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	<id>https://wiki.bzflag.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mr+Burns</id>
	<title>BZFlagWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.bzflag.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mr+Burns"/>
	<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/Special:Contributions/Mr_Burns"/>
	<updated>2026-05-19T11:09:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Public_Server&amp;diff=8250</id>
		<title>Public Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Public_Server&amp;diff=8250"/>
		<updated>2012-03-20T12:27:11Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo vandalism revision 8248 by Helton (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A public server is a server which interacts with the list server and is able to be joined by players with typing in the address and port number.&lt;br /&gt;
&lt;br /&gt;
==Authentication Key==&lt;br /&gt;
To add your server to the list server you are first required to obtain an &#039;&#039;&#039;Authentication Key&#039;&#039;&#039;. This key links your account with being the owner of that domain, and you will have to provide that key in the [[Config File]] in order to successfully connect with the list server of 2.4.0. You can register your domain and get a key at http://my.bzflag.org/listkeys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Users switching from 2.0.x to 2.4.x servers will notice that the server authentication key was not an option at the time.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 &#039;&#039;&#039;-publickey&#039;&#039;&#039; 01234567890&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Address==&lt;br /&gt;
The public address that will be displayed to everyone is also required to have your server globally authenticate with the list server. This can either be your server&#039;s IP address, or a domain name. You may also include the port number if the default port number is not used.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 &#039;&#039;&#039;-p&#039;&#039;&#039; 5154&lt;br /&gt;
 &#039;&#039;&#039;-publicaddr&#039;&#039;&#039; myserver.org:5154&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Title==&lt;br /&gt;
Unless you want your server to have no name, you can give your server a brief title that is displayed to everyone viewing the [[List Server]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Users switching from 2.0.x to 2.4.x servers will notice that the configuration option has changed from &#039;&#039;&#039;-public&#039;&#039;&#039; to &#039;&#039;&#039;-publictitle&#039;&#039;&#039;.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 &#039;&#039;&#039;-publictitle&#039;&#039;&#039; &amp;quot;My Awesome Server - by My Name&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Verifying a Public Server==&lt;br /&gt;
You may want to verify that your server is indeed going public. By enabling the &#039;&#039;&#039;-d&#039;&#039;&#039; option before starting the server, you can check the output to see if you are indeed hosting a public server. The output lines you should have may vaguely resemble:&lt;br /&gt;
 Running a public server with the following settings:&lt;br /&gt;
        public address is sigonasr2.servegame.org:4500&lt;br /&gt;
 LIBCURL version:  libcurl/7.20.1 c-ares/1.7.1&lt;br /&gt;
 Loaded master ban list from http://bzflag.org/master-bans.txt&lt;br /&gt;
        listening on 0.0.0.0:4500&lt;br /&gt;
        with title of &amp;quot;My Awesome Server - by My Name&amp;quot;&lt;br /&gt;
As long as you are not seeing &amp;quot;private&amp;quot; server anywhere, you should be broadcasting to the world. This may not necessarily mean it is passing your firewall. See [[Creating a server]] for more details.&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=8249</id>
		<title>Skybox</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=8249"/>
		<updated>2012-03-20T12:26:42Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo vandalism revision 8247 by Helton (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skyboxes replace the normal scenery of BZFlag.&lt;br /&gt;
&lt;br /&gt;
The material names needed to create a skybox are:&lt;br /&gt;
* LeftSkyboxMaterial&lt;br /&gt;
* RightSkyboxMaterial&lt;br /&gt;
* TopSkyboxMaterial&lt;br /&gt;
* BottomSkyboxMaterial&lt;br /&gt;
* FrontSkyboxMaterial&lt;br /&gt;
* BackSyboxMaterial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Working with Skyboxes.==&lt;br /&gt;
&lt;br /&gt;
Unless all six images load correctly, no skybox will be displayed. For this reason it is recommended to start with a working skybox, and change one texture at a time, testing each image one at a time. Colors are applied to this test world to assist in identifying left/right and front/back materials.&lt;br /&gt;
Image size will be automatically scaled to fit. Maximum default image size for clients is 1024 by 1024 pixels. Power-of-two pixel dimensions are recommended, but not required. You will notice a thin black line in the corners, this is a bug. This thin black line is not seen on GNU/Linux. It may only be on Mac OSX.&lt;br /&gt;
&lt;br /&gt;
It is important to have 6 _different_ materials. Even if they all should look the same make them differ using for example the ambient or shader properties.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 world&lt;br /&gt;
 name SkyboxMaterialTest&lt;br /&gt;
 size 230&lt;br /&gt;
 end&lt;br /&gt;
 options&lt;br /&gt;
 -set _drawCelestial 0&lt;br /&gt;
 -set _drawClouds 0&lt;br /&gt;
 -set _drawGround 1&lt;br /&gt;
 -set _drawGroundLights 0&lt;br /&gt;
 -set _drawMountains 0&lt;br /&gt;
 -set _wallHeight 0&lt;br /&gt;
 end&lt;br /&gt;
 # For reference, Include the other two &amp;quot;Magic&amp;quot; Material names. &lt;br /&gt;
 # TeleMaterial will be available in  BZFlag version 3.0&lt;br /&gt;
 # teleporter texture &lt;br /&gt;
 material&lt;br /&gt;
 name LinkMaterial&lt;br /&gt;
 addtexture http://cbg.bzflag.org/images/Panzer/borg/blackholes/nebula4.PNG&lt;br /&gt;
 end&lt;br /&gt;
 # -set _drawGround 0  will disable the GroundMaterial&lt;br /&gt;
 material&lt;br /&gt;
 name GroundMaterial&lt;br /&gt;
 addtexture http://cbg.bzflag.org/images/Panzer/borg/blackholes/nebula4.PNG&lt;br /&gt;
 end&lt;br /&gt;
 #Space Skybox&lt;br /&gt;
 material&lt;br /&gt;
 name skyboxBase&lt;br /&gt;
 color 1 1 .99999999&lt;br /&gt;
 end&lt;br /&gt;
 material &lt;br /&gt;
 name LeftSkyboxMaterial  &lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox1.png&lt;br /&gt;
 diffuse red&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name FrontSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox2.png&lt;br /&gt;
 diffuse yellow&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name RightSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox4.png&lt;br /&gt;
 diffuse green&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name BackSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox5.png&lt;br /&gt;
 diffuse blue&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name TopSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox3.png&lt;br /&gt;
 diffuse purple&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name BottomSkyboxMaterial &lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox6.png &lt;br /&gt;
 diffuse white&lt;br /&gt;
 end&lt;br /&gt;
 #End Space Skybox&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=8246</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=8246"/>
		<updated>2012-03-19T12:14:35Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo stupid revision 8243 by 46.60.252.96 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This article describes various flag suggestions for the game.&lt;br /&gt;
&lt;br /&gt;
==Rejections==&lt;br /&gt;
Most flag ideas are rejected, mostly because they are not well thought out, or they take the game in a direction that the project management does not wish it to go. Rejected flags are moved to the [[Flag ideas/Rejected]] page.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#cc0000&amp;quot;&amp;gt;Idea Submission Guidelines&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Users should read and understand the following guidelines before submitting a flag idea.&lt;br /&gt;
&lt;br /&gt;
* Check that the idea isn&#039;t already listed on this page or the [[Flag ideas/Rejected|flag ideas already rejected]] page. If the idea has been considered and dismissed, it will not be accepted if submitted again.&lt;br /&gt;
* Think carefully about the flag idea. Ideas must be described in a short and succinct sentence or paragraph. Ideas that are difficult to describe do not make for fun features, and will most likely be rejected.&lt;br /&gt;
