Yeah yeah, older thread.
Not sure how much driving has been looked at since the game switched to 1 sec turns.
I find that currently the driving skill doesn’t seem to functionally do much of anything unless you drive pretty crazily fast. If you stay down at 25kph you can take a Hummvee with a missing tire over bad terrain and not even notice it at skill 0. Complex 8 point turns? No problem for our newb in a MBT.
I was thinking that one of the best ways to simulate lack of skill even without overt loss-of-control events would be to lengthen the control tick when comparing vehicle handling vs. player skill
Vehicle Handling = (Vehicle Mass / ((#Wheels - wheel condition)^0.5)) * control system damage penalty
Higher vehicle handling is worse. Manual Shift control systems are harder, automatics are easier (but more fragile?), and you could potentially install cool exotic control systems to further improve handling.
Vehicle Handling / (Skill + dex mod?) = Vehicle Control Score (again, higher is worse)
VCS would used to determine your tick length when controlling your car. If it’s really bad, your ticks between being able to issue a turn/acc/dec action get longer, making it extremely difficult to control your vehicle, even without overt loss of control events.
Bad terrain conditions wouldn’t really affect VCS, just increase the chance of skids and handling issues as it currently does. The VCS/Skill comparison is essentially your action speed in a vehicle, or your reaction time if you will.
Thus starting out on a bicycle or moped or golf cart would be enormously helpful. Letting you train up your skill early on in low mass vehicles without crazily swerving around the street mashing fenders, mailboxes and porch railings.
Training driving could also have difficulty thresholds where it examines VCS*current speed to determine if your current driving is ‘hard’ enough to train your skill further - you can train your skills by driving really fast or by finding larger more unwieldy vehicles to practice in.
This would also result in really amusing early pratfalls where a starting survivor finds a working armored vehicle, leaps in, gingerly taps the gas - and promptly drives it through the building in front of them due to the 10+ second tick time resulting from the vehicle’s mass + their total lack of driving skill.
More seriously, it would also put a direct premium on vehicle mass in general, requiring survivors to keep their driving skill competitive if they intend to be hauling around in a 20mt deathmobile.