and mastering ships

Any ship will cost at least 133500 green ship requisition to master. That is a daunting number. However, a simple calculation shows that it’s not all that bad. If you play one match a day, you can master your ship in 9 weeks. This is because of the daily and weekly missions. Aside from just playing to gain your req, these missions provide a lot of bonus requisition. The requisition comes in the form of items. The daily item gives 938 green ship requisition to every ship you have. For the weekly, one item gives you 3125 Green requisition for every ship. The other weekly item you get gives 625 purple fleet requisition. There is one special fleet requisition item that you will be rewarded with after completing the introductory mission. It gives you 5K fleet requisition, enough to buy another ship (or two).

But of course, if you can’t wait 9 long weeks to master your ship, you could always play a lot of GSF. Every battle you play awards you requisition. You will gain more for winning, for capturing satellites, for killing other players, for assists, for the length of the battle and more. Also, every ship has a daily bonus, and can earn up to 500 extra ship requisition points for your ship. The ship requisition you earn in matches is awarded to the ship(s) you flew with. The fleet requisition you earn is about 10% of the ship requisition you earn. It is therefore harder to come by, and a lot more valuable. Trough Cartel Coins, you can convert the green ship requisition to purple fleet requisition.

This whole story, however, leaves out the most important part: why do you want to master a ship? Aside from the achievement it gets you, it also ensures that you get 10% extra requisition if you flew that ship in battle. This makes it easier to unlock additional components on your ship, so you can switch around and try new things.

How to spend requisition

Deciding what to spend requisition on can be a task in and of itself. For the purple stuff, the decisions shouldn’t be too hard, though. The 5K you earn with your first mission are well spent if you use them to buy both the Razorwire and the Mangler ships for 2500 purple requisition each. Like that, you have one ship of each class, and you can test them out before really specializing in anything. Many people will tell you to get the Sting next (and I admit I never regretted getting it), but I think it is a matter of personal preference. All other ships you can get with fleet requisition cost 5K, so think your decision through. It will be awhile before you will get another.

Green requisition is easier to earn, but since it is unique to the ship for which you earn it, it is also less flexible. When spending ship requisition on upgrades for your ship, consider which upgrade will give you the greatest advantage. First choose the components you think are useful. You could upgrade whatever happens to be a basic part of the ship, but if you have no intention of using the component, don’t spend requisition on it. Also, keep in mind that though minor components may be called minor, they can make a distinct difference in battle. You might decide that the last upgrade for your primary weapons is more important, but that upgrade will cost you 15000 req, while fully upgrading a minor component costs 5000 req.

Tiers of upgrades

On each ship, there are three of the major components that can be upgraded five times. These are the primary weapons, the secondary weapons and the systems. Not every ship has systems, but these may be replaced by a second set of either primary or secondary weapons. These upgrades will cost 1K, 2.5K, 5K, 10K and 15K ship requisition, respectively. The tiers of upgrades are usually shortened simply to T1 through T5. For these major components, T4 and T5 present a choice to the player. This choice can be made again and again though, since you can switch between the options after buying the upgrade. Be aware, that if you switch components, the choices automatically revert to the left side option. Buying another component to switch with will cost 2K requisition.

The other two main components, the shields and the engine, have three tiers of upgrades each. These cost 1K, 2.5K and 10K. Here, a choice is offered only for T3. Buying a new component costs 1.5K.

In addition to the five major components, there are four minor components. Getting a new component for any of these will cost 1K requisition. To upgrade a component, it will cost 1K, 1.5K and 2.5K for the three tiers each minor component has. There are no choices within the upgrades for minor components.

Primary weapons

Primary weapons are your blasters. They have unlimited ammo, but they do use weapon power. More about weapon power in The in-flight interface. There’s seven kinds of primary weapons. They differ in their stats, but not in their basic use which comes down to point and click.

Secondary weapons

Your secondary weapons are usually your incidental high damage dealers. They include missiles, railguns or mines. Secondary weapons have a cooldown and if they’re missiles, there’ll be a limit to your ammo. Railguns will use weapon power same as the primary weapons, though. That’s why ships with railguns usually max out the amount and/or regeneration of their weapon power. Mines get unlimited ammo though they have a bit of a cooldown.


