Status: planned, not yet implemented. This page documents the design intent so the wiki and the codebase stay in sync as the system lands.
Stats (INT, PAC, CON, ADA, STA, AGG) tell you how good a driver is. Traits tell you how that goodness expresses itself. Two PAC-18 drivers can both be fast, but one is a metronomic clinical fast, the other is a feast-or-famine fast that crashes occasionally and wins occasionally.
Traits sit on top of stats. They never replace a stat; they bias the way the stat plays out in race situations.
What a driver trait is
- Permanent for the driver — locked at the time the driver is generated (or signed)
- Visible in the driver profile — listed alongside the 6 stats
- Limited count — 2–3 traits per driver, drawn from a pool of ~30
- Mechanical — modifies decision thresholds, mistake probabilities, physical limits
- Some hidden — “shadow” traits only revealed after enough race data (e.g. “rain master” only shows after a wet race)
The point of traits is flavour + repeatable AI behaviour: a driver named “Vetri” with the Hothead trait will always punch above his weight in opening-lap chaos and underperform in the close cooler late-race phase. Predictable, characterful, plannable.
Planned trait pool
Mental
| Trait | Effect |
|---|---|
Hothead | +20% mistake risk under pressure, +15% overtake attempt rate, ignores team orders 30% of the time |
Iceman | Pressure builds 2× slower; never spins under pressure ≥ 0.85; team-orders compliance 100% |
Stalwart | Mid-race fatigue penalty halved (high stamina utility) |
Choker | First-lap mistake risk +30%, otherwise normal |
Big Race Driver | +1 effective stat across the board on lap 1 of championship deciders |
Skill expression
| Trait | Effect |
|---|---|
Late Braker | +5% braking-zone overtake success; +10% lockup risk |
Smooth Operator | Tire wear scaled −15%; PAC-1 effective penalty in qualifying (no edge-of-the-knife laps) |
Hard Charger | +10% pace in last 5 laps of any race regardless of tire age |
Out-Lap Magician | Fresh-tire grip ramps 2× faster after pit (small undercut bonus) |
Wet Master | Hidden — appears as +20% all-stats on wet races (when weather lands) |
Social / team
| Trait | Effect |
|---|---|
Team Player | +5 happiness for both drivers when team orders honoured |
Diva | Refuses Stay Behind / Let Pass orders against same-team driver below own stats |
Rookie Mentor | Reserve driver in the same team gets +1 effective INT |
Veteran | Slower stamina drain; slower learning of new car traits |
Physical
| Trait | Effect |
|---|---|
Iron Man | STA effective +2 across the race |
Glass Bones | If crashed (BIG mistake), DNF probability +20% even on Tier-3 incidents |
Sweat Box | Cockpit heat sensitivity → mistake probability +5% in dry climates |
How traits will be assigned
Random drivers (career generation)
At career start, every generated driver rolls 2–3 traits from the pool, weighted by age + nationality. Older drivers more likely to roll Veteran or Team Player; younger drivers more likely to roll Hothead or Late Braker.
Hand-edited drivers (grid.txt)
You’ll be able to specify traits inline:
NAME 18 16 14 15 12 16 [Hothead, Late Braker]
(Syntax tentative.)
Trait reveal
- Visible at signing: 1–2 traits surfaced in the recruitment UI — depends on your scouting / Marketing dept level
- Reveal after racing: the rest unlock after race-data accumulates (e.g. you’ll see
Hard Chargerlighting up only after 3 races showing the late-race pace)
Interactions with stats
Traits scale with stats, they don’t override them:
Icemanon a CON 5 driver still occasionally spins; just less often than the same driver withoutIceman.Late Brakeron a low-INT driver lockups more frequently — the trait’s +braking-overtake bonus doesn’t compensate for the bad judgment that made him try the move.Smooth Operator+ low PAC = a slow but tire-friendly driver — perfectly viable for 1-stop strategies.
The point: stats are the foundation, traits are the spice.
Interactions with car traits
Driver traits and car traits combine multiplicatively:
| Pairing | Effect |
|---|---|
Loose Rear car + Hothead driver | Disaster on cold tires — +30% spin risk lap 1 |
Late Cliff car + Smooth Operator driver | Stretches stints to 1.5× normal length — strategy edge |
Cold-Sensitive car + Out-Lap Magician driver | Cancels out — fresh-tire grip scales normally despite the cold engine |
How the player uses traits
- Recruitment: pick drivers whose traits complement your car’s traits and your strategic style
- Lineup: pair a
Team Playerwith aDivaonly if you can absorb the social cost - Race strategy: a
Hard Chargeron a 2-stop runs longer last-stints; aSmooth Operatorruns 1-stop reliably - Risk management: a
Glass Bonesdriver in aFragile Floorcar needs more repair WU buffered each weekend - Championship game: when chasing points, a
Big Race Driveris worth picking even at slightly lower nominal stats
Open questions
- Trait persistence: does a driver keep their traits if you fire and re-sign them? (Probably yes — traits are part of identity)
- Trait evolution: can a driver acquire new traits over a career (e.g. a rookie growing into
Veteran)? (Maybe — could be an end-of-season event) - Trait UI in mid-race: should commentary call out traits as they fire (
Hothead Vetri lights up the inside!) — yes, but tuned to avoid spam - AI team trait management: do AI teams pick drivers whose traits fit their archetype? (Yes, by design)