I sort of want to develop a WipEout 2048 esque game based around ship customizations and track section times.
You start as a C rank pilot, given a ship from one of the main companies. You can choose between a Speed, Agility, or Fighter ship.
Depending on the chosen company and type of ship, you'll be better or worse at different aspects of racing.
Morgana Tech: Balanced overall, stats generally stay mid-level, though they fluctuate depending on ship specialty.
AURIsystem: Formed from an aeronautics firm, AURIsystem ships are known for great control, though they lack in armor.
PARADIGM: A weapons firm created a racing team for publicity, leading to PARADIGM. Great firepower, but unpredictable low performance areas.
B&FF: Built for the utmost endurance, although the extra armor slows these ships down.
shARC: The fastest ships around, though they often sacrifice control for their intense speed.
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Minor companies also play a part in ship building. Nova Aeronautics, Acht Eins, Castle Ballistics, Dyson-Boeing LTD, Foyer Moto, and Abrams Design being mid-level companies with their own ships.
To build a ship, you need a total of 10 parts.
CHASSIS:
- (Gives base stats, and any special features.)
Controls: (Rarely affects armor.)
- Nose. The front of the ship. Main part, can affect any stats.
- Fins. Control surfaces that rarely chance anything but Speed and Control.
- Airbrakes. Again, control and speed.
Engine: (Affects all stats fairly equally, except armor.)
-Driver. This is what determines what kind of power your engine has.
-Thruster. Affects top output.
-Engine Block. Affects armor sometimes, but also gives you a general rating for recovering from hits.
Weapons: (Affects armor, weapon-get chances, and health given from "absorbing" weapons.
-Absorber. This affects how much health returned from absorbing weapons, and what weapons give what amounts of health.
-Offensive System. This affects what weapons you're likely to get from Weapon Pads (on tracks.)
- Defense System. Affects armor as well as what weapons you get from Defense Pads (tracks.)
Completing races nets you cash, which lets you buy more parts. There are some rules to ship customization though...
1. Parts have classes as to what level of competition they're allowed in. Unless you're in a Free race, you'll have to make sure that not only is your Chassis on the same level as the race, but sometimes the entire ship, and you may not attach parts of a higher grade to a chassis of a lower grade.
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Tracks are built on a "feature by feature" basis- track sections are strung together, and they take a number of seconds to complete. Here's the RtD bit: each section has a difficulty that pilots must overcome. Easy sections of the track are a 1, regular are 2, technical=3, difficult is 4, and brutal is 5.
Rolls are a d6 without "overshoots". The dice can be modified based on the stats of your ship, where every 2 points is a +1 and there's a maximum of 10 points, however, the "plus" counter starts at 4. Meaning:
1,2: -2
3,4: -1
5,6: 0
7,8: +1
9,10: +2
10+: Guaranteed +2
Stats do not always activate. Generally, there is a 5/6 chance of a bonus being applied, unless negative, where there is a 1/6 chance that there is no subtraction.
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In addition, you may Airbrake. Airbrake differs by ship, but generally allows you to sacrifice any potential gains on turns for a guaranteed +1. Airbraking does not nullify stat bonuses and can stack (so a +3 is possible.)
Track sections can also have different Pads, possible Skill Shortcuts, and events.
Pads range from Boost, Weapon, and Defense pads. Boost Pads cause a guaranteed reduction in time it takes to complete a course section, Weapon Pads grant a random weapon to use against other pilots, and Defense pads give you a defensive item. Each one has a chance-to-hit that goes up based on how much a player gained over the "par"- a challenge of 2 with a Boost Pad of 1/6- beaten by a player with a roll of 6- gives that player a 5/6 chance to hit the boost pad.
Working on the tracks and ship part stats.