* Flag ideas should not be overpowering, or do something that you think simply looks &#039;&#039;&#039;Cool&#039;&#039;&#039;. Flags must not be &#039;mean&#039; to players, both those who have it and those who get shot by it. Flags must maintain gameplay balance and have a disadvantage for every advantage. Flags that combine features of other flags will be rejected. Flags that simply let you &amp;quot;win&amp;quot; will be rejected. These are often called &#039;munchkin&#039; flags.&lt;br /&gt;
* Add the flag idea to the Unrated Flag Ideas section, following the format of the other items.&lt;br /&gt;
&lt;br /&gt;
  If a flag idea is approved, it does not mean that it will automatically happen or be put into the game.&lt;br /&gt;
  It simply means that it is not a bad idea. The idea will not be implemented until a developer takes &lt;br /&gt;
  the time to implement the code for the feature into a version. Most new flag ideas require a change &lt;br /&gt;
  in protocol and must wait for the next major release, and can take some time to complete.&lt;br /&gt;
&lt;br /&gt;
This list is intended for information and discussions only. Information listed on this page does not imply any form of official acceptance of an idea into the game.&lt;br /&gt;
&lt;br /&gt;
===Things to remember===&lt;br /&gt;
* All powerful flags aren&#039;t fun.&lt;br /&gt;
* Flags that ensure your immediate destruction aren&#039;t fun.&lt;br /&gt;
* Flags that aren&#039;t useful aren&#039;t fun.&lt;br /&gt;
* Flags boost/modulate tactical trait of tanks&lt;br /&gt;
&lt;br /&gt;
===Flag Rules===&lt;br /&gt;
The project management uses these rules for good flag ideas:&lt;br /&gt;
&lt;br /&gt;
====Flag power must be limited====&lt;br /&gt;
For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can&#039;t lose.&lt;br /&gt;
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. &lt;br /&gt;
&lt;br /&gt;
====Flag powers can counteract/balance each other====&lt;br /&gt;
Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.&lt;br /&gt;
&lt;br /&gt;
Counterbalancing flags should be added/suggested together, or counterbalanced by an existing flag; super bullet is often a good choice.&lt;br /&gt;
&lt;br /&gt;
====Flags never instantly kill the owner====&lt;br /&gt;
Flags should not kill people in what seems to be a random manner, this includes flags that kill on pickup, or &amp;quot;mines&amp;quot;. Players should be able to use skills to avoid death. No flag should be debilitating to anyone.&lt;br /&gt;
&lt;br /&gt;
====Shots should kill====&lt;br /&gt;
Except in rare cases (Thief) any time you hit someone with a shot, it should kill them. While other affects on shots may seem funny to describe, they are not fun. Shooting someone and making them &amp;quot;pause&amp;quot; for 5 seconds, has the exact same gameplay as getting killed and respawning.&lt;br /&gt;
&lt;br /&gt;
====Flags should require new skills====&lt;br /&gt;
Flags that require new skills keep the game interesting. The more there is to learn about the game, the longer people will play. Bad flags should simply provide a challenge that must be overcome.&lt;br /&gt;
&lt;br /&gt;
====Flags should not require other server settings====&lt;br /&gt;
With few exceptions, flags should not require other server settings to be enabled, such as more then one shot, radar, or some other options. Many mode specific flag ideas can be implemented as custom flags in a plug-in.&lt;br /&gt;
&lt;br /&gt;
==Suggesting Flags==&lt;br /&gt;
This page is locked to normal users due to abuse by some silly users, flag ideas should go into the features request tracker on sourceforge. https://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=353248&lt;br /&gt;
&lt;br /&gt;
== Implemented Flag Ideas==&lt;br /&gt;
===Good Flags===&lt;br /&gt;
====Cloaked Shot (CS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Implemented in:&#039;&#039; 2.99.x&lt;br /&gt;
&lt;br /&gt;
====Low Gravity(LG)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Gravity is reduced to a large degree allowing the tank to jump very high in the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Implemented in:&#039;&#039; 2.99.x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Approved Good Flag Ideas==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Possible Flag Ideas==&lt;br /&gt;
===Good Flags===&lt;br /&gt;
&lt;br /&gt;
====Long Shot(LS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots have increased range.&lt;br /&gt;
====BackFire (BF)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots fire to rear of tank instead of front.&lt;br /&gt;
====Extra Shot (ES)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Player gets an extra shot.&lt;br /&gt;
&lt;br /&gt;
===Bad Flags===&lt;br /&gt;
====Long Reload (LR)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots take longer to reload.&lt;br /&gt;
====Don&#039;t Stop (DS))====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank always moves forward or backwards, it cannot stop.&lt;br /&gt;
====Sensor Echo (SE)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.&lt;br /&gt;
====Delayed Shot (DS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.&lt;br /&gt;
====SlowMotion (SM)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank moves and turns with half speed.&lt;br /&gt;
====High Gravity(HG)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Gravity is higher for the tank (faster fall, lower jumps).&lt;br /&gt;
====Daze (DZ)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank see all other tank as enemy&lt;br /&gt;
&lt;br /&gt;
== Unrated Flag Ideas==&lt;br /&gt;
&lt;br /&gt;
===Good Flags===&lt;br /&gt;
&lt;br /&gt;
====Spread (SP)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;This flag will split your bullets into three. Two bullets will go at 45 degree angles away from you and the last will travel the normal trajectory. Careful about teamkills!&lt;br /&gt;
&lt;br /&gt;
====Radar (RD)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Like how in some maps that have jumping flags or ricochet flags when those things are normally disabled, in maps with radar disabled, this would give you radar ability. It would counteract the Jamming flag in normal maps.&lt;br /&gt;
&lt;br /&gt;
====Boomerang (BR)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; Your normal shot is changed to take a boomerang pattern once fired, killing anything caught in the firing line. You cant kill yourself with your own shots with this flag. Really long reload time, and relatively short range.&lt;br /&gt;
&lt;br /&gt;
====Mysteriously Mysterious (MY)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; A random flag effect will be obtained, its up to the player to find out what flag it is that this flag has given them. *WARNING* You might get a bad flag from this!&lt;br /&gt;
&lt;br /&gt;
===Bad Flags===&lt;br /&gt;
&lt;br /&gt;
====SlowShot (SS)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; Your shots travel at half speed for the same time meaning also 1/2 distance.&lt;br /&gt;
&lt;br /&gt;
====Negativity (NG)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; Once picked up, one random bad flag effect will be obtained such as colorblindness, then a few seconds later, it will change to another bad flag effect such as reversecontrols, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Laser&amp;diff=8163</id>
		<title>Talk:Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Laser&amp;diff=8163"/>
		<updated>2011-12-21T09:15:29Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* presentation of error dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Addition of image &amp;quot;Laser.png&amp;quot; by previous contributor yielded the following error in the box where the image should have been:&lt;br /&gt;
Error creating thumbnail: /var/www/wiki.bzflag.org/htdocs/bin/ulimit4.sh: line 4: /var/www/wiki.bzflag.org/convert: No such file or directory&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8162</id>
		<title>Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8162"/>
		<updated>2011-12-21T09:13:34Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 8160 by Wildrune11 (talk) because thumbnail does not generate. See discussion for error message.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When carrying the Laser superflag, a tank will not shoot regular bullets, but instead a very long beam. Any tanks that come into contact with this beam will be destroyed, so it is useful for killing multiple tanks in one shot. The beam usually does not last for very long.&lt;br /&gt;
&lt;br /&gt;
The Laser superflag can be used in many different ways. Lasers can be:&lt;br /&gt;
* Rebounded off many surfaces. If ricochet is enabled, a laser can [http://farm4.static.flickr.com/3172/2343441015_18ca5509ee_o.png ricochet off many surfaces to create a very complex beam]. This can be very powerful and kill many tanks, as the more the laser ricochets, the more likely a tank will fall in it&#039;s path. However, if these kinds of attacks aren&#039;t planned very well, the laser could end up hitting a teammate or even the tank that fired it!&lt;br /&gt;
