I have 4 questions related to paragon/renegade points, the extra ability you can get by buying extra training, upgrades and trinkets.
1. We now know that the paragon/renegade meters are not quite correct. There is actually a percentage of available points you need to collect. Without going into game editors etc. I would assume that if you are going one route or the other that to pass your checks you need to max out the meter and then keep collecting the paragon/renegade points. That is once the meter is full there are still points to be collected to raise your hidden percentage.
Additional are there any upgrades/powers you can get that will help you collect the points you need? And I am thinking about the various conflicts I will need to resolve-like Tali and Legion, Miranda and Jack etc.
2. As an adept I know I can purchase a bonus power. Is this power worth the cost? If so, when should I do it and what is the best power to select? Is it dependent on the people you have recruited? In my current game I only have Miranda, Jacob, Mordin, Kasumi, and Zaeed (I am working on Garrus).
3. I know that you need all the Normandy upgrades and your teams personal upgrades. What in additional upgrades must you get, what up grades should you get and what might be considered optional or nice to have? I have been doing a lot of planet mining but I think I might have wasted 50,000 platinum on the med bay scar removal machine because that was really cosmetic. Right now I have over 20K in ezero and 200K in all the other metals. My available credits right now are about 220K (I started with the "rich" bonus).
4. Should you waste any credits on trinkets like models and fish (and how do you keep the things alive).
1. Using an ME1 import helps as you start with bonus paragon/renegade points. This makes passing certain checks easier and allows you to occasionally take the odd Paragon/Renegade interrupt, even if it does not fit with your main alignment.
At some point in the game you can purchase a helmet that can increase your Paragon/Renegade score by a certain percentage. I think the Inferno Armor set (DLC) also has the same bonus.
Your class passive will also increase your Paragon/Renegade score; one evolution can increase it by +100%.
2. Bonus powers are worth the cost (plus it automatically spends 1 free point into the power when researched.) Most commonly-chosen bonus powers for the Adept in ME2:
- Stasis (requires completing Lair of the Shadow Broker DLC). My personal favorite. It is considered a "1 point wonder" since it works just fine at 1 point. It fills a niche in the Adept's powers. Good for disabling large enemies like YMIR mechs, or killing turrets.
- Warp Ammo (complete Jack's loyalty mission). Provides extra damage to enemies lifted by biotics. Also provides a little extra damage to health, armor, and barriers, but that damage is based off the base weapon damage which is rather small.
- Slam (complete Miranda's loyalty mission). 1-point wonder. A decent substitute for Pull early game for setting up warp bombs. I usually take it on other classes though.
- Energy Drain (complete Tali's loyalty mission). Good for removing shields if you feel it necessary.
- Barrier (complete Jacob's loyalty mission). Some people like using Barrier on the Adept. I think it is a waste of the global cooldown. particularly since the base cooldown is too long. Even with max cooldown bonuses, the cooldown is going to be 7+ seconds on the Adept.
3. If you want everyone to survive the suicide mission, only the following ship upgrades are required: Thanix cannon (obtain from Garrus), armor (obtained from Jacob), and shields (obtained from Tali). The rest are optional. The advanced mineral scanner from Miranda is nice. The other upgrades are unnecessary.
The most important research upgrades are the second and third upgrades for each upgrade component (weapon damage, tech damage, biotic damage, damage protection, skin weave, and so on). The second and third upgrades will unlock new upgrades for that component. For example, researching two tech damage upgrades will unlock the Tech Duration upgrade. Researching three tech damage upgrades will unlock the Tech Cooldown upgrade.
Researching one, two, and three Heavy Weapon Damage upgrades will unlock new heavy weapons to research (Missile Launcher, Avalanche, M-920 Cain).
Since enemies level up (damage, health+shields/armor/barriers points) with your level, Tech and biotic damage upgrades are important for keeping up with the enemy shields/armor/barriers as they increase in strength.
For weapons, after researching two damage upgrades for each weapon type, the unique research upgrade for that weapon will give your weapons better damage against shields/barriers and/or armor. SMGs and Shotguns will deal more damage to shields and barriers, Pistols and Sniper rifles will deal more damage to armor, and Assault rifles will deal more damage to all protection layers.
The weapon damage upgrades generally are nice to have but not necessary if you feel you do not have the resources. You can usually charm/intimidate shop owners into giving you a discount. I typically ignore the modules that grant you more time to complete the mini-games since I do not need the extra time; you are given enough time to complete them as is.
4. For fish, you have to feed them after every mission to keep them alive. Alternatively, flirt with Kelly Chambers every chance you get and then you can take her to your cabin for dinner (fade to black; never shown), then she will offer to feed your fish then next time you talk to her. I generally do not buy fish.
I like buying the model ships, but they are merely cosmetic although some may unlock a codex entry. for example, I think the Sovereign ship unlocks a codex entry about Sovereign. I would wait until you complete the game before purchasing any of the frivolous stuff like fish or ships. The hamster is nice. The ships you buy will carry over to ME3, as will the hamster. Fish will only carry over if you flirted with Kelly enough as stated above.