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Open Questions & Design Ambiguities

Q-001: Fuel Depletion Dynamics in Free Roam vs Jobs

Section titled “Q-001: Fuel Depletion Dynamics in Free Roam vs Jobs”
  • Question: Should fuel deplete during casual free-roaming exploration, or should fuel mechanics only activate when carrying active commercial contracts?
  • Current Leaning: Deplete at half rate during free roam to encourage discovering gas stations, but full rate during high-stakes urgent delivery contracts.
  • Status: Pending playtest feedback in Milestone M2.

Q-002: Multi-Vehicle Collision Behavior Between Players

Section titled “Q-002: Multi-Vehicle Collision Behavior Between Players”
  • Question: When two player-owned vehicles collide, should they have full physical collision impulses (risk of physics destabilization / trolling), or should ghosting / soft non-collision activate at high relative speeds?
  • Current Leaning: Soft collision impulse with visual spark VFX, preventing griefers from catapulting stationary players across the map.
  • Status: Under technical review.

Q-003: Nitrous Refill: Auto-Recharge vs Paid Station Refill

Section titled “Q-003: Nitrous Refill: Auto-Recharge vs Paid Station Refill”
  • Question: Does nitrous boost passively regenerate over time (arcade style) or require purchasing nitrous canisters at gas stations / garages (sim style)?
  • Options:
    • Option A: Free passive recharge with 45-second cooldown.
    • Option B: Paid consumable canister ($250 per fill).
  • Status: Open.