RERN: Kart Edition!

Ahh Sci-Labs, is there nothing you can make...

It seems sci-labs has gone NASCAR on everybody, creating programs that allow transportation that can be controlled by navis.

"So I stick my hand in there?..."

A navi's custom weapon may be important to battle, but It is an important basis to the Graphic Transportation Vehicle, or GTV for short.

If you remember a navi has five stats, well with a quick vocabulary change, some of them become:

Charge - Drift
Rapid - Acceleration
HP - Stamina
Speed- Speed

These three stats would work together helping the mod's post. These compiled with tactics will give a good estimate as to how the drivers are doing.

Acceleration: How quickly a kart or bike gets from a stopped position to its upper speeds. A kart or bike may have a lower top speed but be able to get there quickly because of high acceleration. Lower acceleration may take more time to reach a higher top speed, thus making or breaking a race at a crucial moment. Capped at 10.

Speed: Higher the rating, the higher the kart or bike's top speed. This rating doesn't affect how fast the kart or bike can get to top speed-that's acceleration. Capped at 10.

Drift: A kart or bike's ability to drift, or powerslide, through turns. The better the ability, the quicker the drift's ability to produce a mini-turbo boost, probably giving him an edge. Capped at 10.

Stamina: How much the kart can take from attacks. Max HP/10.

But fret not non- buster navis! For one thing, when registering your kart, they will start with Acceleration/Speed/Drift being 1/1/1. You can also procure a rental of a Kart with different specifics! But for the safety of navikind, the Sci labs will keep all created karts until race time. Navis and their operators can simply fill out the registration form and email them. The cart's looks and name will of course be essential parts of this form.

"Race time... and I forgot my helmet, how atrocious!"

As in battles, races will also require tactics, good-hearted or otherwise. The usage of the Buster as your driving instrument (You stick your custom weapon into the interface, body part or otherwise...) But that's to say you cannot use chips! Stamina will be a tenth of your current HP. Yes your RP skills will be put in the test as well, but since we've diminished the need for battle your actions will be mostly dwindled to either Attack (yes, status effects would work equal, like fatigue) Accelerate, or the ever popular dodge.

Now as to how a race will be made...

But first, the Track itself!

The Kart's stats against the Track. Well a Track has the following statistics: Corner, Obstacles, Length, Terrain.

Mods and only mods will know these stats, its not entirely fair if members know them, otherwise they can prepare. A long, rocky straight away with let's say for all cases and purposes, Drauchen flying behind the racers would have a Corner of 1, Obstacle of 7, Length of 5 and Terrain 4. People will survive if this is true.

- Corner < Drift + Top Speed
- Obstacle < Drift X 2
- Length < Drift + Acceleration
- Terrain < Top Speed + Acceleration

Typical places like the nets are usual, ACDC to Netfrica for beginners, Hades to NetVegas for Intermediate in difficulty and special races (This could be up to Admins, Like say a Mafia Hangout or a Police department) for the really... really sturdy drivers. 3 laps, 8 the most per race is the usual, although special events can be made to accommodate more. To make sure the strongest fighting navis won't win all the time, Random Boxes will be placed on the fields, either giving you a shrink ray, Oil to slick up other cars, or more interesting items... To pick up said Random Box, you must use up at least an action. A list will be created and will use up a random generator from 1-10 to figure it out. A lap will constitute to every two mod posts.

Boom! And now your down... or are you... simply if you lose all 10 points a Mr. Prog will carry you to safety... although this will take away a turn.

Now prizes... These can be either chips, or NCP. Betting could be made either in Net Vegas, or at the Coliseum, with different pay offs as well.

Cart List (Acceleration/Drift/Speed)
1. Normal Kart = 1/1/1
2. Adventurer Kart= 3/1/2
3. Flying Saucer Kart = 1/3/1
4. Bike = 4/3/2
5. 50's car 3/3/3

Item List
1. Cannon- Shoots the car you desire for about 2 points
2. Hicannon — Shoots for 4 points
3. Electric Shell — A glorified Thunder, this home to the nearest driver and hits for 2 points.
4. Oil Slick — slips up the drivers, making it hard to drift as well as turn in corners (hitting said corner takes off 1 point of stamina)
5. Compression tack- throwing this tack on the ground will shrink all racers for 2 actions (Shrink — halves all statistics)
6. Decompression Chicken- eating this foul thing will make you a giant! (raises speed and Acceleration by 2 but Drift and Handling go down by 2)
7. Bananas — simply slip up the person, no damage
8. Fake Random Box- Will be treated as an obstacle on the road, does 3 damage if hit.
9. Nitro Boost- makes you go faster (Increases your speed by 2)
10. Phoenix shot — Sends a flying fiery Phoenix off towards the leader, blasting him/her to bits (5 damage)
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This is something I really love to see implemented, it'll help out people bored with battling as well :3


Leon Edit: Clarified the caps a bit. /wink
Alright, a couple things.

I'm somewhat confused by the cart system. Are you saying that you can get the rental (1/1/1) Normal cart for free, and pay for the better ones? If so, where do your stats come in? Unless you can use your own stats as a cart without purchasing it, in which case Normal carts would never be better, but could be useful for "Skill" races (where all the carts would be exactly the same, so the most skilled driver would be the one who wins the race.)

Would Actions be the same as usual? Like, someone with 6 speed gets 6 actions? And would this speed be based on your cart or your own stat?

Quote (DNR)

HP — Stamina

Quote (DNR)

Stamina: How much the kart can take from attacks.

The cap for these abilities is 10.

Quote (DNR)

Stamina will be a tenth of your current HP.

I'd like to note that everyone starts with 100 HP, so if Stamina caps at 10, and is 1/10 of your HP, everyone starts out with 10 Stamina.

And finally, I'd like to note that this does look interesting, and relatively fun, so Good Luck with it.

The only thing I'd worry about is the speed of the races, as with 8 people and a Mod it could take a while, unless non-posters were just defaulted to doing nothing or just driving forwards at their current speeds.
Where do the stats come in? They add onto the base stats of the cart. Yeah during registration you can choose the base kart for free and the other ones would go with monetary compensation. Speed will be based on the navi itself since their the one driving. It makes sense no? And yeah non-posters will be defaulted to slow down a bit. Oh and Stamina isn't affected by the cap.
Some things I'd like to see before any ideas of testing and such.

1. How would a kart's stats actually play out? Would a 10 Accel v 9 Accel be hugely noticeable, or just a slight difference?
2. How would a kart's stats work against the Track? Will each Track have stats that the kart is rolled against? Like, say, a Cornering 5 course against a Drift 3 Kart or something?
3. Will each segment of the course (turn) have separate stats that will be rolled against? Since a straight away would take accel and max speed into consideration more than drifting.

Probably more will come to mind, but this is what I have for now.
1. A slight difference. Technique and Talent (Read: Roleplaying) helps out just like in battles.

2 and 3: The Kart's stats against the Track. Well a Track has the following statistics: Corner, Obstacles, Length, Terrain.

Mods and only mods will know these stats, its not entirely fair if members know them, otherwise they can prepare. A long, rocky straight away with let's say for all cases and purposes, Drauchen flying behind the racers would have a Corner of 1, Obstacle of 7, Length of 5 and Terrain 4. People will survive if this is true.

- Corner < Drift + Top Speed
- Obstacle < Drift X 2
- Length < Drift + Acceleration
- Terrain < Top Speed + Acceleration

Let's see.... I think that covers that, I'll add this to the top post, I wanted to write this later for the mods to see but I guess I should answer it now.