
How the game behaves · R.E.P.O. v0.4.0 · read from a local copy
The boosts a vehicle earns
A ramp boost is a switch of its own, with a window of slope angles.
Extra speed in R.E.P.O. is not one thing: a vehicle can be boosted by the ground it drives up and by a slide it holds, and the slide boost comes in three graded levels with their own push, length, particles and light.
What the game establishes
- A ramp boost is a switch of its own, with a window of slope angles. (checked against the game's own files)
- The ramp boost has a force and a speed below which it does not apply. (checked against the game's own files)
- The build names boost pads for a race and for an arena, along with a boost light, a boost audio source and a boost particle. (checked against the game's own files)
- The vehicle holds a strength for redirecting the velocity it already has. (checked against the game's own files)
- The front and the back of the vehicle have separate points for being on the ground. (checked against the game's own files)
- Drift boosts come in three levels, each reached at its own threshold. (checked against the game's own files)
- Each drift boost level carries its own forward boost and speed multiplier. (checked against the game's own files)
- Each drift boost level lasts for its own duration. (checked against the game's own files)
- Reaching a level has particles of its own, kept apart from the particles of staying on it. (checked against the game's own files)
- There is a brightness for each boost level. (checked against the game's own files)
In play
A boost is not a single number on a vehicle. Speed from the ground and speed earned by a slide are kept apart, which is why a run can be fast for reasons that have nothing to do with how hard the throttle is held.
Ground pays out on its own. The vehicle has a switch for a ramp boost and a window of slope angles, so a gentle rise and a wall of a slope are not the same thing: one sits inside the window and the other does not.
It also has a strength and a floor. The ramp boost carries a force of its own and a speed below which it does not apply, which is why crawling up a slope does nothing while arriving at speed does.
Speed is steered rather than thrown away. The vehicle holds a strength for redirecting the velocity it already has, so a turn can send the speed you built somewhere new instead of losing it.
The vehicle knows which end is supported. There are separate points for the front and the back being on the ground, which is how a slope is felt as a slope rather than as flat ground.
A slide is graded rather than flat. Drift boosts come in three levels, each reached at its own threshold, so holding a slide longer pays more rather than paying once and stopping.
Every level carries its own push. A level has a forward boost and a speed multiplier of its own, plus a duration of its own, so the levels differ in how hard they push and in how long they last rather than in name alone.
The levels are drawn as well as given. Reaching a level has particles of its own, with one set for arriving at it and another for staying on it, so a longer slide looks different on the screen.
The light moves with them. There is a brightness for each boost level, which is why the vehicle brightens as the boost grows instead of holding one fixed glow.
What this entry does not tell you: how steep the window is, how much speed a ramp or a level adds, or how long a level lasts. We have not verified those numbers, so we do not print them.
Related
How the game behavesDrifting a vehicleDrifting is a system with its own switch on the vehicle.
How the game behavesLeaving the ground in a vehicleBeing airborne is a system with its own switch and a lift force.
How the game behavesThe multipliers a vehicle can be givenA vehicle can be given a multiplier for the force it applies as a bumper car.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.