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So much so that I find it personally ruins a rather large portion of the experience. The majority of the time, especially in arcade, you will get people who are just 'playing for fun'. They wont go for the objectives and in turn wont try to win the match. The extra experience gained from winning is not enough of an interest to them to get them to commit to playing the objective; they simply don't care. This leaves the people who are playing the objective, the people who are trying to win, hurting the most from the reduced RP when they lose.
TL;DR having this much of a RP gap for winning/losing isn't incentive enough for a large portion of the player base to try to win, but is detrimental to those who are trying. It's doing more harm than good.
in Simulation/Realistic Battle you get a 1.5 multiplier.
In the long run, that bonus is largely insuggnificant as working towards victory actually hurts your primary RP and SL income so much so that Victories that you help achieve actually net you generally the same RP and SL then losses you simply focused on fighting. Instead, you should simply treat the bonus multiplier from victories as just that - a Bonus.
the only time you should actively work towards earning victory is when you are intentionally working Wagers... but if you're doing RP/SL grind - just ignore it.
Now before some one jumps in and tries to call me stupid -
You get:
50 RP for a Player Kill
80(max) RP for a cap
20 RP for an assist/NPC Kill
2 RP for a damaging hit
5 RP for a critical hit
5/15/30/(?) RP for Ground Targets (primarly in Air Battles)
These values are the unmodified base values of RP provided by the described actions. Each tank has it's own independent multiplier which then boosts these values as displayed on it's unit card.
Now, while a cap provides more RP then a kill. you have to remember that the number of caps you can get in a match tends to be a lot less then the number of kills you can get in a match. Not only that, but Caps themselves are not a flat value.
The more contributing to a cap, the less potential RP given to all the players. While i haven't seen a specific value given for it, it roughly translates out to ~2 RP a 'Tick' on a cap point. The more players on a point, the less ticks it requires to be capped - and thus the less reward players are given.
literally - if 2 players are heading towards a cap, then the potential reward for you is literally less then if you just fired your MG in the general direction of enemy forces.
As an example in an arcade battle
The average 'loss' will see a player getting 2-3 kills, 2-3 assists, and roughly 10 hits.
or 160-230 unmodified RP.
the average 'win' will see a player getting ~1 'max' cap, 2-3 assists, and roughly 10 hits + a 1.25 win modifier.
or 175-200 unmodified RP