No need to speed up, as you'll be doing that automatically unless you intentionally slow down for more control.
Top Speed is the absolute highest value you can gain per track section, and every successful turn, half of your Acceleration adds to your top speed. You may
slow down, removing whole points from your acceleration bonus for that turn for an equal amount of whole points added to your roll, but this must be done blindly. No doing so AFTER the roll.
Acceleration gives half it's value to top speed every turn if you are successful on the track. If you aren't, this is basically 0 for that turn and any slowing down is based on how badly you fail. More on that after the stats breakdown.
Control adds half it's value to control rolls. If your value is odd, .5 only matters when you are .5 below the target: you won't lose speed, but you won't gain speed either.
Agility is what is used to get onto skillcuts- when one is coming up, you should tell me if you're shooting for it or not, as skillcuts may be more difficult and a failed Agility roll is worse than a failed Control one. Failing an agility roll damages armor and current speed by how badly you failed.
Armor is basically your HP, except you can keep going when it's 0. If you get hit at all and have no armor left, you crash and are eliminated (You're still alive, though.) If you have 1 armor and are hit by an attack worth 8 damage, you'll still keep going with 0 armor. Armor is also useful in that it subtracts half it's value from weapons damage, making some weapons useless against a tough outer shell. Armor does not protect against roll failures in the same way.
Firepower is the maximum tier of weapons you're capable of handling. Things like the Repair Drone (recover 1 point armor) are available as long as you are capable of using any weapon, but not everyone can use, for instance, Stealth. (Stealth requires 7 or above.)
Ramming is an attack without dealing damage and may only be done to adjacent opponents. Ramming takes your current speed difference and adds it to a roll vs their roll- if you are going 4 and they are going 5, you get a -1, if you are going 8 and they aren't moving at all, you get a +8. Half of the result transfers to direct damage that is affected by armor's damage reduction.
Failing a control roll isn't always that bad.
off by:
1: You lose 1 current speed.
2: You lose 2 current speed.
3: You lose 3 current speed and 1 armor.
4+: You lose 4 current speed and 2 armor... etc.
Oh, and next time, we'll start at 1 speed. It dosen't affect that much, except how quickly you'll hit top speed, but it makes more sense than going around a turn at 0 speed.
DAF(1+2,5) 3.5
DarkArtemisFowl has trouble keeping the SV Squall in check, gaining no net speed around the first turn!
EP (3+2) 5
Elephant Parade has no trouble going around the bend, picking up speed!
Rem (5+2.5) 7.5
Remthura easily sticks to the inside of the turn, accelerating! He moves in to ram the Shuriken!
flabort (6+2.5) 8.5
flabort effortlessly manages the turn, gunning the Shooting Star's engines! Being the first off the line, he's already going at a blistering pace!
Tiruin (2+4) 6
Tiruin follows suit and easily manages the bend, getting a little ahead of the pack!
Sbc (6+4.5) 10.5
Superblackcat easily maintains a perfect racing line across the first turn!
DP109 (2+3) 5
Darkpaladin109 makes the turn!
MH (3+2) 5
Monkeyhead follows Darkpaladin109, but can't quite match his speed!
Remthura attempts to ram Tiruin! Tiruin is moving slightly faster... (3 -.5 vs 1)
Remthrua manages to clip Tiruin's fender! It looks like he left a dent, but very little actual damage was done (.25 damage!).
---
There's a Right Angle turn to the Right up ahead. It looks about twice as hard as the previous turn.
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Placementflabort
Darkpaladin109
MonkeyHead
Tiruin/Superblackcat
Remthura/Elephant Parade
DarkArtemisFowl
---
SV Squall
Top Speed: 7
Acceleration:3
Control:5
Agility:4
Armor:5
Firepower:6
---
Current Speed: 0
Lap Points: 0
SF Blizzard
Top Speed: 5
Acceleration: 2
Control: 4
Agility: 3
Armor: 7
Firepower: 9
---
Current Speed: 1
Killer Hawk
Top Speed: 5
Acceleration: 2
Control: 5
Agility: 2
Armor: 8
Firepower: 8
Lap Points:1
---
Current Speed: 1
Lap Points:1
Shooting Star
Top Speed: 7
Acceleration: 6
Control: 5
Agility: 5
Armor: 3
Firepower: 4
---
Current Speed: 5
Lap Points: 5
Shuriken
Top Speed: 9
Acceleration: 3
Control: 8
Agility: 5
Armor: 1.75
Firepower: 3
---
Current Speed: 1.5
Lap Points: 1.5
6
Wakizashi
Top Speed: 8
Acceleration: 3
Control: 9
Agility: 6
Armor: 2
Firepower: 2
---
Current Speed: 1.5
Lap Points 1.5
Katana
Top Speed: 6
Acceleration: 4
Control: 6
Agility: 4
Armor: 4
Firepower: 6
---
Current Speed: 4
Lap Points: 4
3
Tigron
Top Speed: 5
Acceleration: 6
Control: 4
Agility: 4
Armor: 4
Firepower: 7
---
Current Speed: 3
Lap Points: 3
Quick Angular Turn (Control 4) (No Pads)
Right-Angle Right [Control 8] (No Pads)
Gentle Curve (Control 2) (No Pads)
Straightaway (No Contest) (Weapon Pad 6/6)
Deceptive 270-Degree Turn [Control 8] (No Pads)
Over-Track Leap (Control 2) (No Pads)
Gentle Curve (Control 2) (Speed Pad 3/6) (Speed Pad 3/6)