BSGO · Pilot reference · Live values, 7 September 2026
Every bonus that changes what you earn, with the numbers the server is actually running right now. The biggest single multiplier in the game is the level of what you shoot — up to 4× loot. Boosters cap at 3×. And squads multiply some things while dividing others, which is the part most pilots get wrong.
Every NPC carries a level from 1 to 255, and that level multiplies what it drops. This is the single largest multiplier available to you, and it costs nothing to use — it is simply a matter of what you choose to shoot. Cubits ride a shallower curve of their own, so high-level targets are far better for materials than they are for currency.
What a top-level target pays, against the bottom of the scale
4.00× loot, at level 255
The same drop is worth twice as much at level 255 as it is at level 1, and the dial moves smoothly the whole way up. Nothing else you can do to a kill multiplies it this hard.
The two dials
tylium, titanium, salvage, ammo, XP = 2.0 + (target level ÷ 255) × 2.0
cubits = 1.0 + (target level ÷ 255) × 1.4
Both scale straight up with the target’s level. Loot runs 2.0× to 4.0×; cubits run 1.0× to 2.4×.
Multiplier applied to a kill’s drop, across the full 1–255 level range.
The same authored drop, at six different target levels.
| Target level | Loot & XP | Cubits |
|---|---|---|
| 1 | 2.01× | 1.01× |
| 50 | 2.39× | 1.27× |
| 100 | 2.78× | 1.55× |
| 150 | 3.18× | 1.82× |
| 200 | 3.57× | 2.10× |
| 255 | 4.00× | 2.40× |
Whoever puts the most damage into a target takes +2% on both loot and experience. It goes to the top three contributors on every kill, ranked among the pilots who actually qualified — a squadmate who never fired cannot take one of the three places.
Tuning kits, technical analysis kits, nukes, Divine Inspiration and the booster items always drop at their written amount regardless of target level. So do the four cubit-paying salvage grades — Rare Elements, Heavy Metals, Reactor Core and Isotopes — which is worth knowing: a low-level target pays exactly as many of those as a level-255 one. Merits from outposts, weapon platforms and jump beacons also skip the dial, though tylium, titanium and cubits from those same kills still scale normally.
Squad rewards run on the group curve — the rule described on this page, and the one the server is using. At five pilots you each earn exactly what you would have earned alone, and every pilot past five makes your share bigger, not smaller, up to 1.50× each in a full squad. Salvage, equipment and objective kills sit outside it entirely and are never divided at all.
Squad rewards are not a plain split with a bonus bolted on. NPC loot and experience both follow a single curve anchored at five pilots for break-even and 1.50× at a full squad of ten. Everything in this section is that curve.
What each pilot keeps, and what the squad pulls out of the kill in total. NPC loot and experience follow the same curve.
| Pilots | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Loot & XP, each | 1.00× | 0.70× | 0.80× | 0.90× | 1.00× | 1.10× | 1.20× | 1.30× | 1.40× | 1.50× |
| Squad total | 1.00× | 1.40× | 2.40× | 3.60× | 5.00× | 6.60× | 8.40× | 10.4× | 12.6× | 15.0× |
The formula
your share = 0.5 + (0.1 × number of pilots)
Break-even is 5 pilots. Your share can never fall below what an even split would have paid, and never rises above 1.50×. It counts up to 10 pilots.
Per pilot, against what a plain even split would have paid. Below five pilots the curve still beats a split; above five it pays more than flying alone.
Planetoid mining-ship income adds +10% per extra pilot to what each of you receives — not to a shared pot. A full ten-pilot operation pays each member 1.90× what a solo pilot would earn. This is the clearest case in the game for grouping up.
Every pilot receives the full salvage drop, and equipment is always one piece per qualifying pilot. Ten pilots on a kill produce ten full salvage payouts and ten separate chances at gear — squad size never reduces either. Everything else on the kill follows the squad curve above.
Asteroid yield adds +30% per extra pilot into the shared pot — the highest per-member rate of any category. Mining alone is unaffected; this applies when a squad shares the proceeds.
Merits carry no squad bonus at all right now, and they are still divided between participants. If you are specifically farming merits, you will bank more of them flying alone. They are also capped daily, which is why they are treated separately.
Elite ticket
+15%
Added to your own share of mining-ship income
PvP loot
Never split
Killing a player is never divided by squad size, at any size
FTL squad bonus
Off
The party bonus on FTL missions is currently switched off
A pilot counts toward your squad size only if they are in the same sector and out in space. Sitting in the hangar does not inflate anyone’s bonus, and everyone who counts must have earned a share of the kill in their own right.
Killing a player pays by the role you played in the kill. You can qualify for several at once, but only your best one counts — the roles do not stack. PvP loot is never divided by squad size.