Systems are usually the rather interesting additions to the ship that will make you better at whatever it is you do with that particular ship. It includes boosts, beacons, mines, drones and even an EMP Field on the Blackbolt scout. This is the component that most often boasts some unique ability, and is therefore something that is better studied for each ship individually.


The importance of shields is undeniable, and this component will give you an ability that affects your shields. The ability will appear under ‘2’. All shields are different and interesting. They can increase your maximum shield capacity, quickly restore some of your shield power, or share your shields with teammates. The Directional Shield deserves special mention, however, since it introduces new controls. While this shield is powerful indeed, you have to keep switching between front and back with it, which makes it hard to handle in the beginning. As implied, while the shields are facing front, there is nothing protecting your back, and vice versa.


The variety of engines is amazing. There are five different components that do the same thing (they make you evade a missile lock), but do it in a slightly different way. There’s a move associated with each component. Any and all of these moves may make you self-destruct if you’re not careful. The ones with a lower chance for self-destructing, however, are often no good when trying to evade gunships.

The first of the five moves is the Barrel Roll. It causes you to make a 360 degree turn around your Z-axis (the one going into the screen, also called long axis). In this move, you also speed forward a lot, so be careful if there’s walls in front of you.

The second move, the Retro Thrusters, will move you backward along that same Z-axis before moving you forward again. This is useful when someone’s chasing you, because you might end up behind them. Also, gunships that can’t predict your move will miss. However, if you’re not aware of what’s behind, it’s a sure way to get yourself killed.

The Koiogran Turn, on the other hand, hardly suffers this problem. It’s the most complicated move to explain in words, but what you do is half a summersault, after which you turn sideways to end up facing exactly where you came from. This is useful for a number of things, but if you were being targeted by a gunship, you’ll be dead before the move has finished, since you mostly stick to one place.

The Snap Turn, the fourth move, has the same effect as the Koiogran Turn, but this one turns you around a lot simpler. It does give a bit of a forward boost, though, so if you were trying to surprise enemies, it might not work, simply because you already flew past them.

The last move, the Power Dive, does what it says. It puts you in a steep 90-degree dive and then speeds you forward for quite a distance. Again, make sure you have the space to execute a move like this. On the plus side, there’s hardly any angle at which the gunships will successfully track you.

Well, now that that’s covered, it’s important to mention that there are other kinds of engines. Some can convert engine power to shield or weapon power. There’s the Interdiction Drive which slows your enemies while speeding you up. The Rotational Thrusters, made specifically to aid gunships in keeping on target. One more unique engine is the Hyperspace Beacon, available only to the Razorwire. It can drop a spawning point in any location, which is great when playing as a team.


Only three types of armor to choose from, if you get it at all on a ship. The lightweight armor is great for evasion-using scouts, but sometimes getting that little bit of extra hull health from the Reinforced Armor is all you need to make it to a repair drone. The Deflection Armor is a slightly peculiar choice that makes most sense in builds that go for near-100% damage reduction.


This capacitor component boosts one stat of your primary weapon. Choices are Frequency, Damage and Range.


The magazine improves the weapon power of a ship, in either regeneration speed or sheer amount of it, or you can choose to carry more of your secondary weapon with the Munitions Capacity Extender.


This upgrades an aspect of your shields. The Large Reactor will give it more power, while the Regeneration Reactor makes your shields regenerate faster. After damage has been done to your shields, it takes a little time before your shields start regenerating. The Turbo Reactor shortens this time.


The thrusters upgrade the engine you use. Thrusters can add engine power, make the power regenerate faster, make you faster, or give you a higher turning rate. A higher turning rate makes it a lot easier to turn the ship around.


They’re last, and I know many will think they are least. They are not. Your sensors show you where enemies are. Through the communication aspect of your sensors, you tell team-mates where the enemies are. A high focused sensor range will counteract the dampening effects of the Dampening Sensors. It’s a choice: do you want to stay hidden, or do you want everyone else to be able to see the enemies as well?

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