It’s 34%.
If you earn 1000 score with tank 1 and thus activity of 90% and survive 10 minutes, you earn
(10x60)x0.71x0.9x1.34x1.0 = 513.8 RP before economy modifiers for a loss
(10x60)x0.71x0.9x2.0x1.0 =766 RP for a win.
Let’s say you play 2 games and lose them both with 1 tank life:
you make 1027.6 RP.
If you win,
you make 1532
1000 score ~ 5 kills or 1 capture and 2 kills.
After 10 minutes, it’s unlikely you’ll capture another point or get another 5 kills - I frequently had games where I respawn and have nothing to do for minutes because the enemy team left in sufficient numbers or they’re all in planes and so forth. Let’s assume our second 20 minutes only gives us enough score for 65% activity - around 500/600 for 3 more kills.
(10x60)x0.71x0.65x1.34x1.0=371 for loss
(10x60)x0.71x0.65x2x1.0=553 for a win.
So winning 1 full game where we respawned once for 20 minutes, we earned a total of 766+553 = 1319
Losing, we’d have gained 513.8+371 = 884.8
Notably, according to the report, () RP bonus for winning only seems to affect time alive, nothing else. I am yet to rigorously test this for GRB, but I can confirm this to be true for ARB after analyzing the RP breakdown of multiple battles’ score. Whether you win or lose, a single kill nets you 47 RP and a single cap gets you 153.
So let’s see what gives us better rewards?
ODLing 2 games where we stay alive for 10 minutes and win both times: 1532
ODLing 2 games where we stay alive for 10 minutes and lose both times: 1028 RP
ODLing 2 games where we stay alive for 10 minutes and lose one, win one: 1279
OK, what if we put in our best effort and respawn two times for a single 20 minute game?
If we win, we make 1319 RP.
If we lose, we make 885 RP.
This of course does not include captures and kills, but you have read the report (Report on how scores, SL, and RP rewards are calculated) and seen how those actions give you only spare change’s worth of RP. ANd of course, it does not accoutn for vehicle economy, premium and most importantly skill bonus. Skill bonus is the only thing that can make staying the full 20 minutes worth it as getting 9 kills gives a significant boost to all rp gained, not just time alive.
The way the game’s rewards work and how earning score late into a match becomes increasingly difficult due to enemy team leaving, no cap zones and enemy becoming planes… it’s pretty clear that unless you are able to guarantee you can earn another 90% activity status in the second 10 minutes of the match, you’re heavily incentivized to ODL and go next - losing 2 10 minute games gives better rewards than 1 20 minute game. Winning 1, losing 1 gives comparable rewards to winning once. Winning two ODLs outweighs winning once.
This math can only get worse than here in the real world too - first 5 minutes being much better than second five minutes, more respawns (thus diluting the score we can earn even further to lower than 65% activity amongst them) and game ending in 13-14 minutes (thus no chance to gain anything more than 30%) rather than 20.