You can't save
yourself.
Every car on this track has a battery that never stops draining, and you can't charge your own. Only other players can. When a car stalls, its stake goes to the players who kept it running.
Your battery is always running down.
From the moment you park, your car loses charge. A full battery lasts 72 hours. There's no top-up button, and no way to buy more for yourself.
Jump someone, and it costs you.
A jumpstart moves charge from your battery into someone else's. You give up 6% and they get up to 32%. Cheap for you, precious to them. It's the only way charge ever enters a car. Each jump also pays a small fee, and that fee goes to the players.
Stall, and your stake goes to the ones who kept you alive.
Every jump you receive writes the jumper into your will. The more often and more recently someone helped you, the bigger their share. Apart from a 1% tip to whoever settles it, nobody else gets a cent. A car that nobody kept alive is shared by everyone still parked.
Every jump pays everyone still running.
Each jump fee is shared by every running car in proportion to its stake. So is the stake of a car that nobody kept alive, paid out gradually over one battery life so nobody can grab it by parking at the last second. Collect your share any time without leaving. The contract owner gets nothing.
Charging yourself with a second wallet? It runs out.
Each repeat jump between the same two cars gives less than the last, and every jump pays a fee that grows with the stake of the car being jumped. Keeping a big car alive with your own wallets costs about half its stake a year. Real allies cost less.
The track becomes a map of who owes who.
Every glowing cable is a debt. Alliances form, loners go dark, and would-be heirs circle the cars running low.