Increase the cap for squadron RP gains per period.

The current cap for squadron RP is set to 20000 per period, meaning that every 3 days you can at most get 20000 RP assuming your squadron can keep activity up. This rate might have been fine if the squadron vehicle lineup actually stayed as mostly WWII-era vehicles and the higher tier ones stayed as relatively rare additions, but that hasn’t been the case and excluding naval not a single new WWII era or otherwise low tier vehicle has been added since the first batch.
As it stands right now most vehicles range between 400k and 580k RP, with a lot leaning towards the high end, which means that the average squadron vehicle takes over 2 months to grind at best, if your squadron is maxing out activity every single period.

I believe that an increase to this cap is incredibly overdue, so I would suggest a considerable increase to this cap, up to 60000 or 40000 RP per cycle.
At 60K the rate at which you get vehicles would range from around 20 days on the lower end (400K) to a month for the higher end (580K) which would let players keep up with the rate of new releases (around 3 per update, with roughly 3 months between updates) while still being considerably lower than the rate at which one can get TT vehicles given somewhat decent matches.

TLDR: the squadron RP cap stayed relatively low while the average squadron vehicle cost has gone up significantly, so i would suggest a considerable increase to it.

Would you like to see the squadron RP cap increased?
  • Yes, to 60K
  • Yes, to 40K
  • No
0 voters
12 Likes

+1, long overdue and super needed change.

2 Likes

My squadron gets 1000-3000 RP every three days. So slow to grind.

4 Likes

change squad. i did random one and i am with it since 1.5 year now.

also 60k is too much.

One month for a vehicle isn’t too short.

3 Likes

I’ve been trying, I’ll see what I can do

+1 would prefer it to be uncapped, gajin would never do that

I’ve been grinding the PL somewhat fast. Already at 120k ish in 1 or 2 weeks but I would rather be able to grind faster. +1

Snail like pace for grinding. Wait…gaijin is a snail, and the grind is snail paced, HOLD ON A MINUTE HERE…(+1 lol)

1 Like

40k would be a good balance

This shouldn’t be a thing though?

You should pick squadrons for vibes and getting along as players, not for actvity.

This also punishes squadrons that allow people like me to play (I play WW2 props in sim) because certain people, even while doing well, will only get at most 4 x 2000 RP per hour (max score 109F4 over 4 useful actions cycles) and reality is more like 6000 due to dying.

An alternative could be multipliers for playing together and stuff instead.

20 players who often play in the same game should be able to get the same output as 100 players who just exist under the same squadron.

5 Likes

Probably the best fix but Gaijin hates team play, means you won’t get angry as easy and go buy premiums

2 Likes

Unlikely to happen but sure +1

I would consider 25000 as cap a nice reasonable improvement.

So I go through some of the relevant stats on this question here: Data Analysis #6: The state of the War Thunder squadron system at the start of 2026

As Poul says in the thread, the time to get all squadron vehicles starting from zero today in a max-participation squadron is now 7.5 years, so yes, a recalibration on rewards does seem overdue.

The complicating issue is that squadron research is a combination of the player’s own activity and their squadron’s. Only about 360 out of that 20,000 points is you, really. The rest is being in a big squadron and having contributing teammates. So there’s a couple variables to manipulate here, not just one, and at least three ways to do either of the options in your poll (with various subvariations on each). Focussing on the first option (40,000):

Option 1: Increasing the value of a player’s contribution (so the player has to do 720, equivalent to 144,000 game RP every three days to keep pace in a 40,000 point-capped squadron) would likely be quite onerous for a lot of people, unless it came with a significant boost in in-game RP rewards as well. At, say, 5,000 RP a game that works out to 9 games a day, every day, to keep pace and not risk being booted for poor performance.

Option 2: Increasing the value of the squadron’s contribution while keeping the max players the same (so the player still does 360, but the squadron can squeeze more out of the same number of players) would benefit a very small component of the player base. Only 89 out of 67,000 active squadrons, representing about 11,000 players worldwide, easily less than 1% of the number of accounts, were able to keep a 400,000 activity score, at the peak of the event that just passed. Everyone else would suffer by comparison to them in terms of progression. While this would probably help Gaijin, as more people would just buy squadron vehicles than try to grind them, the overall player benefits are questionable.