* Fired through a teleporter to catch unsuspecting players.&lt;br /&gt;
* Used to &amp;quot;snipe&amp;quot;. Using the binocular view (B on keyboard) and targeting unsuspecting players with laser is a powerful way to snipe.&lt;br /&gt;
* As a camping tool! Sitting in one spot and waiting for players to drive right where the laser will hit is possibly the most popular camping technique on BZFlag.&lt;br /&gt;
&lt;br /&gt;
Players with the [[Cloaking]] superflag are unaffected by lasers! Many Cloaking flags are often added by map makers into a certain area to prevent camping with lasers in the area. Grabbing a Cloaking flag before driving through an area vulnerable to laser attacks is also a wise idea.&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=ShockWave&amp;diff=8158</id>
		<title>ShockWave</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=ShockWave&amp;diff=8158"/>
		<updated>2011-12-19T10:29:41Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* sp. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Bzfi0377.jpg|right|thumb|200px|Shockwave is fired in background]]&lt;br /&gt;
&lt;br /&gt;
Shockwave is a shot type which projects a spherical field that expands in all directions from the position the user fired it. It will kill all tanks that the field hits, including those above or below the firing tank, but not the firing tank itself. The field can travel through all materials and meshes such as buildings and scenery. The field cannot ricochet or transport through teleporters.&lt;br /&gt;
&lt;br /&gt;
Shockwave can be acquired as weapon from a flag or as a world weapon.&lt;br /&gt;
&lt;br /&gt;
It can be used as a [[World Weapon|world weapon]] by setting the type for the world weapon as &amp;quot;SW&amp;quot;. In the Capture-the-Flag style game, a Shockwave is often fired from the base of the losing team, to prevent players from the winning team waiting around the base to immediately take the flag again.&lt;br /&gt;
&lt;br /&gt;
Shockwave is one of the strongest superflags allowing players to kill &amp;quot;around corners&amp;quot;. It is also commonly used to kill tanks jumping over a player or tanks a player is jumping over. However, because this flag sports only short range destruction, it can be easily countered by longer range attacks. Shockwave can destroy tanks in [[Flag_List#PZ|Phantom Zone]] and tanks with [[Flag_List#OO|Oscillation Overthruster]] hiding inside buildings.&lt;br /&gt;
&lt;br /&gt;
Depending on the settings of Shockwave related Server Variables, Shockwaves can be changed into many different and more powerful weapons. For example, a Shockwave which clears the entire map of players, a Shockwave which can be placed as a &amp;quot;mine&amp;quot;, or a Shockwave which shrinks instead of expands. On a server with team kills disabled, few Shockwave flags, and a very large Shockwave size, a player who collects the Shockwave flag on one of these servers becomes a very powerful tank. Creative game play like this makes Shockwave flag a very versatile superflag.&lt;br /&gt;
&lt;br /&gt;
==Shockwave  Variables==&lt;br /&gt;
&lt;br /&gt;
[[Server Variables|Server Variables]] that control behavior of shockwave:&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|_shockAdLife&lt;br /&gt;
|0.2&lt;br /&gt;
|How long a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
|_shockInRadius&lt;br /&gt;
|_tankLength&lt;br /&gt;
|The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
|_shockOutRadius&lt;br /&gt;
|60&lt;br /&gt;
|The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=IBZEdit&amp;diff=7700</id>
		<title>IBZEdit</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=IBZEdit&amp;diff=7700"/>
		<updated>2011-06-06T08:51:51Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 7699 by Henryford (Talk) it is spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;iBZEdit is the name of 2 separate [http://www.apple.com/macosx Apple Mac OS X] [[BZW]] map editors, with a shared history. Neither project is in active development.&lt;br /&gt;
&lt;br /&gt;
==  Overview ==&lt;br /&gt;
iBZEdit was planned to be one of the first fully featured &#039;&#039;version 2.0&#039;&#039; map editors, and was to support [[mesh|Mesh objects]] and [[material]]s. It was originally begun by [[BinarySpike]] with help from [[macnus]], and was done independent of the mainline BZFlag development community. A basic version was released on the [http://my.bzflag.org/bb BZFlag Forums] that could read some map features and display them.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
iBZEdit development was slow, and [[BinarySpike]] discontinued his involvement. The project was then restarted by [[macnus]] on his own. [[macnus]] continued to add features and created a website for the project http://www.ibzedit.sourceforge.net/, but also eventually [http://www.ibzedit.com/bb/viewtopic.php?t=39 discontinued his involvement].  Currently, jashephe is attempting to restart the project yet again, and has released a new version which is Intel, and has packaged it with iBZServer, a graphical server configuration utility.&lt;br /&gt;
&lt;br /&gt;
At present the source code and a number of binary builds can be found at the [https://sourceforge.net/projects/ibzedit iBZEdit SourceForge site].&lt;br /&gt;
&lt;br /&gt;
== Replacement by blender ==&lt;br /&gt;
The current accepted method of graphically editing [[BZW]] maps on [http://www.apple.com/macosx Apple Mac OS X] is using the [[BZWTools]] plug-ins for [http://blender.org blender], as they provide a full 2.0 compliant editing system on a large number of platforms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
[[Category:Map Editors]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7673</id>
		<title>Server Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7673"/>
		<updated>2011-05-25T11:19:36Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 7671 by 204.237.8.232 (Talk) - Suggest using the &amp;quot;discussion&amp;quot; tab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BZFlag Server (BZFS) allows administrators to configure a large number of gameplay and configuration settings from within the client.  The /set command in-game allows users with the appropriate permissions to change these values.  These may also be known as BZDB variables and &amp;quot;/set variables&amp;quot; depending on who you speak with.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, time values are measured in seconds, distances in [[world units]], and speeds in [[world units]] per second.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|Note|Some values, such as _worldSize, only take affect at server start since they affect the world file that is generated.  It is recommended to apply these in the map file so they are loaded with the map.}}&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)&lt;br /&gt;
|-&lt;br /&gt;
| _agilityTimeWindow || 1 || The amount of time (in seconds)that the tank will have the speed specified by _agilityAdVel&lt;br /&gt;
|-&lt;br /&gt;
| _agilityVelDelta || 0.3 || &lt;br /&gt;
|-&lt;br /&gt;
| _ambientLight || none ||&lt;br /&gt;
|-&lt;br /&gt;
| _angleTolerance || 0.05 || If a tank has turned more than it was expected to, plus this tolerance, a new update is sent so the other clients are aware of the change in heading&lt;br /&gt;
|-&lt;br /&gt;
| _angularAd || 1.5 || Multiplies _tankAngVel to determine how fast tanks can turn while holding the Quick Turn flag&lt;br /&gt;
|-&lt;br /&gt;
| _avenueSize || 2*_boxBase || Space to leave between objects in random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _baseSize || 60 || Width and Depth (bases have constant height) of the square bases for CTF games&lt;br /&gt;
|-&lt;br /&gt;
| _boxBase || 30 || Width and Depth of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _boxHeight || 6*_muzzleHeight || Size of radar box around tanks, as they move in Z. {up and down)&lt;br /&gt;
|-&lt;br /&gt;
| _burrowDepth || -1.32 || Determines how far down tanks drop when they have the Burrow Flag. Making this much lower makes it below the floor, and impossible to kill the tank without something like a ShockWave flag!&lt;br /&gt;
|-&lt;br /&gt;
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.&lt;br /&gt;
|-&lt;br /&gt;
| _burrowAngularAd || .55 || Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.&lt;br /&gt;
|-&lt;br /&gt;
| _coldetDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _coldetElements || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _countdownResumeTime || 5 || This enforces a delay when resuming a paused countdown. If the argument is lower or equal to 0 then resuming is instantly, otherwise it is delayed according to the value (in seconds). &#039;&#039;Available in 2.1 and later&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _countdownResumeDelay || 5 || Legacy name for _countdownResumeTime, was renamed in 2.1 and later.&lt;br /&gt;
