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Rejected Ideas

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While suggestions and ideas are always welcome, there are a few things that the BZFlag developers have decided not to include in the game. The reasons vary, but most often it's simply a design decision.

Rejected Idea Reasoning
Ability to carry multiple flags at once This sort of concept would have extreme balance issues. What happens if someone grabbed ST and CL at the same time? they'd be undetectable. Furthermore, some flags simply can't work together- for instance, L and GM.
Rotating tank turrets Controlling a rotating turret would be a nightmare, and would add too much complexity to the game. However, this is only true for single-player control. The concept of two-player tanks (one driver and one gunner) has not been rejected.
Driving up slopes/pyramids, tilting turrets The game developers have decided that tanks should remain level (relative to the ground plane). In other words, it's a design decision.
Land Mines There are two equally-undesirable approaches to land mines:
  • Mines that are visible: This would be a useless addition to the game because players could easily drive around the mines.
  • Mines that are not visible: Too frustrating. Dying at random without being shot is no fun.
Tank damage, multiple-hit kills, tank health BZFlag is a simple game, and one-hit kills are part of that simplicity. Having tanks that require more than one hit to die would damage this, and ruin the fast-paced nature of the game.
Moving world objects, elevators, opening/closing doors, destroyable world objects The developers have decided that the game world in BZFlag should remain static. Moving objects complicate the game, and they introduce major lag and synchronization issues.

Note that there is currently code in the game to make objects move or rotate in a circular path. However, these objects are passable- shots and tanks go through them. In other words, they're decorative and do not affect gameplay.

Physics drivers can also be used to make workable conveyors and elevators without moving objects.