Towncar (Industria)
What it is
A common-rarity Industria hull pairing the revolver starting weapon with a two-slot weapon mount and the largest sprite footprint of any Industria common (1.4× ship scale at ★1). HP/shield baseline of 100/80 at ★1 sits in the lower half of the Industria roster — tied with Digbot on shield and 5 points above Digbot on HP, but well below the Caravan/Drillbot 120/100 line. Mid-family acceleration (140) and a modest speed (105) give it the same accel as Digbot with 5 extra speed. Heat is fully disabled at 0 buildup / 0 cooldown, so the overheat-boost loop is inert on this hull. Hitbox is a custom 26-vertex traced polygon, the densest in the Industria family.
Identity
| Field | Value |
|---|---|
| Hull faction prefix | Industria |
| Faction (data field) | solaris (baseline fallback) |
| Rarity | common |
| Display grade | C |
| Outline color | ffffff |
| Accent color | #333333 |
| Ship class | medium |
| Starting weapon | revolver L1 |
| Passive ID | jack_of_all |
Towncar’s faction data field reads solaris because every hull inherits the baseline faction value and no per-hull override changes it; the Industria prefix on the hull key is the sprite/family grouping used by the rarity table and sprite folder. The common tier maps to the white outline (#ffffff) baked into the v5 sprite asset and is shared with Industria_Digbot inside the family — Digbot and Towncar are the only two Industria commons, with the rest of the eight-hull family split into 3 uncommons (Caravan, Drillbot, Loader), 2 rares (Bigbot, Milita), and 1 epic (Eel).
Star-1 stats
| Stat | Value |
|---|---|
| HP | 100 |
| Shield | 80 |
| Armor | 3 |
| Speed | 105 |
| Acceleration | 140 |
| Drag | 0.32 |
| Turn rate | 0.14 |
| Weapon slots | 2 |
| Upgrade slots | 3 |
| Weapon damage % | 10 |
| Fire rate % | 5 |
| Heat buildup | 0 |
| Heat cooldown | 0 |
| Heat curve | linear |
| Burnout severity | 0.35 |
| Shield regen rate | 6 |
| Shield regen delay | 4 |
| HP regen | 0 |
| Melee mult | 1.0 |
| Luck | 8 |
| Magnet range | 130 |
| Currency bonus | 6 |
| Ship scale | 1.4 |
Star deltas
The ★5 override pins four numerics — hp, shield, weaponDamagePct, and heatCooldown — and every other field falls back to the ★1 value via the s5Val ?? s1Val defaulting rule. The heatCooldown pin at ★5 is set to 0, identical to the ★1 value, so it is a no-op pin that does not change the lerp. The ★4 override re-states shipScale 1.4, matching the ★1 value — another no-op. No ★2 or ★3 pin entries exist for Towncar, so intermediate stars lerp linearly between the ★1 and ★5 endpoints; everything outside the three effective lerped fields (hp, shield, weaponDamagePct) is constant across all five stars.
| Stat | ★1 | ★5 |
|---|---|---|
| HP | 100 | 125 |
| Shield | 80 | 100 |
| Weapon damage % | 10 | 12.5 |
| Heat cooldown | 0 | 0 |
Lerped per-star values for the three endpoints that differ between ★1 and ★5 (lerp factor t = (star − 1) / 4):
| Star | HP | Shield | Weapon damage % |
|---|---|---|---|
| ★1 | 100 | 80 | 10 |
| ★2 | 106.25 | 85 | 10.625 |
| ★3 | 112.5 | 90 | 11.25 |
| ★4 | 118.75 | 95 | 11.875 |
| ★5 | 125 | 100 | 12.5 |
Star progression and mod backpack grid sizes shared across all hulls:
| Star | XP required (cumulative dupes) | Mod backpack grid | Grid cells |
|---|---|---|---|
| ★1 | 0 | 3 × 3 | 9 |
| ★2 | 1 | 4 × 3 | 12 |
| ★3 | 3 | 4 × 4 | 16 |
| ★4 | 7 | 5 × 4 | 20 |
| ★5 | 17 | 5 × 5 | 25 |
Star tier never changes the starting weapon (always revolver L1), faction, rarity, hitbox, drive feel, ship scale (1.4 across all five stars), weapon-slot count (2), speed, acceleration, drag, turn rate, armor, heat buildup, heat cooldown, heat curve, or any meta stat — only the three effective lerped numerics above and the mod backpack grid size.