|-&lt;br /&gt;
| _cullDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _cullDist || fog || Far plane culling distance (&#039;fog&#039; uses the fog parameters).&lt;br /&gt;
|-&lt;br /&gt;
| _cullElements || 16 || &lt;br /&gt;
|-&lt;br /&gt;
| _cullOccluders || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _disableBots || none || A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -prohibitbots command line option. &lt;br /&gt;
|-&lt;br /&gt;
| _disableSpeedChecks || 0 || Allows disabling/enabling the speed kicks.&lt;br /&gt;
|-&lt;br /&gt;
| _disableHeightChecks || 0 || Allows disabling/enabling the &amp;quot;too high&amp;quot; check (or maybe the out of the world boundaries check in general).&lt;br /&gt;
|-&lt;br /&gt;
| _drawCelestial || 1 || Draw the stars, sun, and moon.&lt;br /&gt;
|-&lt;br /&gt;
| _drawClouds || 1 || Draw the clouds.&lt;br /&gt;
|-&lt;br /&gt;
| _drawGround || 1 || Draw the ground plane.&lt;br /&gt;
|-&lt;br /&gt;
| _drawGroundLights || 1 || If set to 0, lights on the ground (such as the light from bullets) will not be drawn.&lt;br /&gt;
|-&lt;br /&gt;
| _drawMountains || 1 || Draw the mountains.&lt;br /&gt;
|-&lt;br /&gt;
| _drawSky || 1 || Draw the sky pyramid.&lt;br /&gt;
|-&lt;br /&gt;
| _enableDistanceCheck || 0 || Distance checking tries to verify if a player moved too far between updates (as in, cheating).&lt;br /&gt;
|-&lt;br /&gt;
| _endShotDetection || 5 || This setting controls how many &amp;quot;end shot&amp;quot; messages can be sent without corresponding deaths (or other reasons, such as a shield drop).&lt;br /&gt;
|-&lt;br /&gt;
| _explodeTime || 5 || After a tank is killed, this is how long it takes to blow up, and then &amp;quot;respawn&amp;quot;. Larger values translates into longer explosions and more client processor time. Note that an explosion is invisible if you are inside it, so large values may make it invisible up close, and extremely large values may make explosions entirely invisible.&lt;br /&gt;
|-&lt;br /&gt;
| _flagAltitude || 11 || The height that the flag flies up when dropped and the height that a flag spawns at.&lt;br /&gt;
|-&lt;br /&gt;
| _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect.&lt;br /&gt;
|-&lt;br /&gt;
| _flagHeight || 10 || The height of the flag (not its pole).&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleWidth || 0.025 || The diameter of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleSize || 0.8 || The height of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagRadius || 2.5 || Determines how close a tank must be to a flag to pick it up.&lt;br /&gt;
|-&lt;br /&gt;
| _fogMode || none || Valid values: linear, exp, or exp2.&lt;br /&gt;
|-&lt;br /&gt;
| _fogDensity || 0.001 || Used for exp and exp2 fog modes.&lt;br /&gt;
|-&lt;br /&gt;
| _fogNoSky || 0 || 1 will turn off fog drawing on the sky. The default is fog everywhere.&lt;br /&gt;
|-&lt;br /&gt;
| _fogStart || 0.5*_worldSize || Used for linear fog mode, the distance where fog begins to occlude vision.&lt;br /&gt;
|-&lt;br /&gt;
| _fogEnd || _worldSize || Used for linear fog mode, the distance where the fog occludes everything.&lt;br /&gt;
|-&lt;br /&gt;
| _fogColor || &amp;quot;0.25 0.25 0.25&amp;quot; || RGB or black, red, blue (alpha is ignored).&lt;br /&gt;
|-&lt;br /&gt;
| _friction || 0  || Zero is normal friction, the closer to 0 the harder it is to start and stop, and the higher the number the easier it is to start and stop.&lt;br /&gt;
|-&lt;br /&gt;
| _gmActivationTime || 0.5  || The amount of time (in seconds) it takes for a Guided Missile to become active after it is fired. Any contact under this time will not result in detonation (setting it too low could cause its owner to run into its own GM and be blown up!&lt;br /&gt;
|-&lt;br /&gt;
| _gmAdLife || 0.95 || Multiplied by _shotRange to determine the distance guided missiles will go.&lt;br /&gt;
|-&lt;br /&gt;
| _gmSize || 1.5 || The size (in WU) of the GM missile shown for players with good graphics settings.&lt;br /&gt;
|-&lt;br /&gt;
| _gmTurnAngle || 0.628319 || The angle at which a Guided Missile will turn to follow its target. (Measured in radians)&lt;br /&gt;
|-&lt;br /&gt;
| _gravity || -9.8 ||  The rate at which a tank will fall (or be kept from jumping) Measured in [[World units]]/Seconds^2. Setting this to a zero or positive value will result in tanks being unable to stay down and will float away.&lt;br /&gt;
|-&lt;br /&gt;
| _handicapScoreDiff || 50 || How much of a score difference from the average of all player&#039;s scores there must be for a player to get a handicap&lt;br /&gt;
|-&lt;br /&gt;
| _handicapVelAd || 2 || Player with handicap will receive this much more (_tankSpeed * _handicapVelAd) velocity than the normal _tankSpeed value.&lt;br /&gt;
|-&lt;br /&gt;
| _handicapAngAd || 1.5 || Player with handicap will receive this much more (_angularAd * _handicapAngAd) turning ability than the normal _angularAd value.&lt;br /&gt;
|-&lt;br /&gt;
| _handicapShotAd || 1.75 || Player with handicap will receive this much more (_shotSpeed * _handicapShotAd) bullet speed than the normal _shotSpeed value.&lt;br /&gt;
|-&lt;br /&gt;
| _identifyRange || 50 || If a flag is this distance or closer to a tank carrying the Identify (ID) flag, it will display the closest flag&#039;s type.&lt;br /&gt;
|-&lt;br /&gt;
| _inertiaAngular || 38 || Sets the maximum angular acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _inertiaLinear || 45 || Sets the maximum linear acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _jumpVelocity || 19 || The speed a tank moves vertically while jumping.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdVel || 1000 || The length of each laser shot. Lasers aren&#039;t exactly &amp;quot;infinite&amp;quot; as their description states, they go on for as long as this variable states.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdLife || 0.1 || The amount of time (in seconds) that a laser remains after being fired.&lt;br /&gt;
|-&lt;br /&gt;
| _latitude || 37.5 ||  The latitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lgGravity|| 12.7 ||  Modifies the gravity for owners of the Low Gravity flag. Similar to the _gravity variable. &#039;&#039;Available starting in version 2.1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _lockOnAngle || 0.15 || Angle (in radians) in relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.&lt;br /&gt;
|-&lt;br /&gt;
| _longitude || 122 || The longitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lRAdRate || 0.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| _maxBumpHeight || 0.33 || Any difference between the surface a tank is on and the top surface of an object the tank runs into that is less than this value will allow the tank to simply move up to the object rather than being stopped by it.&lt;br /&gt;
|-&lt;br /&gt;
| _maxFlagGrabs || 4.0 || How many times a flag can be dropped before it respawns. At the first spawn, flags are assigned a random # between 1 and _maxFlagGrabs. Each grab reduces that number by 1, until zero is reached, then the flag spawns at a new location. Flags will always respawn no matter how many flag grabs they have left if dropped over an &#039;unsafe&#039; zone.&lt;br /&gt;
|-&lt;br /&gt;
| _maxLOD || 32767 || The max level of detail to allow.&lt;br /&gt;
|-&lt;br /&gt;
| _mirror || none || Options: &#039;&#039;&#039;white&#039;&#039;&#039;, &#039;&#039;&#039;black&#039;&#039;&#039;, &#039;&#039;&#039;red&#039;&#039;&#039;, &#039;&#039;&#039;blue&#039;&#039;&#039;, &#039;&#039;&#039;pink&#039;&#039;&#039;, &#039;&#039;&#039;purple&#039;&#039;&#039;, &#039;&#039;&#039;orange&#039;&#039;&#039;, etc... (&amp;quot;black 0.75&amp;quot; is a good setting, some invalid options such as &#039;&#039;&#039;mirror&#039;&#039;&#039; will give a mirror look)&lt;br /&gt;
|-&lt;br /&gt;
| _momentumLinAcc || 1 || Momentum flag&#039;s effect on going forwards and backwards.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumAngAcc || 1 || Momentum flag&#039;s effect on turning.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumFriction || 0 || Friction (same as _friction) when holding the Momentum flag.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun&#039;s bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdRate || 10 || _reloadTime divided by _mGunAdRate gives how long machine gun bullets take to reload.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleFront || _tankRadius + 0.1 || Location of muzzle of tank (affects bullets and player camera location).&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleHeight || 1.57 || See _muzzleFront.&lt;br /&gt;
|-&lt;br /&gt;
