Nothing from my point of view.Lucifer wrote:So the first part, sure, what's wrong with that?
The current explanation for rubber is that your cycle's front bit is slightly elastic and can pick up the energy of the impact, or rather the force that drives the cycle ahead; in my view, the cycle is pushed forward by the wall that builds up behind it, and the wall does not come from the cycle, but the grid emits it. Anyway, this elastic thing has only a finite durability, but it can heal. I wouldn't know of any sci-fi-mumbo-jumbo term that describes such a thing, so I went with a real world material.
Making any game mechanism turn your cycle is not a good idea, IMHO. Prediction errors on the client have very distracting effects then.Lucifer wrote:Then add another reservoir of sorts, that goes from 0 to 1 and represents the likelihood that the wall will kick you away, causing a turn one axis opposite from the wall.
We could try to make the walls bend when you drive into them

You mean, wherever you enter a tunnel, the two walls push you away and you end up in the center?Lucifer wrote:Then add something where if there's another wall, you wind up some equal distance between them, accelerating, like a particle accelerator.
Or just smeg playersLucifer wrote:Then all the rubber players will become smeg repellant players.