Drive feel
| Field | Value |
|---|---|
| Rotates | true |
| Fixed angle (deg) | 0 |
| Accel curve | linear |
| Drag curve | back_loaded |
| Stop shake intensity | 0 |
| Heat shake intensity | 0 |
| Heat shake threshold | 0.85 |
| Stop spring amount | 0 |
Free-rotating spaceship with linear thrust ramp and the Industria-signature back-loaded drag profile — when thrust is released, the brake is weak at first and gets stronger as speed bleeds off, producing the characteristic “heavy cargo ship” feel where the hull keeps gliding at high speeds and then plants firmly at low speeds. This is the opposite of the front-loaded brake used by the Backwater family. All eight Industria hulls share back-loaded drag — Towncar’s 0.32 drag matches Caravan, Digbot, Drillbot, Eel, and Milita; Bigbot uses 0.28, Loader 0.18. Heat is fully disabled at 0 buildup / 0 cooldown with the linear curve flagged but inert, so the overheat-boost loop never engages on this hull regardless of sustained-fire pressure. Towncar belongs to the six-of-eight Industria hulls (Caravan, Drillbot, Eel, Loader, Milita, Towncar) where heat is fully off — only Digbot and Bigbot in the family have an active heat loop.
Hitbox
Custom 26-vertex polygon — Industria_Towncar is present in the auto-generated HULL_HITBOXES table, so physics uses a sprite-traced silhouette rather than the shared 8-vertex octagon fallback. The polygon was generated by Visvalingam-Whyatt simplification from boundary pixels of the v5 sprite alpha channel, shrunk for a tight but fair hitbox, and rotated to engine-right convention. At 26 vertices it is the most detailed hitbox polygon in the Industria family, denser than Caravan’s 24 and well above Bigbot’s 18 and Digbot’s 17.
| Property | Value |
|---|---|
| Source | HULL_HITBOXES[‘Industria_Towncar’] |
| Vertex count | 26 |
| X range | -0.950 to 0.950 |
| Y range | -0.854 to 0.854 |
Polygon vertices (x, y), in table order:
| # | X | Y |
|---|---|---|
| 1 | -0.662 | 0.854 |
| 2 | -0.739 | 0.835 |
| 3 | -0.758 | 0.816 |
| 4 | -0.931 | 0.163 |
| 5 | -0.950 | 0.086 |
| 6 | -0.950 | -0.067 |
| 7 | -0.931 | -0.163 |
| 8 | -0.758 | -0.816 |
| 9 | -0.739 | -0.835 |
| 10 | -0.662 | -0.854 |
| 11 | -0.509 | -0.854 |
| 12 | -0.432 | -0.835 |
| 13 | 0.816 | -0.374 |
| 14 | 0.854 | -0.355 |
| 15 | 0.873 | -0.336 |
| 16 | 0.912 | -0.278 |
| 17 | 0.931 | -0.221 |
| 18 | 0.950 | -0.086 |
| 19 | 0.950 | 0.086 |
| 20 | 0.931 | 0.202 |
| 21 | 0.912 | 0.259 |
| 22 | 0.873 | 0.336 |
| 23 | 0.854 | 0.355 |
| 24 | 0.816 | 0.374 |
| 25 | -0.432 | 0.835 |
| 26 | -0.509 | 0.854 |
The polygon is wider (X span 1.900) than tall (Y span 1.708), reflecting a horizontally-elongated sprite silhouette consistent with a long, narrow town-car shape. Ship scale 1.4× means the polygon is applied at 140% of sprite-native size — among the larger physics bodies in the roster and the largest of the two Industria commons.
Passive
| Field | Value |
|---|---|
| Passive ID | jack_of_all |
| Passive name | Jack of All Trades |
| Effect | +{value}% to all stats |
| Stat target | all |
| Is percent | true |
| Values per rank (1–5) | 3, 6, 10, 15, 22 |
The default baseline passive (no per-hull override). Applies a percent buff to all stats at run start, scaling with passive rank.
