Shield/Combat Mechanics

Combat and Shields in Super Modified are the two main combat mechanics, allowing drivers to make comebacks in races by using weapons to attack their targets to either slow them down or eliminate them entirely. Activated through weapon pads, with some providing both and some providing defensive weaponry only, weapons are a staple mechanic of Super Modified's gameplay and a major factor to many teams' statistical distributions.

## History

Combat in Super Modified was introduced in 2041 after a major incident that caused a change in the regulations for safety, providing strong vehicular shield systems, ejection systems, and trackwide shield coverage systems to prevent any more major safety incidents. However, with this advent of safety came a safety concern from some other teams about the durability of the technology, and to test it, they decided to try live fire... which ended up with a pretty major revelation from many teams. Watching a shield deflect bullets was fun, but the shields sustained no damage whatsoever visually. However, the power was rapidly drained as every impact caused the shield to charge up more to sustain itself.

Though this did seem unsafe at first, they eventually figured out that with the safety ejection system and track shielding in place, teams started to play around with weapons on jury-rigged junkyard vehicles with secondary shield units, causing a major spectacle and becoming a popular sideshow of the sport, becoming even more popular than normal racing. With this, the league, despite protests, had mandated an entire new experimental weapons system on vehicles, with nanobots generated inside the vehicle that causes energy to exert rapidly from the front or rear of the vehicle, firing rapidly constructed projectiles like missiles or automatic cannon rounds off. Keeping the form factor of the car but with more technology, this allowed for individual development of weaponry systems; though, again, more power was required for more powerful weaponry. With the 2043 season first employing this new weapons system, it immediately became incredibly popular and has been a staple of the league since.

## Shielding

**Shielding** is the health system of the League, with shields powered by high charged, air powered electro voltaic hydrogen cells that produce electricity by chemically separating hydrogen from oxygen to cause a powerful reaction that produces enough electricity to erect a wraparound combined hardlight-vibration shield consistently. The stronger the output of the electricity generated, the stronger the resulting shield is, though the cost of a stronger generator is a drastic increase in weight; many teams skimp out on shielding because of this in the sake of performance.

#### Shield Mechanics

Once your shield hits 0% power, one hit from any weapon will result in your vehicle's elimination from the race. The shield can be drained in various ways, including wall impacts (damage increasing from higher speed and flatter angles against walls), weapon impacts (dependent on shield power and enemy team weapon power), and Afterburner use (drained at 5 shield energy a second across all teams).

The higher the shield stat, the higher the factor of shield power. Though every team has a 0-100 range for their shields, a team gains more effective shield power with a 5/10 shield giving a base of 100. At 1/10, the team is given an effective 60 points, and 10/10 provides 150 points of shielding. Shielding also decides the slowdown resistance, with 5/10 giving a 25% slowdown resistance, 1/10 providing 5%, and 10/10 providing a 50% resistance to slowing effects.

## Weapons

*Main Article: Weapons*

Weaponry in Super Modified takes the form of multiple different types of forward, reverse, and area of effect weaponry that deal varying amounts of damage and slowing effects.

#### Weapon Mechanics

A weapon, on impact, will deal both damage and slow down an enemy by a varying degree depending on the weapon itself, the shield stat, and the weapon power stat on a vehicle.

A weapon's base damage is altered by the weapon stat, with 5/10 stat giving the base level power, 1/10 giving only 60% power on a weapon, and 10/10 giving 150% power.