BSGO · Pilot reference · Live values, 7 September 2026

Colonial Bonus Handbook

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.

Biggest multiplier
4.00×
loot, at target level 255
Booster ceiling
3.00×
per bonus type
Squad ceiling
1.50×
each, at 10 pilots
Salvage in a squad
Full
to every pilot, undivided
Top-damage bonus
+2%
to the top 3
Merit cap
500 / 7,000
per day / per week
Targets

Bigger targets pay more — a lot more

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×.

What a target’s level is worth

Multiplier applied to a kill’s drop, across the full 1–255 level range.

Loot, XP and materials Cubits

Worked examples

The same authored drop, at six different target levels.

Target levelLoot & XPCubits
12.01×1.01×
502.39×1.27×
1002.78×1.55×
1503.18×1.82×
2003.57×2.10×
2554.00×2.40×
Top 3Loot and XP

The three biggest damage dealers get a bonus

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.

Exceptions

A few items ignore the level dial

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.

Squads

What a squad multiplies, and what it divides

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.

Active ruleNPC loot + XP

The group curve is what the server is running

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.

Your personal share of one kill

What each pilot keeps, and what the squad pulls out of the kill in total. NPC loot and experience follow the same curve.

Pilots12345678910
Loot & XP, each1.00×0.70×0.80×0.90×1.00×1.10×1.20×1.30×1.40×1.50×
Squad total1.00×1.40×2.40×3.60×5.00×6.60×8.40×10.4×12.6×15.0×

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.

Your share as the squad grows

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.

The group curve A plain even split
Goes up per pilot

Mining-ship income rises with every squadmate

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.

Not divided

Salvage and equipment ignore squad size entirely

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.

Asteroids

Shared asteroid mining carries the largest group bonus

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.

No group bonus

Merits are divided with no bonus added back

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

Requirement

Squadmates only count if they are actually flying

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.

Shared

Some kills pay everyone in full

A short list of targets and item types pay each participant the whole amount, never divided. Bringing more pilots to these multiplies what the group walks away with rather than slicing it thinner — they are the most group-friendly activities in the game.

Undivided

Outposts and mining ships pay every participant in full

Everyone who earned a share receives the complete reward — it is never divided by how many of you turned up. Ten pilots on an outpost generate ten full payouts.

Undivided

Salvage is paid whole, at any squad size

All ten salvage grades are handed to every participant at their full amount. A ten-pilot kill produces ten times the salvage of the same kill solo — it is not scaled by squad size at all, where tylium, titanium, cubits and ammunition still ride the squad curve.

Per pilot

Equipment drops give one piece to each eligible pilot

Gear is never quantity-scaled — it is always one piece per drop, per qualifying pilot. So a squad does not reduce anyone’s chance at equipment, and a larger squad produces proportionally more of it.

4,000 units

You get paid near a dying outpost even if you never fired

Any pilot of the opposing faction within 4,000 units of an outpost when it falls is paid for it. You are paid but not credited — it will not advance counters or missions. Duel and free-for-all sectors are excluded.

Easier to qualifyWeapon platforms

Weapon platforms became much easier to earn a share of

The three weapon-platform tiers each ask for a minimum amount of damage before you count as a participant. Those thresholds were 500, 750 and 1,000; they are now 200 across all three — between 2.5× and 5× easier to qualify for. Each tier also pays everyone within its radius: 2,000, 2,500 and 3,000 units respectively.

PvP

How a player kill is divided

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.

Payout by role

Your multiplier on the kill’s reward, as a share of the full payout.

RoleYou getHow you earn it
Top damage dealer100%Most total damage, and present at the kill
Killer70%Landed the killing blow, having dealt at least 10% of their hull
Assist50%More than 10% of their hull, within the 20-second window
Survivor50%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
Wing bonus

A wing skill adds up to +10% on PvP

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.

Level rule

Killing far below your level pays less, or nothing

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

What you can stack on top

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.

The boosters

Each adds +100% to what it covers, for the stated duration.

BoosterBonusDurations
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 four12 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.

The stacking ceiling

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 Inspiration

You can pause Divine Inspiration and save it

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.