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noShadows || 0 || Enables or disables shadows. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noSmallPackets || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _notRespondingTime || 5 || The amount of time (in seconds) the server should wait before reporting a tank as not responding.&lt;br /&gt;
|-&lt;br /&gt;
| _obeseFactor || 2.5 || Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.&lt;br /&gt;
|-&lt;br /&gt;
| _pauseDropTime || 15 || The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.&lt;br /&gt;
|-&lt;br /&gt;
| _positionTolerance || 0.09 || &lt;br /&gt;
|-&lt;br /&gt;
| _pyrBase || 4 * _tankHeight || Base size of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _pyrHeight || 5 * _tankHeight || Height of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _radarLimit || _worldSize || The maximum area that the radar can see (when not rotated).&lt;br /&gt;
|-&lt;br /&gt;
| _rainBaseColor || none || When _rainType = rain, sets color of the bottom of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainDensity || none || Determines how many drops of rain are in the space defined by _rainSpread.&lt;br /&gt;
|-&lt;br /&gt;
| _rainEndZ || none || The height above the ground where rain should stop falling.&lt;br /&gt;
|-&lt;br /&gt;
| _rainMaxPuddleTime || none || The amount of time (in seconds) a rain puddle should exist before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleSpeed || none || The speed at which puddles should spread out.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleTexture ||none || Texture of puddles. Best to leave default.&lt;br /&gt;
|-&lt;br /&gt;
| _rainRoofs || 1 || &#039;&#039;&#039;0&#039;&#039;&#039; rain falls through everything&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; rain hits buildings, but puddles are only on the ground&amp;lt;br&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; rain hits buildings, and creates puddles on them&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpread || none || The radius from center of map where rain will fall.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeed || none || The speed at which the rain falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeedMod || none || Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop&#039;s speed&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpins || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not spin as it falls&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain spins as it falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainStartZ || none || The height above ground that rain should fall from.&lt;br /&gt;
|-&lt;br /&gt;
| _rainTexture || none || The name of the texture in data directory.&amp;lt;br&amp;gt;&#039;&#039;Works with _rainTypes of frog, particle, bubble, snow, fatrain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rainTopColor ||none || When _rainType = rain, sets color of the top of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainType || none || Adjusts all _rain* and _use* variables automatically&amp;lt;br&amp;gt;Valid Options : &#039;&#039;&#039;frog&#039;&#039;&#039;, &#039;&#039;&#039;particle&#039;&#039;&#039;, &#039;&#039;&#039;rain&#039;&#039;&#039;, &#039;&#039;&#039;bubble&#039;&#039;&#039;, &#039;&#039;&#039;snow&#039;&#039;&#039;, &#039;&#039;&#039;fatrain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.&lt;br /&gt;
|-&lt;br /&gt;
| _rejumpTime || 0.01 || From version 3.0. Time a tank has to wait before he can jump again after landing. Any value higher than 0 will make it difficult to jump away from sloped faces like pyramids.&lt;br /&gt;
|-&lt;br /&gt;
| _reloadTime || _shotRange/_shotSpeed || Time between shot reloads, note that this can cut shot range short.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdVel || 1.5 || Multiplied by _shotSpeed to determine the speed of the rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdRate || 2 || The reload time (in seconds) for rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdLife || 1/_rFireAdRate || How long the rapid fire bullets last.&lt;br /&gt;
|-&lt;br /&gt;
| _shieldFlight || 2.7 || The amount of time (in seconds) that a shield flag floats in the air (after you drop it) before coming down again.&lt;br /&gt;
|-&lt;br /&gt;
| _shockAdLife || 0.2 || The amount of time (in seconds) that a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _shockInRadius || _tankLength || The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
| _shockOutRadius || 60 || The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRadius || 0.5 || For collision detection.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime.&lt;br /&gt;
|-&lt;br /&gt;
| _shotSpeed || 100 || Speed of shots.&lt;br /&gt;
|-&lt;br /&gt;
| _shotTailLength || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _shotsKeepVerticalVelocity || 0 || If &#039;&#039;&#039;0&#039;&#039;&#039;, shots always move straight in relation to the ground. If &#039;&#039;&#039;1&#039;&#039;&#039;, shots are affected vertically by the tank&#039;s speed, and can fly up and down. Lasers are also affected. &lt;br /&gt;
|-&lt;br /&gt;
| _skyColor || white || Sets the sky to a specific color.&lt;br /&gt;
|-&lt;br /&gt;
| _spawnMaxCompTime || 0.01 || This controls the maximum amount of time to attempt finding a safe spawn location. If this time is exceeded, the tank will just get dropped in from maximum height. The time should be in seconds, so the default is to only wait for 10ms.&lt;br /&gt;
|-&lt;br /&gt;
| _spawnSafeRadMod || 20 || &lt;br /&gt;
|-&lt;br /&gt;
|_spawnSafeSRMod || 20 || prevent spawning people near steamroller.&lt;br /&gt;
|-&lt;br /&gt;
|_spawnSafeSWMod || 1.5 || prevent spawning people near shock wave.&lt;br /&gt;
|-&lt;br /&gt;
| _speedChecksLogOnly || 0 || If set to 1, someone moving too fast will not get kicked - it will just log it to the stdout.&lt;br /&gt;
|-&lt;br /&gt;
| _srRadiusMult || 2 || Radius of steamroller effect.&lt;br /&gt;
|-&lt;br /&gt;
| _squishFactor || 1 || How much tanks squish when landing.&lt;br /&gt;
|-&lt;br /&gt;
| _squishTime || 1 || How much squishy time you get after falling to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _syncTime || 1 || Whether or not to sync the players time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _syncLocation || 0 || Whether or not to sync the location time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _tankAngVel || 0.785398 || How fast the tank can turn.&lt;br /&gt;
|-&lt;br /&gt;
| _tankExplosionSize || 3.5 * _tankLength || How large the tank&#039;s explosion is.&lt;br /&gt;
|-&lt;br /&gt;
| _tankHeight || 2.05 || The height of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankLength || 6 || The length of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankRadius || 0.72 * _tankLength || The radius of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankSpeed || 25 || The speed of the tank&lt;br /&gt;
|-&lt;br /&gt;
| _tankWidth || 2.8 || The width of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _targetingAngle || 0.3|| Something to do with GM... &lt;br /&gt;
|-&lt;br /&gt;
| _teleportBreadth || 4.48|| Random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _teleportHeight || 10.08 || See _teleportBreadth.&lt;br /&gt;
|-&lt;br /&gt;
| _teleportTime || 1 || If a teleporting tank exceeds this time, it no longer teleports.&lt;br /&gt;
|-&lt;br /&gt;
| _teleportWidth || 1.12 || See _teleportHeight.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdLife || 0.05 || The amount of time (in seconds) that a thief shot lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdRate || 12 || The amount of time (in seconds) that the Thief &amp;quot;shot&amp;quot; reloads.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdShotVel || 8 || The speed of thief.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink a tank carrying the thief flag.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefDropTime || reloadTime * 0.5 ||The amount of time you must wait to fire a shot after stealing a flag.&lt;br /&gt;
|-&lt;br /&gt;
| _tinyFactor || 0.4 || Multiplied by the normal tank size to shrink a tank carrying the tiny flag.&lt;br /&gt;
|-&lt;br /&gt;
| _trackFade || 3 || The amount of time (in seconds) before track marks fade.&lt;br /&gt;
|-&lt;br /&gt;
| _updateThrottleRate || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| _useLineRain || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is not a vertical line&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor&lt;br /&gt;
|-&lt;br /&gt;
| _useRainPuddles || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not create puddles&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain creates puddles&lt;br /&gt;
|-&lt;br /&gt;
| _useRainBillboards || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is lines or polygons&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is billboards, textured and look the same from all angles&lt;br /&gt;
