# V2 Racing Overview And Integration

V2 racing is one product with the fighting game, not a side mode. The racing
component shares account identity, roster personality, online services,
currency, cosmetics, battle pass progression, profile, match history, and
release gates with the fighting component while keeping ranked and mastery
progression split by genre.

## One Product Integration

- Shared roster: every launch fighter can drive and has a per-fighter signature
  vehicle keyed to the roster identity.
- Shared online backbone: parties, cross-play, voice/chat safety, moderation,
  telemetry, anti-cheat, replay evidence, and server-authoritative result
  reporting use the same V2 online services rails.
- Shared economy: cosmetic shop, battle pass, currency ledger, refund records,
  entitlement checks, and parental controls span fighting and racing.
- Shared profile: account level and prestige accumulate across both genres,
  while fighting rank, racing rank, fighting mastery, racing mastery, and
  mode-specific stats remain separately queryable.

## Crossover Modes

The shared crossover surface is owned by section 118 and is represented in
section 96 as a product promise:

- get-out-and-fight transitions from vehicle state to arena state
- vehicle-on-vehicle melee with collision, side-swipe, ram, and takedown hooks
- fighter-as-driver dialogue, cinematic intros, rival banter, finish-line
  stingers, and replay callouts
- mixed objective rules that can pivot from race result to fight result without
  corrupting either genre's ranked ladder

## Mode-Pivot UI

The main menu exposes Fighting Modes Hub, Racing Modes Hub, and Mixed Hub. The
pivot is a top-level navigation decision, not a hidden sub-menu. It must:

- preserve controller-first navigation
- keep the current party intact when changing hubs
- show genre-specific ranked state and shared account level
- surface separate fighting and racing match-history filters
- route crossover modes through the Mixed Hub
- avoid marketing-style hero cards inside the working mode surface

## Launch Scope

The launch scope is pinned in `V2/balance/racing/racing-launch-scope.json`.

- Vehicle roster: at least 70 launch vehicles across cars, bikes, off-road,
  futuristic, and specialty classes.
- Tracks: at least 40 launch tracks across circuit, sprint, drift, drag,
  off-road, rally, open-world districts, canyon, sky, desert, city, and
  futuristic routes.
- Career: at least 30 hours of single-player racing-side content.
- Online parity: PC, PS5, Xbox Series X, and Switch2 cross-play with input
  method labeling for wheel, gamepad, and keyboard/mouse.

## Product Promise

Each racing lineage has a signature feel target:

- Most Wanted: cinematic open-world cop-chase escalation.
- Split/Second: track-altering environmental power-plays.
- Blur: readable arcade pickup combat and counter-play.
- Death Race: lethal weaponized racing with gore-tier-aware presentation.
- GRID: unforgiving but learnable sim-leaning handling and flashback decisions.
- Carbon: tense canyon duels, crew pressure, and territory momentum.
- NFSU2: deep customization and generous open-world traversal.
- Hot Pursuit: balanced cops-vs-racers asymmetric multiplayer.

Additional vehicle classes add off-road/rally pacenotes, bike lean and wheelie
physics, and futuristic anti-grav or pod-racer modes with magnetic tracks,
energy weapons, and shield-band readability.

## Existing Technical Anchors

The section 96 overview builds on existing racing infrastructure:

- `@v2/racing-ecosystem-bridge` composes Galatea, Saraswati, and Maya content
  generation inputs for cook-time racing authoring.
- `V2Racing` owns race definitions, race state snapshots, race officiating, and
  crossover race mode ids.
- `V2RaceModes` owns race-mode activation requests.
- `V2Vehicles` owns vehicle data assets, tune assets, customization assets, and
  drivetrain/chassis behavior.
- `V2RaceTracks` owns track data assets, checkpoint gates, racing lines,
  sectors, zones, and generated venue capture descriptors.
