Originally Posted by
Man_Over_Game
The problem with what you're describing is the shear number of variables and work you'd need to put that into a "game". What you're describing would be better as a simulation program rather than a TTRPG.
You could simulate what you're describing though, with relative ease. Rather than describing the individual variables, treat them as one that is changed per individual vehicle. Something called Agility.
Vehicles with low Speed and Agility are very easy to hit. Vehicles with high Speed can easily harass a vehicle with high Agility. Vehicles with high Agility can quickly adapt much better than a vehicle with high Speed. Speed is more important in prestine conditions (like on a road or in an empty sky) but Agility is more important in chaotic conditions (a ruin of a city, or an asteroid field).
Some vehicles have both low speed and low agility (like a tank), but most are a balance of both (like a motorcycle).
At least, that's how I'd implement something like that. The gain of tracking 5 different variables for mobility across every vehicle just seems unrealistic for gameplay. Tracking 2 streamlined variables seems...fine.