|-&lt;br /&gt;
| _velocityAd || 1.5 || Multiplies _tankSpeed to determine the speed of a tank carrying the high speed (V) flag&lt;br /&gt;
|-&lt;br /&gt;
| _wallHeight || 3 * _tankHeight|| The outer wall height.&lt;br /&gt;
|-&lt;br /&gt;
| _weapons || 1 || Used with world weapons, &#039;&#039;&#039;0&#039;&#039;&#039; world weapons will not fire&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; world weapons will fire&lt;br /&gt;
|-&lt;br /&gt;
| _wideAngleAng || 1.745329 || The viewing angle when a tank has the Wide Angle bad flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsGravity || _gravity || How much gravity affects tanks with the WG flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpCount || 1 || The number of jumps a tank with the wings flag can do before returning to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in [[world units]]/sec.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsSlideTime || 0 || When in the air, the tanks will slide for this long.&lt;br /&gt;
|-&lt;br /&gt;
| _worldSize || 800 || The size of the world. This should not be set during play, as the walls will not move for currently connected players. Setting this larger will allow tanks to go outside the map, and setting it smaller will cause tanks to be kicked for leaving the world boundaries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFS_Command_Line_Options&amp;diff=7159</id>
		<title>BZFS Command Line Options</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFS_Command_Line_Options&amp;diff=7159"/>
		<updated>2010-09-14T09:10:14Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 7158 by 180.190.169.255 /* Deleting spam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFS supports a number of command line options that let you set the various modes and parameters for the game. &lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Any command line option can be passed to BZFS in the command line, or placed in a text file passed in with the -conf parameter.&lt;br /&gt;
&lt;br /&gt;
==Config files==&lt;br /&gt;
A [[Sample conf|config file]] is simply a text file with a list of command line options, one per line. This file can be the parameter to the -conf command line option. BZFS will load all options in the config file as if they had been passed in as runtime options. Note that a config file may itself include the -conf option, allowing one config file to &amp;quot;include&amp;quot; another. This could be useful if a group of servers (hosted on the same machine) want to share common settings.&lt;br /&gt;
&lt;br /&gt;
==The Options==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-admsg&#039;&#039;&#039; &#039;&#039;message&#039;&#039;&lt;br /&gt;
Define a message which will be broadcast to all players every 15 minutes. This option can be used multiple times to define a multi-line message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-advertise&#039;&#039;&#039; &#039;&#039;groupname,groupname,...&#039;&#039;&lt;br /&gt;
Allows control of who can see this server on the server list. Use -advertise NONE to make a private server (no one will see the server, but global logins can be used). The default, if -advertise is not specified, is to allow everyone to see the server. Otherwise, your server will only be listed to members of the groups which you specify with -advertise.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-autoTeam&#039;&#039;&#039;&lt;br /&gt;
Instructs the server to automatically assign joining players to the team that needs more players, overriding user preference. For specifics on operation, see [[Auto Team]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-b&#039;&#039;&#039;&lt;br /&gt;
When  -c  is  supplied, this option randomly rotates the buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ban&#039;&#039;&#039; &#039;&#039;ip{,ip}*&#039;&#039; &lt;br /&gt;
Prohibits connections from the listed IP addresses. Trailing 255 bytes are treated as mask bytes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-banfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Specifies the name of a file where bzfs will store the banlist. It will load the banlist from this file when it starts (if the file exists), and write the banlist back to the file when someone gets banned or unbanned. If this option isn&#039;t given the banlist will not be saved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-banTime&#039;&#039;&#039;&lt;br /&gt;
Default number of minutes player should be banned (unspecified, the default is 300).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-c&#039;&#039;&#039;&lt;br /&gt;
Enables the capture-the-flag style game. By default this allocates one team flag per team. This can be modified see &#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;team&#039;&#039;. By default, the free-for-all style is used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cache&#039;&#039;&#039; &#039;&#039;worldCacheURL&#039;&#039;&lt;br /&gt;
Specifies the URL for the world cache file. This is a binary file that clients will attempt to download before getting the world from the bzfs server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cacheout&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Save the currently specified world into a binary cache file and exit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-conf&#039;&#039;&#039; &#039;&#039;configfilename&#039;&#039;&lt;br /&gt;
Specifies the name of a configuration file to be used to set all of the bzfs options, rather than setting them on the command line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cr&#039;&#039;&#039;&lt;br /&gt;
Enables the capture-the-flag style game with random map. You can optionally specify a building density by providing a number (default is 5). One team flag per team is provided, but more can be added through &#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;team&#039;&#039;. By default, the free-for-all style is used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-d&#039;&#039;&#039;&lt;br /&gt;
Increase debugging level. If more &#039;&#039;&#039;-d&#039;&#039;&#039; is given, more debugging info is obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-density&#039;&#039;&#039; &#039;&#039;num&#039;&#039;&lt;br /&gt;
Specify density for buildings, i.e. the higher the integer number, the more buildings you will get. This applies to automatically generated maps only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-disableBots&#039;&#039;&#039;&lt;br /&gt;
Prevent clients from using the ROGER autopilot or from using robots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;{good|bad|teamflag-id}[{count}]&#039;&#039;&lt;br /&gt;
Forces the existence of the given flag. If specified multiple times for the same flag-id, then that many flags will appear. The good argument is equivalent to specifying &#039;&#039;&#039;+f&#039;&#039;&#039; once for each kind of good flag. Same goes for the bad argument. The teamflag-id must match one of the predefined [[FlagCode|Flag Codes]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-f&#039;&#039;&#039; &#039;&#039;{flag-id}&#039;&#039;&lt;br /&gt;
Restricts a certain flag from existing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-fb&#039;&#039;&#039;&lt;br /&gt;
Allow flags on box buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterCallsigns&#039;&#039;&#039;&lt;br /&gt;
Turn on the filtering of callsigns and email addresses. Callsigns and addresses are compared against bad words provided via &#039;&#039;&#039;-badwords&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterChat&#039;&#039;&#039;&lt;br /&gt;
Turn on the filtering of chat messages. Messages that contain words listed via a &#039;&#039;&#039;-badwords&#039;&#039;&#039; file are replaced with !@#$%^&amp;amp;* characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterSimple&#039;&#039;&#039;&lt;br /&gt;
By default, all filtering is aggressive, matching much more than what is strictly listed in a &#039;&#039;&#039;-badwords&#039;&#039;&#039; file for convenience. Providing this option will make the &#039;&#039;&#039;-filterCallsigns&#039;&#039;&#039; and &#039;&#039;&#039;-filterChat&#039;&#039;&#039; comparisons exact match only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-g&#039;&#039;&#039;&lt;br /&gt;
Quit after serving one game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-groupdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load groups from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-h&#039;&#039;&#039;&lt;br /&gt;
Buildings are given varying heights if the map is random. Has no effect on map files.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-handicap&#039;&#039;&#039;&lt;br /&gt;
