Post-match Booster application

[Would you like to see this in-game?]
  • Yes
  • No
0 voters

Currently, War Thunder requires players to activate boosters before entering a battle. These boosters (for example, + %10, 50, 100, 250 etc RP and SL) only apply to a single match or a short period of time in simulator battles. This system in practice introduces unnecessary frustration and waste due to factors often outside of the player’s control.

Problems with the current system:

Unpredictable Match outcomes: Players have no way of knowing how the next match is going to go. There are many other factors than a simple “skill issue” such as disconnection, teamkill, an accident, unbalanced teams or it could be just a poor round. This makes the boosters a gamble rather than a REWARD!

Encourages hesitation instead of engagement: Many players hesitate to use their boosters at all, fearing waste. This defeats the purpose of boosters as an incentive to play.

Unfair to consistent players: Even skilled players can have unlucky matches. And wasting your boosters on those matches feel like the game is punishing your “bad” (for whatever reason) match rather than rewarding your good one. This leads to frustration which defeats the purpose of playing A GAME.

Suggested change:

Allow players to apply the boosters after a match, to any result they have completed. For example, after finishing a match, players could see a list of their boosters and choose to apply one to that match’s result.

Benefits of the new system:

Reward for actual performance: Players could choose to apply boosters to their good matches, directly linking reward to effort and skill.

Reduced Wastage: War Thunder has come a long way by introducing item recycling. The new system would move the game in the same positive direction a step further.

Encourages more active play: Instead of gambling boosters, players will focus on improving performance to make the most out of their boosters. Perhaps, a medium level game play would not be good enough anymore and they would push it for a better match next time.

In the end, changing the booster system to allow post-match application would make the progression feel fairer, reduce frustration and strengthen player trust in War Thunder’s reward mechanics. It’s a small quality of life improvement that would have a major positive impact on how players engage with the game and their fellow War Thunderers!

Thank you for your time.

11 Likes

+1 would be very nice to have

2 Likes

The idea is good, but personally I’d prefer to have that option available also during the battle.

Maybe I can actually use my boosters with this +1

3 Likes

+1 it’s a great idea!!! I’d happily activate a 500% SL booster this way

2 Likes

Would be cool to have. Though with the snails implementation, they might nerf boosters or how they’re acquired so… maybe maybe

4 Likes

I’d like to have this but strongly doubt Gaijin would allow it.

Can’t we just get 100.000 SL instead of the booster and having to play. Would be even better.
Or just replace SL boosters with this:
grafik

4 Likes

The current booster system forces players to activate boosters before a match, which turns them into a gamble instead of a reward, especially in a game where disconnects, server desync, and crashes are frequent enough to be considered part of the normal experience rather than rare exceptions. When a disconnect, crash to desktop, or sudden connection failure happens, the booster is consumed anyway, even though the player had no realistic opportunity to benefit from it. This exposes a fundamental flaw in the system, where boosters are tied to session entry instead of actual participation or performance. Instead of rewarding effort, the system exposes players to losses caused by technical instability and factors completely outside their control. Allowing boosters to be applied after a match would correct this by tying them to confirmed results, ensuring they amplify real performance rather than being wasted due to infrastructure failures or bad timing. Personally, I remain skeptical that such a straightforward, player favorable change would actually be implemented, given Gaijin’s consistent pattern of tolerating systems where the player absorbs the downside of technical and structural shortcomings.

1 Like

SL boosters never reward efford, not in the current nor in the proposed system. The score mechanic no longer detects efford. Only accomplishments.

I like the idea however in my opinion it leads to some complications. As boosters are also time based (mainly due to EC’s (air/naval) or heli PvE)
Lets say you have a match that is the full 3 hours long boosters last for 30 minutes then a 5 battle booster would only be able to boost anything that happened in the first 2.5 hours. If you had a 300% booster for 1 battle it would only apply for the first 30 minutes.

1 Like

whats complicated about the booster battle vs time thing?

(gotta rant First though lets be honest, sims and heli pve are by far the most broken modes in terms of rewards and how they’re acquired. Whoever decided putting a hard block on the max rewards tied to 15 minute intervals needs to get beat with a wet noodle.)

Anyhow, we could just keep the system we have now with applying it before any large time battle.

or if we are able to do it after battle, Have it either A. Be applied from the start and extend however long it lasts or B. Have it be placed in a timetable for score. (So if you got max score at 31 minutes into the match, you could just have it start their for max reward.)
Imo these would be the simplest additions if were forced to keep the time crunch of boosters

That’s actually how it works in EC modes right now — a 1-battle booster lasts 30 minutes, and multi-battle boosters last 30 minutes multiplied by the number of uses.

In EC, I often run into matches that end shortly after I join. For example, a new lobby opens with two players on each team. The battle starts, but it turns out the enemy team doesn’t respawn. The match ends, and the booster is wasted because in those few minutes I’m not able to do anything meaningful.

Another example is a broken lobby. In the hangar, you see that a match has been running for, say, 30 minutes. You join, only to find that there’s no one left on the opposing team.

This issue has been reported many times, but no one seems interested in fixing it. Even when a report gets accepted, the developers often don’t address it for a very long time — or not at all.

This is right. Perhaps they can extend the period of the booster to a whole game which would be ideal or just make a system to cut the game into half hours that you can mark which would be more complicated but keep the current system or the simplest way is jsut to apply the first booster to the first half an hour to the game and so on which would not be ideal but still much better than what we have right now.

Well, the problem he is referring to is that a booster is only available an half an hour and that is the very first half an hour you apply. If the booster system changes to post game application, and if the game has lasted more than half an hour, say 2 hours as in simulator modes, how does the system choose which half an hour you apply the booster to. That was his problem with the proposed system.

PS: Also, i don’t understand who voted no to this :))) I mean i don’t mind but what would be the reason behind any player would say that this is not a good idea smh

It seems very likely that changing the system to post battle will decrease the printed strength of the boosters:
Less risk → less reward. This has been a recurring theme with warthunder.
And if I learned one thing in warthunder, this is not in my interest. We had this before, and every time, it ended as an economy nerf.

With the current system, I can extract ~800 SL per % of the booster, with little variance. Why give it up?

Hence I voted NO.

I struggle understanding the logic behid this. Instead of applying the booster before the game and gambling it, you can apply the booster after the game. The same game, same outcome whatsoever. Could you clarify what actually is the nerf here? Perhaps if you could give a real life example, it would help a lot.

Ok, now I understand ;)

1 Like

That. They will lower the boost of the boosters. Instead of 200% boosters, they will be say 150% and so on.

Gaijin monitors the rate of progression. They will keep it at about the same rate.

Nerfing the boosters is an entirely different subject and i don’t believe i have implied them to do so anywhere in the suggestion post. What makes you believe that would happen?

Please read my two posts again.