← Explorations
Wheels vs. Tracks
Fast and nimble, or slow and unkillable?
Wheels speed
0 u/s
Tracks speed
0 u/s
Faster right now

Sports car or tank?

Both get you across the arena. One is built to win the first thirty seconds, the other to still be driving after taking a beating. Picking a drivetrain is picking which fight you want.

The price of tracks

Right out of the gate, tracks cost you. They accelerate slower, top out lower, and turn worse, because treads are heavy and drag. In BotForge a tracked bot pays about 22% top speed and 28% turn rate for the privilege.

Wheels
Fast, fragile
Full speed and turn. The nimble flanker, until it loses a wheel.
Tracks
Slow, tough
0.78× speed, 0.72× turn. The tank that keeps rolling.

What you buy: surviving damage

Wheels are punished hard when they get shot off. A wheeled bot's mobility scales with the square of its surviving wheels, so losing half your wheels does not cut your mobility in half, it cuts it to a quarter:

wheels mobility = (fraction of wheels left)²lose half → ¼ mobility. And uneven loss makes you veer.

Tracks shrug it off. A tread spreads the load across all its road wheels, so it keeps a floor of 0.6 mobility no matter how many individual wheels are knocked out:

tracks mobility = max(0.6, fraction of wheels left)shot full of holes and still driving at 60%

So there is a crossover. At full health wheels win. Once a bot has lost a chunk of its wheels, the tracked bot is suddenly the faster one, because the wheeled bot has crawled to a stop. Find it in the Drive Lab.

The wheeled veer

Lose wheels evenly and a wheeled bot just slows down. Lose them unevenly, more on one side, and it pulls toward the dead side and cannot drive straight. The harder it pushes, the worse the pull:

veer = 0.15 × (wheel imbalance) × speeda one-sided hit sends a wheeled bot spiraling

The tracks' weakness

Tracks are not invincible. Knock out an entire side's road wheels and the track is thrown: the tread comes off, the floor is gone, and now it is crippled like a wheeled bot (mobility back to the square law) and it veers too. So spread fire barely dents a tracked bot, but focused fire on one side can still break it.

This is your BotForge bot

Real physicsIn BotForge / RumbleBots
treads are slower and turn worsetracks speedMul 0.78, turnMul 0.72 (wheels are 1.0 / 1.0)
wheels fail fast as they are lostwheeled mobility = aliveFrac²
tracks keep moving when damagedtracked mobility = max(0.6, aliveFrac) until a track is thrown
uneven wheel loss pulls you sidewaysveer = 0.15 × imbalance × speed (intact tracks are exempt)
blow off a whole side and the tread comes offthrown track → mobility falls back to aliveFrac² and it veers
So it is fast-and-fragile vs slow-and-tough. Wheels win short, clean fights and chases. Tracks win long grinds and shrug off a spinner chewing up their wheels. Build wheels to dart and finish fast; build tracks to outlast and keep shoving when a wheeled bot would be stranded.

Where else you see it

  • Tanks and bulldozers run tracks to cross rubble and shrug off damage, trading speed for it.
  • Cars run wheels for speed and efficiency on good ground.
  • Excavators and snowcats pick tracks so one bad patch (or one broken wheel) does not strand them.

Check yourself

Six quick questions. Pick an answer to see why.