Prime Time

Prime Time is narrower than most people assume

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

Wing skills that pay you back

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.

Reward nodes, and what a maxed one is worth

Two nodes feed mining-ship yield and two feed uranium refining; their levels add together.

NodePer levelMax levelFully maxedWhat it improves
Mining Ship Yield I + II+3%8 + 7+45%Your share of planetoid mining-ship income
Uranium Refining I + II+0.058 + 7×1.75Uranium paid when you exceed the merit cap in PvP
Mission Yield+4%5+20%Mission item rewards
DRADIS Rare Drop+1 pt15+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

Missions and events

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.

Why weekly and monthly are worth doing

How much more each tier asks for, against how much more it pays.

TierAsks forPays
Daily1×1×
Weekly7×3×
Monthly30×8×

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.

Mission scaling by level

Objectives and payouts both scale with your level, and both stop at the same point.

Your levelObjective & reward
11.0×
101.9×
202.9×
303.9×
404.9×
50 and above5.9×

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.

Event reward bundles

What a completed event pays at the top tier, before your own bonuses are applied.

EventTyliumTitaniumWaterCubitsTuning kits
Fleet in Distress30,0002,0001,5001501
Drone Nexus30,0003,0001,5002001
Typhon40,0004,000—3001

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.

Both sides paid

Losing an event still pays

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.

Qualifying

What it takes to be counted in an event

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.

DRADIS Interdiction

Rank and mission tier both multiply the payout, and rank alone drives the rare-drop chance.

RankPayoutRare drop chance
Platinum100%45%
Gold75%20%
Silver50%5%
Bronze25%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.

Faction-wide

Holding outposts pays your whole faction

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.

Order

How it all stacks together

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.

  1. The drop is rolled

    The target’s loot table decides what falls and how much, with its own random variation.

  2. Who qualified is worked out

    Everyone over the damage threshold, plus their squadmates in the sector.

  3. Your squad share is applied

    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.

  4. Level difference is checked

    Rewards fade if you heavily outlevel the target.

  5. The target’s level dial multiplies it

    2× to 4× on loot; 1× to 2.4× on cubits.

  6. Your own bonuses multiply

    Boosters × Prime Time × squad bonus × top-damage bonus, in that order.

  7. Faction outpost bonus is added to XP

    +1% per outpost your faction holds.

  8. The merit cap is enforced last

    Anything over your daily or weekly merit allowance is trimmed here.

Limits

Why a kill sometimes pays you nothing

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.

Threshold

You must do more than 5% of a target’s hull

Below that you are not counted as a participant and receive nothing. Landing the final shot does not exempt you.

Anti-farm

Players must have done at least 20% of the damage

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.

Level gap

Heavily outlevelling a target reduces the reward

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.

New pilots

Killing new pilots pays nothing

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.

Merit cap

Merits stop at 500 a day and 7,000 a week

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%.

Botting

Confirmed botting cuts your rewards to 40%

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.

Changes

What has improved since the relaunch

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.

Yield changes since 4 September

All of these are live in the current build.

DateWhat changedEffect
05 SepTylium from NPC kills+30%
05 Sep183 spawns across 7 sectors were paying nothing at allRestored
05 SepResource gate misfiring in high-level sectors — Wegelin, Duneyrr and Sigma Lyraes paid nobody above level 16Fixed twice
06 SepSalvage now paid in full to every participant10× at a full squad
06 SepDamage needed to earn a share of a weapon platform500/750/1000 → 200
06 SepFleet in Distress paid the attacking side nothing, 7 events runningNow 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.

Notes

About these numbers

Where they come from

  • Every figure on this page was read from the live server’s own configuration on 7 September 2026 — not from patch notes, defaults or estimates.
  • Multipliers are shown before your personal boosters. What you actually receive is this, multiplied by whatever you have running.
  • Rounding always works in your favour on divided loot: a share never rounds down to nothing, and never below one unit.
  • These are the values in force at the time of writing. Balance is tuned over time: the shape of each rule stays the same, while individual numbers can move.
  • The change list covers 4 September 2026 onward, which is when the current economy began. Anything earlier applied to a server state that no longer exists.

Last updated: 2026-09-07