Option 3: Increasing the number of players per squadron (so the player still does 360, but now there’s up to 256 players grinding) would encourage the growth of larger squadrons and increase average player returns across the player base (if you’re in a squadron). The downside there is that it would become increasingly unattractive to start new squadrons or to stay in smaller ones because you like the vibe or the name as the gap from 1 member to 256 in terms of relative performance grows. People don’t like to be forced to join things, and this would have this effect even more than the current system.

An intriguing option (call it 3a) I personally like would be to establish squadron alliances, so that squadrons could benefit from each other’s research in another layer of structure, while still keeping the max accounts per squadron at 128.

Say your target was 50% more squadron research for everybody (so, 30,000 against a vehicle if you’re maxing out, every 3 days): you could have it so that your squadron could name up to 5 allied squadrons, each contributing up to 10% added squadron activity outputs on top of your own to get that extra 10,000, or a single 1-on-1 alliance that contributed half of their research (half of 20k, or 10,000) on top of what your own squadron made. This might not only be easier to implement on top of old code: I suspect this would be more positive for player agency (in addition to players leaving, you could ally or de-ally if your allied squadrons were no longer doing things you liked), could help future large events like World War Mode where even fully committed 128-person squadrons proved unable to keep up 24/7 play, or possibly open up some new options for any future revamp to the squadron battles system. This would benefit both large and small (buddy) squadrons equally, encourage squadrons to team up on joint Discord sites to build broader communities, and not lock the game into a smaller number of more powerful squadrons, especially now with player growth levelling off.

(Of course the simplest thing for Gaijin to do here (option 4) would just be to recognize you now have too many squadron vehicles, and shave some RP (and SL) off the cost of all of them. Cutting the vehicle cost in squadron RP has the same effect as doubling rewards and shouldn’t be off the table either).

2 Likes

A good tip would be pick a squadron whose commander doesn’t have zero activity (and has no deputy). Not to cast shade, but…

I would honestly prefer if the whole system were redesigned.

In my opinion, the current 3-day cycle should be changed to a 7-day cycle. This would allow players who have less time during the week to catch up with squadron activity over the weekend.

The current 360-point system every 3 days could be replaced by a 1000-point system every week. This way, every player would be able to contribute 1000 points towards the squadron vehicle.

I would also set a limit of 50,000 squadron RP from the entire squadron activity per week. The current limit is slightly lower, at 46,666 RP per week.

The main difference would come from additional player activity. I would structure the system so that if you reach more than half of your maximum activity (so more than 500 points), you can gain a personal bonus, calculated as your excess activity score * 100.

This means that if you reach 1000 activity points within a week, you could earn 50,000 RP from squadron activity plus 50,000 RP (500 * 100) from your personal activity.

Even if the squadron’s activity is very low and only allows you to earn 10,000 RP, you would still be able to gain 50,000 RP from your personal activity, allowing you to research squadron vehicles at a reasonable pace.

This solution would help every squadron by basically doubling the rate at which players can acquire vehicles. However, it would also heavily depend on individual performance. In the current system, it doesn’t matter whether you contribute 80%, 90%, or 100% - it makes no difference, because you are limited by the squadron anyway.

With my proposal, active players could earn extra rewards simply for playing a lot while being in a squadron.

It still wouldn’t solve the issue of too many squadron vehicles to grind for new players, but it would at least slightly improve the situation.

1 Like

I agree that the cap for squadron RP should be raised, I’d shoot for 30K-40K, and while not a lot of vehicles from the second world war era have been added as squadron, to say none recently would be factually incorrect ( Mosquito B Mk XVI, in the Spearhead update).

I have to clarify that i wrote this topic somewhere around 6 months ago, well before spearhead came out.
For reasons unknown to me it only now got approved, so yes there is actually a new WWII squad vehicle but as of the writing of the original post there had been none for a solid while.

1 Like

Thanks