Intro:
Yo guys! We’ve talked about the vibe and the guns, but let’s get real — how is this going to work in the War Thunder economy? If infantry is just “free fodder,” the mode will die. We need a system where every soldier feels valuable, and every action is rewarded. Here is my 20-paragraph deep dive into the Infantry Economy and Progression.
- The Economy of Spawn Points (SP)
Currently, in Ground RB, everything costs SP. I propose that infantry should have a “Scaling Cost.” Your first squad is cheap (or free once per match), but every subsequent spawn as a specialized class (like AT-Specialist or AA-Man) costs more. This prevents “infantry spam” while making sure there’s always boots on the ground.
- Rewarding Tactical Actions
We need to move away from “Kills = Everything.” You should get massive Silver Lions (SL) and Research Points (RP) for:
- Fortifying a building: Every sandbag placed gives a small reward.
- Suppressive Fire: If you shoot near an enemy and a teammate kills them, you get a “Suppression Assist.”
- Logistics: Driving a truck full of ammo to the frontline should be as rewarding as destroying a tank.
- The “Medevac” Bonus
If you drag a wounded teammate to safety or a Medic heals someone, the reward should be huge. This encourages players to play like a team, not like solo hunters. If you save a high-level player, you get a “VIP Life Saved” bonus.
- Infantry Tech Trees
Instead of just “unlocking a soldier,” we should have a branching tech tree for gear.
- Rank I: Basic uniforms, iron sights, bolt-action rifles.
- Rank V: Modern plate carriers, NVGs, thermal optics, and advanced ATGMs.
This fits perfectly into the existing War Thunder structure.
- Gear Modification (The “Module” System)
Just like tanks have “Parts” and “FPE,” soldiers should have modules:
- Improved Boots: Faster sprint recovery.
- Ergonomic Grip: Faster ADS (aim down sights).
- Ceramic Plates: Extra protection against small arms, but makes you slower.
You choose: do you want to be a fast scout or a slow, heavy “juggernaut”?
- Squad Synergy & Experience
The more you play with the same squad-mates, the more “Cohesion XP” you earn. This could unlock unique squad-only commands or faster reload speeds when standing near each other. It turns “randoms” into a brotherhood.
- Cosmetic Progression
Let’s be honest, we all want to look cool. High-level players should unlock battle-worn uniforms, mud-covered boots, or unique patches. This shows everyone on the battlefield: “This guy is a veteran.”
- The Cost of Death
To make players play carefully, death should matter. High-tier gear (like a Javelin or a high-end sniper rifle) should have a significant “Repair Cost” if the soldier is lost. This forces you to think twice before rushing into the open.
- Looting Mechanics
If you run out of ammo, you should be able to pick up an enemy’s weapon. However, you don’t get “full XP” for kills with trophy weapons. It’s a survival mechanic, not a primary way to play.
- Daily Infantry Tasks
Add specific Battle Tasks for infantry: “Capture 3 rooms in a building,” “Suppress 10 enemies,” “Transport 5 teammates in a truck.” This keeps the mode fresh every day.
Conclusion:
A deep economy is what keeps players coming back. If we make infantry a “career” within War Thunder, it will be unstoppable. What do you think about the “Repair Cost” for high-end infantry gear? Is it fair, or too punishing?