Mk.III modules, Loyalty Vouchers costs

I compiled this list since I found upgrading modules to Mk.III to be the biggest headache when it comes to module mark progression. One of the problems with upgrading to Mk.III is that there is little indication of which faction vouchers to use or hoard unless you own that module and have enough brain processing power to get info via mouse-hover. And trying to know which module is upgraded/made by which subfaction can be mind-boggling at times.

 

At least 1 million in-game credits were expended in this pursuit of knowledge.

 

All this information is useless, however, unless you know the answer to the following question:

 

What are Loyalty Vouchers?

Loyalty vouchers are rewards from subfaction contracts (available when you reach Rank 2), rare loot that can be found after a victory in battle, and can also be found in the Invasion game mode as trophies. Their ONLY use in-game thus far is to upgrade weapons and modules from Mk.II to Mk.III.

 

With that in mind, read onward…

 

 

Section A. Mk.III Upgrade costs (using vouchers) by Tier:

 

Before I start with the list, one important thing to take note of is that voucher costs vary by tier. This has a MAJOR impact on your voucher-hoarding strategies.

 

Weapon I / II / III / IV / V - 9,000 / 30,000 / 112,500 / 225,000 / 270,000
Modules I / II/ III / IV / V - 6,000 / 20,000 / 75,000 / 150,000 / 180,000

 

 

Section B. Module faction affiliation, arranged by module type :

 

Faction names in blue are Federation subfactions, those in red are Jericho, and those in yellow are Empire.

 

I. Weapons

 

A.Electromagnetic

Plasma Gun - Armada

Rapid Fire Blasters - Vanguard

Positron Cannon - Vanguard

Singularity Cannon - Armada

’Eclipse’ Launcher - Vanguard

 

B.Thermal

Beam Cannon - Wardens

Heavy Blaster - Legion

Pulse Laser - Legion

Ion Emitter - Wardens

Gravity Beamer - Armada

 

C.Kinetic

Assault Railgun - Raid

Shrapnel Cannon - Techs

Gauss Cannon - Techs

Coil Mortar - Raid

Kinetic Supercharger - Techs

 

 

II.Active Modules

 

**A.Multipurpose
Shield Booster S - Raid
Shield Booster M - Vanguard
Shield Booster L - Techs
Repair Kit S - Wardens
Repair Kit M - Armada
Repair Kit L - Legion
IR Flares - Vanguard
Multiphase Shield Adapter - Raid
Nanocomposite Coating - Wardens

B. Recon
Spy Drones - Legion
Micro-Locator - Wardens
Parasitic Remodulator - Wardens
Phase Modulator - Wardens

C. ECM
Energy Absorber - Legion
Ion Diffuser - Raid
Stasis Generator - Raid
Weapon System Inhibitor - Raid

D. Covert Ops
Orion Targeting System - Armada
White Noise Jammer - Armada
Plasma Arc - Armada
Adaptive Camo - Armada
Self-Destruct - Armada

E. Tackler
Engine Suppressor - Vanguard
Target Painter - Vanguard
Inhibitor Beam - Raid**
Sentry Drone - Raid

Heavy Guard Drone - Raid

 

**F. Command
Aegis System - Techs
Valkyrie System - Techs
Coating Polarizer - Legion
Gravi-Scanner - Legion

G. Gunship
Aiming Overcharge - Legion
Particle Purge - Armada
Engine Overcharge - Legion
Combat Reboot - Legion

H. Engineering
Mass Shield Generator - Vanguard
Nanodrone Cloud - Legion
Warp Gate - Vanguard
Autonomous Charging Station - Vanguard
Autonomous Repair Station - Vanguard
Energy Emitter - Vanguard
Static Barrier - Vanguard

I. Guard
Emergency Shield Boost - Techs
Liquid Metal Injector - Techs
Mass Propulsion Inhibitor - Techs
Pulsar - Vanguard
Missile Shield - Vanguard
Signature Masking - Techs
‘Spectre’ Field - Raid**

 

J. Long-Range
Weapon Overcharge - Raid
Tachyon Charge - Raid
IR Pulsar - Wardens
EM-Scattering Field - Wardens

Reverse Thruster - Legion

 

III. Passive Modules

 

A. Engine
Collision Compensator - Wardens
Inertial Stabilizer - Armada
Vernier Engines - Vanguard
Catalyst Injector - Armada
Tetroxide Injector - Vanguard
Auxiliary Generator - Armada
Cruise Engine Modification - Vanguard

Shared Cooling - Wardens
 

B. Capacitor
Emergency Barrier - Raid
Acceleration Coils - Vanguard
Iridium Heatsinks - Armada
Voltage Regulator - Vanguard
Leak Stabilizer - Armada
Multiphase Generator - Legion
Pulse Discharger - Wardens
Capacitor Power Relay - Raid
Power Unit Conduit - Techs
 
