An idle box-generator that quietly mints every upgrade material in the game. Here is exactly what drops, at every tier.
What it is
The Collection Center is a base building that continuously produces loot boxes over time. You don't play it — you check in, collect finished boxes, and start new ones. It unlocks around account level 37 and upgrades through 82 levels.
How a box becomes loot
The Center spawns boxes of 10 different resource types, chosen by a weighted roll that shifts as you level it up.
Each box has a tier (Lv 1–12) and must "transport" for a fixed time — from 4 minutes (Tier 1) up to ~9 hours (top tiers) — before you can claim it.
When it finishes it pays out — but only some boxes are fixed. Currency boxes (Nano, Star, Alloy, Diamond, Guide, Badge) always give a set amount; the Fighter-Shard, Pilot-Shard, Module and EXP boxes roll one random outcome from a weighted pool (odds below).
Leveling the Center raises the maximum tier available for each resource, so the same box type pays more the higher your Center.
The Nano Material loop. The currency to upgrade the Center — Nano Material — is itself one of the box types the Center produces. So the building partly feeds its own growth: bank Nano boxes, pour them back into levels. Maxing all 82 levels costs a cumulative ~38 million Nano Material, making this a true long-tail sink.
Drop chances — every level, box × tier combined
The Center rolls which box type spawns, then which tier of that box. The table below multiplies the two into the odds of every exact (box, tier) spawn, for all 82 Center levels. Note this is only the first two rolls — the shard/module/EXP boxes then make a third roll for which item is inside (every possibility and its odds is listed under Loot by box), so the true odds of a specific drop are all three multiplied together.
“Combined” = Spawn% × Tier%. Note that even at max Center you most often land the lowest unlocked tier of a box (e.g. a Lv 82 Nano box favours Tier 9 at 20% over Tier 12 at 10%) — a quiet drag that keeps the ceiling just out of reach.
Loot by box type & tier
Weighted boxes (tagged 🎲 weighted roll) are not a fixed bundle — the box rolls one random outcome from a pool, and every possibility is listed with its odds in that box's table below. A Fighter-Shard box gives one random fighter's shard, a Pilot-Shard box one random pilot's, a Module box one of the five module types, an EXP box a random count. (Pilots are labelled Aviators internally but shown as Pilots in the client.)
The complete payout tables, straight from the gathercenter_box config. "Tier" is the box level (gated by your Center level); "Transport" is the wait before you can collect it. Jump to a box:
The real drop rate. For a weighted box, landing a specific item — say 2× a particular SSR fighter shard — multiplies all three rolls: P(that box spawns) × P(that tier) × P(that item inside, from the tables above). At a maxed Center a Fighter-Shard box is ~5.6% to even spawn and then splits its pool further, so any one chosen fighter's shard is a fraction of a percent per box the Center produces — the whole point of the drip.
Center level progression
Each Center level costs escalating Nano Material and raises the max obtainable tier per resource. The upgrade cost explodes from 10 at Lv 1 to 1.6 million at Lv 82. Here is the complete 82-level table (scroll within it):
Columns show the max box tier unlocked for each resource at that Center level. Premium resources (Diamond, Badge, Pilot shards) cap far lower (tier 5) than the grind resources (Nano/Star reach tier 12).
Why it matters. The Collection Center is the game's central idle faucet: it drips Stars, fighter shards, all five module currencies, EXP cards, Diamonds, Mothership training guides, badges and crew shards on a timer. Because higher tiers need a higher Center — and the Center is gated by a 38-million-Nano grind — it's a slow, always-"almost-better" system that rewards daily logins and nudges toward the packs that top up Nano Material.