Players are given a handicap advantage based on their ability in relation to the other players. Handicapped players will have faster tanks and shots. The handicap is determined by the player&#039;s score in relation to other players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-help&#039;&#039;&#039;&lt;br /&gt;
Shows a help page and lists all the valid flag id&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-helpmsg&#039;&#039;&#039; &#039;&#039;file name&#039;&#039;&lt;br /&gt;
Create a help message accessible by /help name, which prints the contents of file. Restricted to 10 lines per help message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-i&#039;&#039;&#039; &#039;&#039;interface&#039;&#039;&lt;br /&gt;
Server will listen for and respond to &#039;&#039;pings&#039;&#039; (sent via broadcast) on the given interface. Clients use this to find active servers on the network. This is the TCP/UDP/IP address the server will listen on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-j&#039;&#039;&#039;&lt;br /&gt;
Allows jumping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-lagdrop&#039;&#039;&#039; &#039;&#039;warn-count&#039;&#039;&lt;br /&gt;
Kicks players after warn-count lag warnings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-lagwarn&#039;&#039;&#039; &#039;&#039;time/ms&#039;&#039;&lt;br /&gt;
Send warnings to players that lag more than time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-loadplugin&#039;&#039;&#039; &#039;&#039;/filename&#039;&#039;&lt;br /&gt;
[[http://my.bzflag.org/w/Plugins]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mp&#039;&#039;&#039; &#039;&#039;total | rogue,red,green,blue,purple,observer&#039;&#039;&lt;br /&gt;
Sets the maximum number of players, total or per team.A single value sets the total number of players allowed. Five comma separated values set the maximum for each team. If a count is left blank then no limit is set for that team, except for the limit on the total number of players. Both forms may be provided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mps&#039;&#039;&#039; &#039;&#039;max-score&#039;&#039;&lt;br /&gt;
Sets a maximum score for individual players. The first player to reach this score is declared the winner and the game is over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ms &#039;&#039;shots&#039;&#039;&lt;br /&gt;
Allows up to shots simultaneous shots for each player. This is 1 by default.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mts&#039;&#039;&#039; &#039;&#039;max-score&#039;&#039;&lt;br /&gt;
Sets a maximum score for teams. The first team to reach this score is declared the winner and the game is over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-noMasterBanlist&#039;&#039;&#039;&lt;br /&gt;
Server will not attempt to load the [[Master Ban]] list from the internet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-p&#039;&#039;&#039; &#039;&#039;port&#039;&#039;&lt;br /&gt;
Listen for game connections on port instead of the default port.Use &#039;&#039;&#039;-help&#039;&#039;&#039; to print the default port, or use &#039;&#039;&#039;-d&#039;&#039;&#039; debug printing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-passdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load passwords from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-passwd&#039;&#039;&#039; &#039;&#039;password&#039;&#039;&lt;br /&gt;
Specify a server administrator password for use in remote administration such as /kick, /ban, /mute, etc messages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-pidfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Specify a file where the server will write its process ID so it may be used for remote administration.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-poll&#039;&#039;&#039; &#039;&#039;variable=value&#039;&#039;&lt;br /&gt;
Configure several aspects of the in-game polling system.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-public&#039;&#039;&#039;&lt;br /&gt;
Causes the server to register itself with a list server, which clients can query to get a list of bzfs servers. By default, a server will respond to broadcast queries, allowing clients to find servers running on the standard port on the local subnet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-publicaddr&#039;&#039;&#039; &#039;&#039;address[:port]&#039;&#039;&lt;br /&gt;
Advertise this server with the given address and port. Only has an effect when used with &#039;&#039;&#039;-public&#039;&#039;&#039;. Normally a server advertises itself at the local address and port. Some servers are not accessible from the internet at this address (for example servers behind a firewall using Network Address Translation). Use this option to specify the address and/or port that internet users should use to access this server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-publiclist&#039;&#039;&#039; &#039;&#039;url&#039;&#039;&lt;br /&gt;
Advertise this server on the list servers listed at url. Only has an effect when used with &#039;&#039;&#039;-public&#039;&#039;&#039;. A built-in url is used by default. The BZFlag clients use the same built-in url so, by default, clients will see public servers automatically. This argument may be provided multiple times to publicize a server to multiple list servers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-q&#039;&#039;&#039;&lt;br /&gt;
If specified, the server will not listen for nor respond to ``pings&#039;&#039;. BZFlag sends out these pings to give the user a list of available servers.This effectively makes the server private, especially if the &#039;&#039;&#039;-p&#039;&#039;&#039; option is also used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+r&#039;&#039;&#039;&lt;br /&gt;
Makes most shots ricochet. Super bullets, shock waves, and guided missiles do not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-rabbit&#039;&#039;&#039; &#039;&#039;[score|killer|random]&#039;&#039;&lt;br /&gt;
Enables the rabbit-hunt style game. By default, the free-for-all style is used. You must specify the algorithm used to pick a new rabbit when the old one dies. The score algorithm uses a modified wins/(wins+losses) score and picks the top scoring player to be the new rabbit. The killer algorithm specifies a reverse tag game where whomever kills the rabbit becomes the new rabbit. The random algorithm randomly picks a new rabbit without regard to score. (The score algorithm is the original behavior.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recbuf&#039;&#039;&#039; &#039;&#039;size&#039;&#039;&lt;br /&gt;
Start with the recording buffer active, with the specified size (in megabytes).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recbufonly&#039;&#039;&#039;&lt;br /&gt;
Disable recording straight to files&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recdir&#039;&#039;&#039; &#039;&#039;directory&#039;&#039;&lt;br /&gt;
Specify the directory for record and replay files.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-replay&#039;&#039;&#039;&lt;br /&gt;
Start the server in replay mode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-reportfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Enable the /report command and log all reports to &#039;&#039;filename&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-reportpipe&#039;&#039;&#039; &#039;&#039;command&#039;&#039;&lt;br /&gt;
Enable the /report command and execute &#039;&#039;command&#039;&#039; when a report is filed. This can be used together with, or instead of the &#039;&#039;&#039;-reportfile&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-requireudp&#039;&#039;&#039;&lt;br /&gt;
Require clients to use parallel UDP. If players fire before opening a UDP channel, kick them off the server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+s&#039;&#039;&#039; &#039;&#039;num-flags&#039;&#039;&lt;br /&gt;
The server will have an extra num-flags random super flags available at all times. The &#039;&#039;&#039;-f&#039;&#039;&#039; option can be used to restrict which types of flags will be added. Required flags given by the &#039;&#039;&#039;+f&#039;&#039;&#039; option are not included in the num-flags total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-s&#039;&#039;&#039; &#039;&#039;num-flags&#039;&#039;&lt;br /&gt;
The server will have up to num-flags random super flags available at any time.The &#039;&#039;&#039;-f&#039;&#039;&#039; option can be used to restrict which types of flags will be added. Required flags given by the &#039;&#039;&#039;+f&#039;&#039;&#039; option are not included in the &#039;&#039;num-flags&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sa&#039;&#039;&#039;&lt;br /&gt;
Antidote flags are provided for players with bad flags.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sb&#039;&#039;&#039;&lt;br /&gt;
