Infantry 2.0: Deep Progression System, Economy, and the "Value of Life"

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.

  1. 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.

  1. 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.
  1. 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.

  1. 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.
  1. 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”?
  1. 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.

  1. 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.”

  1. 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.

  1. 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.

  1. 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?

1 Like

Here are some points I think could be reworked.

  1. Economy
    Most people probably want larger battles, so adding spawn points would, as you mentioned, prevent infantry spam. For lazier players or players who struggle gaining SP, this would probably make them quit the game mode.
  2. Rewards
    -Spamming sandbags, and a decent chunk of especially lower BR players dedicating their games to spamming sandbags. Even if the reward is small, some people might struggle with kills and just want to rank up.
  3. Medevac Bonus
    Medic-spamming? I mean I’d think there would be a cap on medics but idk.
  4. Sub-Tech Trees
    Lazy people or people who struggle with advancing would hate this.
  5. Modular System
    This is good.
  6. Synergy
    Awesome idea
  7. Cosmetic Progression
    Patches are the only part I’d like. Otherwise, it’s useless.
  8. Death Toll
    No, because people still die. Something like this though.
  9. Looting
    yessssssss
  10. Tasks
    This would be fun.

The repair cost is too punishing. maybe just spawn points