C. Shield
Energy Recuperation System - Techs
EM Diffuser - Raid
Variative Shield Projector - Raid
Thermal Modulator - Techs
Auxiliary Shield Projector - Techs
Shield Projection Splitter - Techs
Asynchronous Shield Projector - Raid
Adaptive Shield - Raid
Compact Shield Generator - Vanguard
Submatter Shield - Armada
 
D. Hull
Improved Missile Pylons - Vanguard
EM Insulator - Legion
Thermal Insulator - Wardens
Reactive Armor - Legion
Reinforced Beams - Wardens
Armor-Plated Hull - Wardens
Galvanized Armor - Wardens
Passive Armor - Legion
Lightweight Hull - Legion
Regenerative Coating - Legion
 
E. CPU
Horizon Module - Armada
Proton Wall - Techs
Enhanced Scanner - Wardens
Overclocked CPU - Raid
Infrared Scanner - Techs
Target Tracking Coprocessor - Raid
Electronic Guidance - Vanguard

 

 

Footnotes

Notice a trend?

 

This list may not be perfect. If I made any mistakes, or if there are changes, kindly notify me.

Wow man great post, thanks for organizing the information like this. Vote up for you.

What I dont get is why its way easier to level up mk3 to mk4 than mk2 to mk3…

Great post btw

What I dont get is why its way easier to level up mk3 to mk4 than mk2 to mk3…

Great post btw

Probably upgrading by 7-10% from mk.2 is more difficult than 3-5% to mk.4

can you add a table with a number of common ship setups and their overall cost in vouchers? 

can you add a table with a number of common ship setups and their overall cost in vouchers? 

 

 

 

Notes/Observations:

-Module slot availability is fairly consistent within individual ship ranks until Rank 11, when additional module slots stop appearing.

-The Joker, Grim, Reaper, and Phoenix are unlike other DLC/Premium ships in that they lack 1 passive slot compared to other DLC/Premium ships in their respective tiers.

-Module slots on T5 ships are consistent in number.

 

The following table assumes that a player owns at least one ship of each category indicated, has all weapon and module slots on each ship occupied, and is upgrading each module equipped on each of his or her ships to Mk.3. You won’t necessarily spend as many vouchers as I’ve calculated here during the course of your Star Conflict career.

 

Ship type/classWeapon costsActive module costsPassive module costsTotal voucher cost

Rank 1-2 ships 9,000 vouchers12,000 vouchers (2)N/A21,000 vouchers

Rank 3 ships9,000 vouchers12,000 vouchers (2)6,000 vouchers27,000 vouchers

T1 Premium ship9,000 vouchers12,000 vouchers (2)6,000 vouchers27,000 vouchers

Rank 4 ships30,000 vouchers40,000 vouchers (2)40,000 vouchers (2)110,000 vouchers

Rank 5 ships (including Joker)30,000 vouchers60,000 vouchers (3)60,000 vouchers(3)150,000 vouchers

Rank 6 ships30,000 vouchers60,000 vouchers (3)80,000 vouchers(4)170,000 vouchers

Other T2 Premium ships30,000 vouchers60,000 vouchers (3)80,000 vouchers(4)170,000 vouchers

Rank 7 ships112,500 vouchers225,000 vouchers (3)375,000 vouchers(5)712,500 vouchers

Rank 8 ships (incl. Grim, Reaper, Phoenix)112,500 vouchers300,000 vouchers (4)450,000 vouchers(6)862,500 vouchers

Rank 9 ships112,500 vouchers300,000 vouchers (4)525,000 vouchers(7)937,000 vouchers

Other T3 Premium ships112,500 vouchers300,000 vouchers (4)525,000 vouchers(7)937,000 vouchers

Rank 10 ships225,000 vouchers600,000 vouchers (4)1,200,000 vouchers(8)2,025,000 vouchers

Rank 11-12 ships225,000 vouchers600,000 vouchers (4)1,350,000 vouchers(9)2,175,000 vouchers

T4 Premium ships225,000 vouchers600,000 vouchers (4)1,350,000 vouchers(9)2,175,000 vouchers

T5 ships270,000 vouchers720,000 vouchers (4)1,620,000 vouchers(9)2,610,000 vouchers

Wow, thank you so much. Great job.

This should be pinned and added to the wiki. It’s clear, short and bery informative.

You, Sir, won the internet … or at least the formus !

Thanks for compiling that table
I hope you don’t mind that i have edited your original data and sorted it by faction into this table :slight_smile:

https://docs.google.com/spreadsheet/ccc?key=0AkfHnziUXhaqdERuVW5nampJY0IweHY1S3p5VDZGTGc&usp=sharing

I hope you don’t mind that i have edited your original data and sorted it by faction into this table :slight_smile:

https://docs.google.com/spreadsheet/ccc?key=0AkfHnziUXhaqdERuVW5nampJY0IweHY1S3p5VDZGTGc&usp=sharing

 

I think that’s a better way of arranging it all. Thanks.

