sekki wrote: ↑Thu Dec 09, 2021 4:14 pm
A low(?) effort alternative is to ignore all the crashy bits.
Something like “using a fuel can” on a vehicle picks up the vehicle and grants you X status ticks of “driving”. (This grants you infernal jets and the ability to carry super heavy items and maybe extra carry cap?). Using additional fuel cans resets the duration to X (and resets your movement bonus). Dropping the vehicle causes you to lose the status effect.
The crash bits were the parts that made me giggle tho :p.
Vehicles are super-heavy items, so maybe not the ability to carry super-heavies, as putting a pickup truck into a golf cart would be... yeah. As for crashing, maybe crashes would cause the vehicle to take damage, and once it gets destroyed, you get ejected from the vehicle and can't use it anymore.* Road-like tiles having less chance of crashing, since... they're designed to be driven on. Ramming damage could be based on the stats we already have for them as super-heavy items, maybe scaled with the Infernal Jets effect (faster=more ouchies).
As for UI, maybe they could be represented by greyed out car icons on the map, which turn white/yellow if another player/you enter it.
*maybe each attack against a player in a car would have a chance to hit the car, instead of the player, degrading its quality
EDIT: Also, cars should start out locked, so you have to lockpick them to get inside. And you have to have Engineering + a toolkit to hotwire the car to get it to run.