R.E.P.O.R.E.P.O.wiki
The game's own effect sheet for a race-track boost pad: a repeating column of glowing white arrows.
Picture taken from the game to identify this item; it remains the property of the developer.

How the game behaves · R.E.P.O. v0.4.0 · read from a local copy

The multipliers a vehicle can be given

A vehicle can be given a multiplier for the force it applies as a bumper car.

A vehicle in R.E.P.O. can be tuned after it is built: the game keeps a multiplier for the force it applies as a bumper car, one for a side tackle, and a catch-up multiplier that can help a vehicle that has fallen behind.

What the game establishes

In play

A vehicle is not only a fixed machine. It carries multipliers of its own that change how hard it pushes, which is how the same vehicle can behave differently in a mode built around bumping into each other.

One of them is the force it applies as a bumper car. It is a multiplier rather than a flat number, so the effect is scaled against whatever the vehicle is already doing.

A side tackle is separate. It has its own multiplier rather than sharing the bumper figure, so a hit from the side can be tuned apart from a hit from the front.

A vehicle that is behind can be helped. There is a catch-up multiplier, which is how the game can let a crew member who has fallen behind keep up, and it sits on the vehicle as a setting rather than as a rule about the level.

What this entry does not tell you: how large any of these multipliers is, when the game applies them, or whether every mode uses them. We have not verified those, so we do not print them.

Related

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.