When users purchases a car in the marketplace, each car will contain 4 parts: Wheel, engine, control board and hull. Aligning with these parts are four statistics: Top Speed, Acceleration, Handling and Durability.

Top Speed: The maximum Speed that the car can reach

Cars will gain speed through auto-acceleration and cannot exceed its Top speed through acceleration

Acceleration: This statistic affects how much Speed the car gains in a certain amount of time.

Acceleration has an inverse relationship with the car’s current Speed ((Decreasing Acceleration behavior) The car will have higher Acceleration at lower Speed The car will have lower Acceleration at higher speed
When the car’s speed is 0, Acceleration will reach its maximum
When the car is at its maximum speed, the Acceleration will be 0.

Handling: Affects how well the car is controlled overall (How fast it turns, breaks, weight transfer, Speed loss after wall collision, turning at high speed)

The higher the stat, the more speed car loses when turning at high speed. The ability to pull off huge drifts at high speeds When hitting brake, how much Speed the car loses initially. The higher the stat, the more speed is lost. how high the car’s deceleration, meaning how much time until the car fully stops. The higher the stat, the faster the car stops.
Much like Acceleration, Handling also has an inverse relationship with the car’s current speed.
Therefore, the use of brake is important to the control of the car

Durability: Affects the car’s performance throughout the race.

Before getting to Durability, one concept needs to be introduced, Car HP.
Car starts the race with its full HP = 100% During the race, whenever the car hits a wall, it loses a percentage of its HP. How much %HP the car loses depends on current speed and the angle of wall collision. (dmg should be base on Current speed * Angle of collision)
If a variable is low, such as low speed or small angle, the dmg should not be tremendous to the car.