 

After reviewing all this data, now I can safely say that Vanguard offers the most upgrades. Work for Vanguard, you sons of xxxxxxx.

Oki Doki,

 

I haven’t finished the page design and data entry yet but the information is going to go on this page of the wiki; http://wiki.star-conflict.com/index.php?title=Currency

eD1RIUL.jpgIR Flares are from Vanguard not Armada

Nice, Tilowaty

One problem i’ve noticed is that basically all modules worth upgrading and equiping demand feds vouchers and that pisses me off (well, at least for some frigs that i fly and fighters) so basically it takes an enourmous amount of time to level a ship to full mk3 or purple because about half or more of the modules that i wanna put in it require the same type of voucher…

 

But, great job to all who worked on building that.

I personally require quite a bit of imperial loyalty as well

It doesn’t really matter what loyalty it requires, i see Loyalty gaining rates pretty much the same all over factions

Yep. All my ships are green and purple. The blues just automatically become purple because I have thousands of artifacts and just slowly accrue loyalty to buy one item. It seems like every type of module I need to upgrade uses armada loyalty.

Yep. All my ships are green and purple. The blues just automatically become purple because I have thousands of artifacts and just slowly accrue loyalty to buy one item. It seems like every type of module I need to upgrade uses armada loyalty.

 

Same here dude.

 

I guess it depends a lot on what you are flying. If you fly for example, guard, fighter, int you might need all equally for the active modules. But for the passives, the ones that are used are usually a few of them, and all those need for example, vouchers with legion. Like hull strenght, almost all passives that influence that require with 1 faction. Or tackler modules requires feds vouchers. Even tho the modules overall are well distributed, the ones that are REALY used are not equally distributed.

 

Thats why i would vote blindly for a independent voucher gain. Like you gain neutral vouchers that you can spend on an faction’s store, and spending a lot in some faction could cause it to diminish gradually the prices overall. Like a fusion between the old loyalty system with the voucher system, and anyone could get vouchers for everything they want, cause sometimes i would require about 180k vouchers to upgrade 2 modules, they both require armada for example, but i can barely gain enough to buy one of the modules in one day, and the rest of the time im forced to do contracts with factions i dont care just because one day in the future i might need to make a weird build that includes an weird module.

 

Some contracts are hard to achiev for some pilots. Like, i dont play guards with frequence, and theres a contract where i need to kill 2 ppl with pulsar. I mean, WHAT ARE THE ODDS and low hull interceptor will take the last hit from my pulsar?

 

Or another idiotic one that you need to kill dudes with that shield hardener active…

 

And i havent even unlocked all contracts yet, and i bet there will be much more idiotic ones ahead.

Yep. All my ships are green and purple. The blues just automatically become purple because I have thousands of artifacts and just slowly accrue loyalty to buy one item. It seems like every type of module I need to upgrade uses armada loyalty.

lucky you… i need 3-4k arti to get my blues to purple

 

Same here dude.

 

I guess it depends a lot on what you are flying. If you fly for example, guard, fighter, int you might need all equally for the active modules. But for the passives, the ones that are used are usually a few of them, and all those need for example, vouchers with legion. Like hull strenght, almost all passives that influence that require with 1 faction. Or tackler modules requires feds vouchers. Even tho the modules overall are well distributed, the ones that are REALY used are not equally distributed.

 

Thats why i would vote blindly for a independent voucher gain. Like you gain neutral vouchers that you can spend on an faction’s store, and spending a lot in some faction could cause it to diminish gradually the prices overall. Like a fusion between the old loyalty system with the voucher system, and anyone could get vouchers for everything they want, cause sometimes i would require about 180k vouchers to upgrade 2 modules, they both require armada for example, but i can barely gain enough to buy one of the modules in one day, and the rest of the time im forced to do contracts with factions i dont care just because one day in the future i might need to make a weird build that includes an weird module.

 

Some contracts are hard to achiev for some pilots. Like, i dont play guards with frequence, and theres a contract where i need to kill 2 ppl with pulsar. I mean, WHAT ARE THE ODDS and low hull interceptor will take the last hit from my pulsar?

 

Or another idiotic one that you need to kill dudes with that shield hardener active…

 

And i havent even unlocked all contracts yet, and i bet there will be much more idiotic ones ahead.

+1 for idea.

R13-15 contracts are win 2 battles, kill 10ceptors/fighters/frigs, get 1500eff pts in one battle or 3k eff pts just like that so they are not that idiotic :slight_smile:

Update as of 2/1/2014:

 

-IR Flares faction corrected, thanks to Tillowaty’s observation.

-Listed down three new weapons, as per their introduction in v.0.9.16.