EXTRACT-CANDIDATE
- No-op ★5 pin on heatCooldown. Towncar’s ★5 override lists
heatCooldown: 0, identical to ★1 — a no-op pin in a hull where heat is fully disabled. The pattern repeats in Caravan, Drillbot, Eel, and Loader, every Industria common/uncommon/epic with heat-off and an explicit ★5 entry. Worth a designer-confirmation flag onships.md: either consolidate the no-op pins into a single canonical “heat-off Industria” template, or remove the redundant heatCooldown field from ★5 entries where ★1 already reads 0. - No-op ★4 shipScale pin. Towncar’s ★4 override lists
shipScale: 1.4, identical to ★1 — a no-op. The ★4 table contains the same redundant shipScale pin for Caravan (1.2), Drillbot (1.3), Milita (1.35), Junkrats_Bomber (1.4), Drifter (1.4), Orca (1.2), Pierre (1.3), Skewer (1.3), Stinger (2.0), Junkrats_Tank (1.45), Solaris_Armada (1.2), Cargo (1.2), Cruiser (1.3), Flyer (1.55), and others. Likely a copy-paste artifact from per-star sprite-scale prototyping. Worth a mechanical-pruning pass to remove all ★4 entries that match the corresponding ★1 entry. - Industria back-loaded drag is the family signature. All eight Industria hulls share
dragCurve: 'back_loaded'(the only family to do so consistently). The back-loaded curve shape itself is not yet documented onships.mdorphysics.md— only the values are tabled. Worth a canonical “Drag curve shapes” paragraph explaining the front_loaded / linear / back_loaded / exponential / overshoot differences and which families lean which way. Same flag as the Bigbot, Digbot, and Eel pages. - Heat disabled on six of eight Industria hulls. Caravan, Drillbot, Eel, Loader, Milita, and Towncar all run heat-off at 0/0; only Digbot and Bigbot have an active overheat-boost loop. Worth a
ships.mdreference table or per-family heat summary so designers can see at a glance which hulls have a working overheat-boost loop and which don’t. Same flag as the Bigbot, Digbot, and Eel pages. - Common-tier outline color shared inside the family. Digbot and Towncar are the only two Industria commons and both bake the white outline color (#ffffff) into the v5 sprite asset. The display grade letter is “C” for both. Worth a per-family rarity-split reference table on
ships.mdlisting how many commons / uncommons / rares / epics / legendaries each faction roster contains. Same shape as the Digbot rarity-split flag. - Revolver starting weapon — three hulls across two factions share it. Towncar, Solaris_Cargo, Solaris_Torque, and Junkrats_Pierre all start with revolver L1. The other Industria starting weapons span mortar (Bigbot, Drillbot, Loader), rifle (Caravan, Digbot), lightning (Eel), and missile (Milita). Worth a “starting weapon → hulls” cross-reference table on
ships.mdorweapons.mdfor designers picking a starting hull by playstyle. Same shape as the rifle-shared flag on Digbot and the mortar-shared flag on Bigbot. - Densest hitbox polygon in the Industria family. Towncar’s 26-vertex hitbox is the highest vertex count of any Industria hull in
HULL_HITBOXES— Caravan trails at 24, Milita at 22, Drillbot/Digbot at 17/15, Bigbot at 18. Across the full roster the 26-vertex count puts Towncar in the top tier of hitbox detail. Worth a per-hull “hitbox vertex count” column on theships.mdtable-of-hulls so the cost vs. fidelity trade is visible — if anti-aliased sprites with simpler silhouettes are getting over-sampled at 24+ vertices, the simplify pass could be tuned tighter. - Largest sprite scale among Industria commons. Towncar’s 1.4× ship scale is tied with the family floor at the common tier (Digbot is 1.0×) and matches the largest hulls in the Industria roster — only Loader (1.6) and Eel (1.35 ★1 / 1.0 ★5) push the family bounds further. A 1.4× hull in a common-tier slot is uncommon in the broader 44-hull roster (most commons are 1.0–1.2×). Worth a designer-confirmation flag whether the size discrepancy between Digbot 1.0 and Towncar 1.4 in the same rarity tier is intentional for visual variety or a tuning oversight.
- Family-mid stat block. Towncar’s 100 HP and 80 shield place it second-lowest in the Industria roster (Digbot is 95/80, every other hull starts at 120 HP or higher). With matching armor (3), the same accel (140 — tied with Digbot), and 5 extra speed over Digbot, Towncar is effectively a slightly-faster Digbot at 5 extra HP, traded for the revolver weapon vs. Digbot’s rifle. Worth a per-family “stat-floor matrix” reference table on
ships.mdshowing which hull anchors the low end of each axis in each family. Same flag as the Digbot family-floor flag. - Three effective lerped fields, four declared. Towncar’s ★5 override pins four fields (hp, shield, weaponDamagePct, heatCooldown), but heatCooldown is a no-op pin, leaving only three fields that actually differ across stars. This is a tighter effective surface than Bigbot or Digbot (4 effective lerped fields each) and similar to Caravan / Drillbot / Loader / Eel / Milita’s three-field common heat-off shape. Reinforces the “minimal-delta ★5 override” pattern as the recommended authoring style.
jack_of_allbaseline passive on a common-tier hull. Towncar inherits the baseline +3/6/10/15/22% all-stats passive with no hull-specific override. The same baseline-passive pattern repeats across every common in the roster (Cargo, Hauler, Stinger, Tank, Digbot, Towncar) and extends through the rare / epic / legendary tiers. Worth a design-question flag whether per-faction or per-rarity passives are planned to overridejack_of_all, or whether it remains the intentional baseline. Same flag as the Digbot page.- Faction field vs. hull-key prefix. Repeats the Cargo / Bomber / Killer Croc / Bigbot / Digbot / Eel flag: the
factiondata field issolarisfor every hull including this Industria common, and the actual faction grouping is the prefix on the hull key. Canonical paragraph onships.mdis now overdue.