Car Parameters

The car in K4 Rally is the carrier of many parameters and abilities:

  • Speed what maximum speed can a car reach

  • Acceleration how fast the car builds-up speed

  • Braking speed/power of braking

  • Stability likeliness to stay on 4 wheels and grip on track

  • Drift likeliness to drift

  • Agility combination of steering speed and other technical parameters

  • Endurance resistance to damages (especially in management mode)

  • Drive type FWD/RWD/AWD – fixed parameter

The Parameters have 2 values:

  • Technical value – this is a value that improves in a linear fashion – each level-up adds a number with theoretically endless potential for improvement

  • Drive mode value – this is a value that is placed on a flattening curve and, while it is always improving slightly, on the upper flat-end of the curve, the improvement is not really perceivable anymore for the Driving mode impact

While in the driving mode, in really high-level segment vastly leveled-upped cars will not be all too different (still different) to less leveled-up ones, in management tournaments, the technical value will play a much more significant role. I.e. a car can have a technical speed value of 5000, which translates to a car that drives 220km/h in drive mode. This is not so different in drive mode to a car which drives 215kmh with a technical speed value of 4650. But in management mode tournaments, the technical value difference will give the better car a much more significant advantage, making it much more likely to rank better than the weaker car.

The Car will also have 2 other fixed values:

  • „Talent“ for a certain ability – a car with good talent for speed will level-up in speed much better than one that is weak in this area

  • „Cap“ for a certain ability – a modifier that flattens the curve stronger after a certain level/value

This configuration, combined with track challenges (read in management mode tournaments) set-up will allow K4 Rally to have a very wide variety of options, preventing or at least strongly mitigating easy „more is more“ patterns that lead to a „one way domination“ where everyone is just aiming to have the same type of car, just better and the better/more expensive car always wins.

Example An attractive beginners car may be one that has good values and good talents for key parameters. But making these capped in the same instance (so that after a certain level, the curve flattens and real progress costs a lot of level-ups...) will make it difficult for this car to compete against a more specialized „late game car“... Specializing cars strong in some abilities will make them excell on certain track types, but perform mediocre on others... The price & value of a car will thus be a sum/balance of its current abilities AND its development potential... there can be NFT-cars with lo starting values, but stellar potential in one/more parameters and strong cars for instant start, but with weaker potential to further improve – creating a healthy market of different options... In general, we are aiming to prevent the „one car suits all“ pattern as much as possible

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