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==Tracks and Track creation== '''Anatomy of a track:''' [[File:MUTEONEALPHAFINAL.png]] *In F-Zero:the RPG track consists of 3-5 sections. *'''How section is made:''' <pre> -Section type and required piloting roll (straightway, curves...) -Section features (gap jumps, boost plates, mines, damage zones...) and roll requie to hit this feature -Consequences for piloting roll failure (vary) -Optional: special rules for section </pre> *'''Example of a section''' <pre> SECTION 1: Straightway (piloting 2) Boost plate (5) Mines (3) Failure:Mines SPECIAL RULE:Gap jump - at the end of action phase all pilots make a piloting roll (4). Failure: -1 rank Those moving with speed over 400km/h pass automatically. </pre> *'''Balancing your tracks' difficulty''' The difficulty of a track is measured in stars. *New pilots (0-1 in piloting) usually start from 1 and 2 - star tracks, with cup final being 3-star. *Intermediate league races (majority of players have 1 or 2 in piloting) are held on 2 and 3 - star tracks with 4 or 5 - star track as final. *Expert league (piloting 3 -4) consists of the scariest 4 and 5 - star tracks with something utterly terrifying for final. *Of course you then may unleash the secret cup on them. For secret cup tracks... go wild. Some guidelines: *'''Make it possible to crsh on track because of ramming/swiping/repeated guiderail hugging''' *'''Don't oversaturate tracks with boost/jump plates. This leads to people gaining top speed too easily.''' *'''Don't use too many gimmicks. Usually one gimmick per track (or one gimmicky section, even) is enough.''' Track section difficulty per stars: <pre> having boost/jump plates makes accelerating easier and with exception of tracks that actively try to murder you (with a lot of mines, no rail sections...) make track easier (slightly or even costing track a star) 1 star - average section difficulty of 2-4, difficulty for jump cheating 5-6, pit zone , a couple of non-lethal obstacles like rough terrain 2 star - average section difficulty of 3-4, difficulty for jump cheating 5-6, pit zone , rough terrain, damaging zone/magnet, sparse or even heavy rough. 3 star - average section difficulty of 4-5, difficulty for jump cheating 6-7, pit zone that requires to meet a certain pilot roll, damaging and slowing obstacles 4 star - average section difficulty of 4-7, difficulty for jump cheating 8+, pit zone with fairly high (5-7) piloting requirement, various obstacles including no rails sections 5 star - average section difficulty of 7-8, difficulty for jump cheating 9+, pit zone with fairly high (6-8) piloting requirement, a couple of really dangerous places, heavy rough terrain, no rails sections, otherworldly gimmicks, gap jumps... </pre> For more in-depth explanation on track's difficulty rating see rulebook.
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