I've probably posted the racing team idea 7 times now. It just won't die. Every time I fail to come up with a good system for it, I see something else that makes me take inspiration, and a few days later I think "Damn, this system dosen't work right", ad infinitum.
INCARNATION 8
So I've scrapped hovercars in all forms now. This lets me dick about with terrain a lot more, you'll need to choose wheels, chassis, engines, and... some other car part carefully!
Going to go with five companies, players have to choose one and that dictates what chassis they can get, other parts are free even though they are developed by other teams (so long as you remain pure with the chassis.) I may allow a sixth player and drop sign-up able teams to 3.
Players will be able to pick up/equip weapons, each weapon has a different effect and targets different parts.
Pickups fall into these categories:
Reload: Reloads your chosen Weapon, does nothing if you don't have one
Weapon: Grants a subweapon for use, subweapons are generally weaker than ones you'd equip to a car but are more varied, and may be what you need to take down a pesky foe.
Shield: Stops you from taking any damage, although any other effects of being hit still apply. Lasts only 2 turns.
Repair: Repairs for 4 points of damage, always starting with the Chassis before going to the next most heavily damaged equip.
Upgrade: A player may pick up Upgrades as well as any other item to make it better- they may pick up to 3 Upgrades, and getting a 4th leads to something special.
Reload's upgrades result in more ammunition than you'd normally be able to hold (up to x3 the amount).
Weapon's upgrades quickly bring them up to or beyond that of equipped weapons, adding effects or increasing damage. Some of these weapons don't do much damage still but have devastating effects.
Shield first prevents secondary effects of taking hits, then increases turns useable.
Repair increases by 2 points for every upgrade.
Getting four Upgrades gives you two turns of Mario-star like invincibility, redirecting attacks and gaining autosuccess on the track. In addition, you'll get repaired (upgraded twice) and a subweapon (also upgraded twice).
Weapons aren't always offensive. Equippable ones might be something such as a use of Autopilot, a single autosuccess, or a Turbo, instantly letting you hit max speed and then some at the cost of control, temporarily.
Equippable weapons range in use, the ones I have worked out so far are:
Cannon: The Cannon is a relatively weak weapon, but one that has many uses by default. Holding 30 rounds, a single turn uses up 10, and hitting a target gives you +1 to hitting them again next turn. The cannon does 1 damage, and has a slight disruption effect (1).
Missile: Fires a single guided explosive ahead. Does 2 damage, but is guaranteed a hit.
Rockets: Fires 3 rockets, each with a relatively low chance to hit anything, but doing 3 damage.
Volt Cannon: Fires a heavily disrupting version of the Missile that does no damage.
ECM Pod: Guided weapon preventing target from picking up any power ups for 2 turns
Wyrm Pod: Unguided weapon that has a random effect as well as some disruption (2). The effect could be Autopilot, however, so there is a chance of accidentally helping an enemy.
Trojan Spear: Unguided weapon inflicting disruption on all enemies ahead of you, on the next turn from the one it is used. Can only affect 4 opponents at most. Disrupts for 2 turns.
Leech Link: Guided weapon that saps health from a foe for 4 turns, breaks if you are not adjacent in placement to your target.
Getting hit with a weapon also breaks the link, however, the hit's damage is negated.
Stealth Drive: Opponents cannot lock on to you for 2 turns, unguided weapons can still hit.
Plasma Bolt: Unguided weapon that fires ahead next turn, low chance to hit but does 5 damage.
Reflector: Repels any projectiles back towards their users.
Singulo Sting: Lays a small trap behind you, that if hit, causes nearby opponents to the triggerer to be stopped completely. You can under no circumstance hold more than one of these.
Swarm: Releases drones that swarm around a target and deals steady damage for 6 turns. A shield or Reflector repels them.
Nitro Rocket: Low chance to hit, does 1 damage. After hitting, all incoming damage to the target is tripled for the next turn.
Penetrator: Slams into the opponent ahead of you, switching places with them and dealing 4 damage.
Q-Shield: Protects from damage for a single turn, only from one hit.
Subweapons include the Cannon, Missile, and Rockets, having any of those weapons and picking up the related subweapon results in a upgrade-like boost, though not on the same track. Upgraded Rockets, as a subweapon, have a higher hit-chance, however, when you have weapon/subweapon together, you fire twice as many. The missile is able to pass through targets, rather than a damage/disruption boost. The cannon now only uses five shots and has the same effect, rather than a disruption upgrade.
There may be other matchable subweapons.
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Choosing a chassis is simple, most companies produce 3-5 different chassis per rank (E to A+). Each has different strengths and weaknesses, in the form of Top Speed, Health, and Equipment Slots. Lets look at two of the available companies Chassis:
PIR-HANA F1 Razor
Top Speed is very high at 8, where Health is a pitiful 3. This craft can equip Tires, and Engine, and any weapon type.
QIREX Defender
Top Speed is not quite lacking at 5, Health is at 6. This craft can equip Tires, Heavy Engines, and offensive weapons only.
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Both of these are E rank, where top level is about 8, true cap is 10 (where all other facets of design are minimalistic). Other parts not only change things about stats but also effectiveness on terrain, turning ability, acceleration...