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:

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.
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.
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 ;)
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.
It seems we are on a communicative dead-end. I am asking for a real life example as to understand why Gaijin would nerf the boosters if they implement this system but you just quote yourself, thus making us stuck in the same cycle. If i could have understood you the first time, I would not have asked for you to elaborate. But anyway, personal misunderstandings, or lack of any understandings, is besides of this topic.
As stated in the original post, Gaijin introduced item recycling which helped the rate of progression in favor for the players. There was no economical nor booster nerf when they implemented that system and that is my empirical evidence to claim that a step forward is a step forward and it does not have to be one step forward, two step backwards.
By the way, a year ago, with the help of a moderator, I created a report about boosters and incorrectly calculated percentages. The issue is that percentage bonuses for SL and RP are simply added together in the vehicle statistics as if they were regular numbers. However, the boosters themselves are calculated only from the base multiplier and the base percentage shown in brackets.
The report was accepted, and to this day nothing has changed.
In short, the system currently just adds percentages as if they were plain values, which results in boosters being undervalued.
For example, a 30% booster does not actually mean you will receive 30% more SL or RP. You will always receive a few percent less. And if you are using a premium vehicle or have a premium account, the discrepancy between the percentage shown on the bonus card and the actual post-battle reward becomes even larger.
Maybe we just simply need some issues to be finaly fixed?
https://community.gaijin.net/issues/p/warthunder/i/cwkme1GX2mpT
I believe this problem here is either miscalculation, the reward system itself or the formula shown. It seems like premium award and the booster only applies to the base rewards and that seems to be “working as intended” however, the formula shown in-game gives a different mathematical result. Good catch but i doubt that there will be something done about this. It seems like a “too minor” issue to catch developers’ eyes.
Ah, OK. Take repair costs: We used to have bombers that did cost up to 50.000 SL to repair. But they could also earn way over 200.000 SL per mission.
Then came people who were concerned about the risks, losing the bomber etc. and considered repair way too high. They complained again and again. Repair costs were lowered. But at the same time, the rewards were lowered too. Before you could earn 2-3 Mio SL in an afternoon. Now you can’t.
Now the same people likely complain that new jets are so expensive. That is what their wishes got them.
As I said, I currently convert SL boosters to 800 SL per %. 500% booster gives me ~400.000SL bonus. That is fine with me. There isn’t much I can gain but a lot I could lose. So NO from me.
Aside from getting less for what you had, they initially wanted to put a timer on these things. Because they wanted to cut down on storage memory iirc.
When I asked about this 10 years ago, I was told that boosters are supposed to give the same to all, f2p and paying players.
Yes, maybe you will bring about the biggest economy nerf we ever had with your report: They keep the cards and adjust the payout! Smart.
The point is that the game displays the bonus card values incorrectly. In reality, we receive less than what the vehicle card suggests. So there isn’t really anything to “nerf” here — the lower payout is already what the system is using.
The issue is not that rewards are too high, but that the UI implies a fully stacked multiplier, while the actual calculation applies the booster separately to the base value. That’s a transparency problem, not an economy exploit.
Well, we don’t know what is supposed to be “correct”. We may be living with the mistake while the cards show the intended reality.
I looked at your bug sample and that is actually working as intended. The reasoning is that common boosters are (supposed to give) the same reward to all players. Same as skill bonus or end of tree bonus.
Your math is actually wrong.
The real bug/inconsistency is elsewhere.
+1 millions must see, gaijin must implement