Your multiplier on the kill’s reward, as a share of the full payout.
| Role | You get | How you earn it |
|---|---|---|
| Top damage dealer | 100% | Most total damage, and present at the kill |
| Killer | 70% | Landed the killing blow, having dealt at least 10% of their hull |
| Assist | 50% | More than 10% of their hull, within the 20-second window |
| Survivor | 50% | Came out alive at 20% hull or less against the pilot who died |
| Buffer (Engineer) | 15% | More than 20% of their max hull in buff work |
| Debuffer (Saboteur) | 30% | More than 20% of their max hull in debuff work |
| Saviour / Avenger | — | Recognised on your record, but carries no loot multiplier |
The wing’s PvP node adds +2% per level to a maximum of +10%, and it applies to both the loot and the experience from player kills. It deliberately does not touch merits, which are capped separately.
Against a player more than 5 levels below you the reward starts falling, and at 10 or more it bottoms out at 20%. Both levels are treated as capped at 20 for this comparison, so it stops mattering once you are both past that. If you are above level 20 and kill someone at level 20 or under, the kill pays nothing at all.
Boosters are the one multiplier you control directly. Each adds +100% — doubling what it covers — and they come in one-hour, one-day and seven-day forms. The important rule is the ceiling: you can never exceed 3× on any single bonus type, no matter how many you own.
Each adds +100% to what it covers, for the stated duration.
| Booster | Bonus | Durations |
|---|---|---|
| Experience | +100% | 1 h · 24 h · 7 d |
| Loot | +100% | 1 h · 24 h |
| Mining | +100% | 1 h · 24 h · 7 d |
| Merit income | +100% | 1 h · 24 h · 7 d |
| Skill training | +100% | 24 h |
| Divine Inspiration | +100% to all four | 12 h |
Divine Inspiration covers experience, loot, mining and merits at once — which is why it is the only booster that stacks with a single-type one.
Two boosters of the same type is the maximum. A third is refused rather than wasted.
How they combine
same type → values add (+100% and +100% = 3×)
different types → values multiply
So an XP booster and a loot booster multiply against each other, but two XP boosters simply add — and stop at 3×.
Divine runs for 12 hours, but you can freeze it and come back later. Freeze items come in 1, 5, 10, 15 and 24-hour tiers, plus a custom option that accepts anything up to 31 days. A separate resume item ends a freeze early and hands you back the unused time. Nothing is lost while it is frozen — the clock genuinely stops.
When staff run a Prime Time window it multiplies exactly two things: countable combat loot drops and asteroid mining yield. It does not touch experience, merits, mission rewards, planetoid mining-ship income or event bundles. Worth knowing before you plan an evening around it.
Wing development is a shared investment — the whole wing funds a node and every member carries the bonus. These are the nodes that put resources in your hold. Each is bought level by level, and the cost of every node rises with the size of your wing.
Two nodes feed mining-ship yield and two feed uranium refining; their levels add together.
| Node | Per level | Max level | Fully maxed | What it improves |
|---|---|---|---|---|
| Mining Ship Yield I + II | +3% | 8 + 7 | +45% | Your share of planetoid mining-ship income |
| Uranium Refining I + II | +0.05 | 8 + 7 | ×1.75 | Uranium paid when you exceed the merit cap in PvP |
| Mission Yield | +4% | 5 | +20% | Mission item rewards |
| DRADIS Rare Drop | +1 pt | 15 | +15% | Chance of a rare drop from an Interdiction run |
| Asteroid Yield | +2% | 5 | +10% | Everything you mine from asteroids |
| Wing PvP Bonus | +2% | 5 | +10% | Loot and XP from player kills |
Two more nodes cut prices rather than raise income — Capital Rent and Comm Access discounts, each +2% per level to a maximum of 30%. A wing skill can only ever help: the game refuses to let one of these turn into a penalty.
Missions have a quirk worth understanding: one kill advances your daily, weekly and monthly objectives at the same time. The tiers stack rather than replace each other, so the weekly and monthly are not extra work — they are the same work, counted three times.
How much more each tier asks for, against how much more it pays.
| Tier | Asks for | Pays |
|---|---|---|
| Daily | 1× | 1× |
| Weekly | 7× | 3× |
| Monthly | 30× | 8× |
The reward multiplier is deliberately lower than the objective multiplier, because progress counts toward all three tiers at once — you are never doing the weekly instead of the daily.
Objectives and payouts both scale with your level, and both stop at the same point.
| Your level | Objective & reward |
|---|---|
| 1 | 1.0× |
| 10 | 1.9× |
| 20 | 2.9× |
| 30 | 3.9× |
| 40 | 4.9× |
| 50 and above | 5.9× |
The formula
multiplier = 1 + (your level − 1) × 0.1
Capped at level 50. Past that both the objective and the payout hold at 5.9× — missions stop asking for more, and stop paying more.
