I once talked about manual vs. automatic vs. driving skill.
Like, 99% of cars in New England are automatic. But wouldn’t it then be its own little sub-objective - To get a car with manual transmission and gain more control over it, which highly skilled drivers could take advantage of in demanding situations? Wouldn’t you want to be the one-percenter of the New England roads? 8D
The automatic transmission thing kills a lot of innovation in the driving skill department.
I could see an alternative in replacing ‘driving’ with ‘automobile knowledge’, which would determine what you’re allowed to install in, or take out of a vehicle, and in what item condition, but then again, that might overlap with the ‘mechanics’ skill too much. Would it, though? Would it overlap too much?
Maybe even have ‘driving’ determine which default vehicles you’re allowed to start up.
Maybe wildlife should be rendered invisible while the player is inside a car? The lower your driving skill, the lower your perception, the higher your speed, the further away the creature, the more likely a wildlife creature is to remain concealed (invisible)… until it’s too late, and it’s right in front of your grill while you’re driving 80mph. It really did come out of nowhere. Experienced drivers at least have better powers of observation on the road. Low-skill players should be too creeped out to drive too fast.
Maybe we’d need to consult a driving instructor. We could investigate what separates rookie drivers from experienced drivers, psychologically.
Another angle could be vehicle-specific familiarity number. Once you’ve driven an RV, you should be just as comfortable driving all the other RVs… until you pilot a police car or a truck. Highly motivated drivers could gain familiarity faster. Familiarity would be a number, 0-100%, tracked per default vehicle type. Custom built vehicles would have automatic 100% familiarity. Low familiarity would result in more mistakes (drifting), lower max speed (too uncomfortable to drive fast), lesser visibility on the driver’s seat (loss of observation due to increased focus on vehicle operation), even negative morale. ‘Lesser visibility’ could mean smaller field of view, and shorter distance… possibly as a function of speed: drive fast = observe less. …Unless you’re experienced and comfortable with driving fast.
Or, using the above, we could class vehicles into size categories: tiny (bikes, scooters), small (cars, electric cars, police cars), medium (RVs, vans) and large (busses, trucks, tanks). And somehow apply driving skill to each category, whether it’s disallowing low-skill players from driving larger category vehicles or applying the familiarity mechanic.