One lap, 0 to 100%. A strategy cuts it into segments and sets what the car does in each. Both cars run their plan blind — nothing is re-decided mid-race except traction.
One energy tank, sized by TANK. Two modes spend it, two refill it. It is charged against distance covered, not seconds, so the same plan behaves the same over 1000 m and 4000 m. Run it dry and the car drops to CRUISE for the rest of the race whatever the plan said — the chip reads EMPTY.
| MODE | PACE | TANK / 1% OF LAP | FULL TANK |
|---|---|---|---|
| BOOST | +2% and nitrous, +64 km/h | −3.20 | lasts 31% |
| PUSH | +11% | −1.05 | lasts 95% |
| CRUISE | baseline | +0.35 | refills in 286% |
| SAVE | −13% | +2.10 | refills in 48% |
BOOST is where energy is worth most: it costs three times PUSH's burn and buys roughly five times the pace. PUSH is the cheap way to lean on the car; BOOST is what wins a run-in.
A class is a points budget, not a set of numbers — every car in a class gets the same total and spends it differently. All four read the same way: more points is always better, and every tuning track adds points.
Tuning adds 0.3 of a point per level, five levels a track — a full build is +6, about one and a half classes. Deliberately less than the class above: upgrades keep a car you like relevant, they are not a cheap route up.
Track and sky bend the same numbers for everyone on the grid. TOP · ACC · SLIP · NOS · RGN are good when they go up; BURN (energy burn) and RISK (traction) are good when they go down.
No. Measured over 500 races a pair in the same car, the eight plans win between 45% and 54%, and they beat each other in loops rather than a ladder — ALL IN takes STALKER but loses to BALANCED, STALKER takes BALANCED and ENDURANCE but loses to ALL IN. Pick for the track, not for the leaderboard.