What a completed event pays at the top tier, before your own bonuses are applied.
| Event | Tylium | Titanium | Water | Cubits | Tuning kits |
|---|---|---|---|---|---|
| Fleet in Distress | 30,000 | 2,000 | 1,500 | 150 | 1 |
| Drone Nexus | 30,000 | 3,000 | 1,500 | 200 | 1 |
| Typhon | 40,000 | 4,000 | — | 300 | 1 |
Typhon also pays 10–30 shards. Fleet in Distress and Drone Nexus scale the whole bundle by your tier: Platinum 100%, Gold 75%, Silver 50%, Bronze 25% — and tuning kits are floored at one, so even a Bronze finish still hands you a kit. Events do not currently pay merits.
In Fleet in Distress both roles are paid — the winning side at the tier it earned, the losing side at Bronze. Showing up and losing is always better than not showing up.
Three things, all required: at least 0.5% of your side’s total player damage, enough time spent inside the event area, and being within 2,400 units when it ends. The time requirement scales down on short events, so a fight that ends quickly cannot lock you out of its reward.
Rank and mission tier both multiply the payout, and rank alone drives the rare-drop chance.
| Rank | Payout | Rare drop chance |
|---|---|---|
| Platinum | 100% | 45% |
| Gold | 75% | 20% |
| Silver | 50% | 5% |
| Bronze | 25% | 0% |
On top of rank, the mission tier multiplies the base payout by 1× to 4×. The rare pool includes nukes, transponder cells, Ancient Unidentified Objects, tuning kits and Divine Inspiration — one drop maximum per pilot.
Every outpost your faction controls adds +1% experience and +1% mining income for everybody flying that faction, everywhere in the galaxy. It is applied at the very end, after all your own bonuses.
Bonuses are applied in a fixed order, and they multiply rather than add. The one exception is inside a single booster type, where values add together first and then the total multiplies against everything else.
The target’s loot table decides what falls and how much, with its own random variation.
Everyone over the damage threshold, plus their squadmates in the sector.
NPC loot and XP take the group curve — 0.70× at two pilots up to 1.50× at ten. Salvage, equipment and objective rewards skip this step entirely.
Rewards fade if you heavily outlevel the target.
2× to 4× on loot; 1× to 2.4× on cubits.
Boosters × Prime Time × squad bonus × top-damage bonus, in that order.
+1% per outpost your faction holds.
Anything over your daily or weekly merit allowance is trimmed here.
If a kill paid less than you expected — or nothing at all — it is almost always one of these six rules rather than a bug. They exist to stop farming the game was never meant to reward, and they are listed here in full so you can rule them out yourself.
Below that you are not counted as a participant and receive nothing. Landing the final shot does not exempt you.
Measured across the last 60 seconds. This stops a target being killed mostly by other NPCs and then harvested — if the NPCs did the work, nobody gets paid.
More than 5 levels above and it starts to fall. At 10 or more above an NPC it reaches zero; above a player it bottoms out at 20%. Both levels are treated as capped at 20 for the comparison.
If you are above level 20 and you kill a pilot at level 20 or under, the kill pays no loot, no experience and advances no counters.
The daily allowance is spent before the weekly one, so a determined week tops out at 10,500. In PvP anything above the cap is converted into uranium rather than lost — and your wing’s refining skill improves that conversion by up to 75%.
A staff-issued penalty that also scales your damage down and expires on its own. It applies to linked accounts as well. It is never applied automatically — a person reviews it first.
The server relaunched on 4 September 2026. Since then the changes below have all increased what killing and mining pays — with the numbers, so you can check them against your own experience rather than take them on trust.
All of these are live in the current build.
| Date | What changed | Effect |
|---|---|---|
| 05 Sep | Tylium from NPC kills | +30% |
| 05 Sep | 183 spawns across 7 sectors were paying nothing at all | Restored |
| 05 Sep | Resource gate misfiring in high-level sectors — Wegelin, Duneyrr and Sigma Lyraes paid nobody above level 16 | Fixed twice |
| 06 Sep | Salvage now paid in full to every participant | 10× at a full squad |
| 06 Sep | Damage needed to earn a share of a weapon platform | 500/750/1000 → 200 |
| 06 Sep | Fleet in Distress paid the attacking side nothing, 7 events running | Now pays |
For context on why so many of these read as “restored” rather than “increased”: a large share of the work before the relaunch was finding parts of the loot system that had silently been paying nothing — thousands of equipment entries that never fired, whole spawn tables wired to tables that did not exist, and drone kills that paid out only a quarter of the time. Much of what feels like a buff is the game finally paying what it always said it would.
Last updated: 2026-09-07