Allow spawns on box buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-set&#039;&#039;&#039; &#039;&#039;name value&#039;&#039;&lt;br /&gt;
Set BZDB variable name to value&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sl&#039;&#039;&#039; &#039;&#039;id num&#039;&#039;&lt;br /&gt;
Restrict flag id to num shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-spamtime&#039;&#039;&#039; &#039;&#039;time&#039;&#039; &lt;br /&gt;
Minimum &#039;&#039;time&#039;&#039; between player chat messages that are alike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-spamwarn&#039;&#039;&#039; &#039;&#039;warnLimit&#039;&#039;&lt;br /&gt;
Number of warnings a player/spammer gets, who violates &#039;&#039;&#039;-spamtime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-speedtol&#039;&#039;&#039; &#039;&#039;factor&#039;&#039;&lt;br /&gt;
Override the default speed auto kick factor. The factor should not be less then 1.0. The factor is a multiplier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-srvmsg&#039;&#039;&#039; &#039;&#039;message&#039;&#039;&lt;br /&gt;
Define a server welcome message. This option can be used multiple times to define a multiline message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-st&#039;&#039;&#039; &#039;&#039;time&#039;&#039;&lt;br /&gt;
Bad flags are automatically dropped after time seconds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sw&#039;&#039;&#039; &#039;&#039;count&#039;&#039;&lt;br /&gt;
Bad flags are automatically dropped after count wins. Capturing a team flag does not count as a win.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-t&#039;&#039;&#039;&lt;br /&gt;
Adds teleporters to random maps. Has no effect on map files.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-time&#039;&#039;&#039;&lt;br /&gt;
Starts a countdown immediately when the server starts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-timemanual&#039;&#039;&#039; &lt;br /&gt;
The countdown has to be started manually using the /countdown command. This is useful for matches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tk&#039;&#039;&#039;&lt;br /&gt;
Changes the default behavior where a player dies when he kills a teammate. When using this option, he will just get a -1 score penalty for the kill but not be killed in game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tkannounce&#039;&#039;&#039;&lt;br /&gt;
Announces team kills to the admin channel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tkkr&#039;&#039;&#039; &#039;&#039;percent&#039;&#039;&lt;br /&gt;
Kicks players whose team killing to normal kill ratio is greater than percent [1-100]. A start up grace period is given to players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ts&#039;&#039;&#039; &#039;&#039;[micros]&#039;&#039;&lt;br /&gt;
Include timestamp information in DEBUG output useful for logging. If micros is specified, microseconds will be added to the timestamp.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-userdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load group associations from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-vars&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Loads values for game configurable variables from file. Entries are one per line in the form: set variable value. For a list of variables that are configurable, in the BZFlag client, send a message with /set as the text.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-version&#039;&#039;&#039;&lt;br /&gt;
Prints the version number of the executable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-vetoTime&#039;&#039;&#039;&lt;br /&gt;
Max seconds authorized user has to abort poll(default is 20).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-votePercentage&#039;&#039;&#039;&lt;br /&gt;
Percentage of players required to affirm a poll (unspecified, the default is 50.1%).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-voteRepeatTime&#039;&#039;&#039;&lt;br /&gt;
Minimum seconds required before a player may repeat a vote. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-world&#039;&#039;&#039; &#039;&#039;world-file&#039;&#039;&lt;br /&gt;
Reads a specific BZFlag .bzw world file in [[BZW]] format as the game map.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-worldsize&#039;&#039;&#039; &#039;&#039;world-size&#039;&#039;&lt;br /&gt;
Changes the size for random maps&lt;br /&gt;
&lt;br /&gt;
== V2.0.x options ==&lt;br /&gt;
These options are available in Version 2.0.13 and earlier. The have been removed for V3.0&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-a&#039;&#039;&#039; &#039;&#039;linear angular&#039;&#039;&lt;br /&gt;
Sets the maximum linear and angular accelerations. The units are somewhat arbitrary so you&#039;ll have to experiment to find suitable values. Positive values will set limits to the acceleration and lower they are, greater is the inertia. Zero or negative values disable acceleration limits. &#039;&#039;&#039;-a 50 38&#039;&#039;&#039; is recommended for standard-speed servers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-synctime&#039;&#039;&#039;&lt;br /&gt;
Forces all clients to use the same time of day. The current time is determined by the server&#039;s clock. This disables the + and - keys on the clients.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-synclocation&#039;&#039;&#039;&lt;br /&gt;
Forces all clients to use the same sun and stars location.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[BZW|BZW world format]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:AssaCom&amp;diff=7017</id>
		<title>User:AssaCom</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:AssaCom&amp;diff=7017"/>
		<updated>2010-04-20T08:48:55Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Deleting spam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Category:Development&amp;diff=6980</id>
		<title>Category:Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Category:Development&amp;diff=6980"/>
		<updated>2010-03-12T09:35:18Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Summer of code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages related to development within the BZFlag Environment&lt;br /&gt;
==Summer of code==&lt;br /&gt;
BZFlag was lucky enough to have been included in the Google summer of code program for 3 years. More info can be found at [[Google_Summer_of_Code]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Cone&amp;diff=6972</id>
		<title>Cone</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Cone&amp;diff=6972"/>
		<updated>2010-03-04T14:08:12Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* apply page format tweakage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cone object is a [[BZW]] object that defines a cone in the game arena.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
[[Image:ConePic.png|right|frame|300px|Cone Appearance]]&lt;br /&gt;
To place a cone into your map file, the following template is suggested:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 cone&lt;br /&gt;
  name example_cone&lt;br /&gt;
  divisions 16&lt;br /&gt;
  flatshading&lt;br /&gt;
  position 0 0 0&lt;br /&gt;
  rotation 0&lt;br /&gt;
  size 10 10 10&lt;br /&gt;
  shift 0 0 0&lt;br /&gt;
  shear 0 0 0&lt;br /&gt;
  scale 1 1 1&lt;br /&gt;
  spin angle nx ny nz&lt;br /&gt;
  phydrv physics_driver_name&lt;br /&gt;
  smoothbounce&lt;br /&gt;
  matref material&lt;br /&gt;
  bottom matref material2&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
Valid parameters for a cone are:&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
name=defines the name of cone, often unused &lt;br /&gt;
divisions=defines the number of subdivisions (number of sides) in the cone, a higher value leads to a slower map with more detail&lt;br /&gt;
flatshading=defines the use of flat shading, smooth is the default&lt;br /&gt;
position=defines the position of the cone in X-pos, Y-pos and the height of the cone in Z.&lt;br /&gt;
rotation=defines a rotation around the Z axis for the cone, in degrees.&lt;br /&gt;
size=defines the distance from the center to the side of the cone in X and Y, and the total height of the cone in Z.&lt;br /&gt;
shift=shift the cone (repeatable)&lt;br /&gt;
shear=(repeatable)&lt;br /&gt;
scale=defines the scale of the cone in x,y, and z, 1 is the default, lower values make it smaller (repeatable)&lt;br /&gt;
spin angle=rotate the cone around a vector by angle. The vector &amp;lt;nx, ny, nz&amp;gt; must be a unit vector.  Because the BZFlag client doesn&#039;t clip objects against the ground, it is advisable to ensure that the cone is rotated up and away from the ground. Otherwise, the cone will appear to be super-imposed on the ground, rather than embedded into it. (repeatable)&lt;br /&gt;
phydrv=reference to a predefined [[physics|physics driver]].&lt;br /&gt;
smoothbounce=defines that shot bounces use normals&lt;br /&gt;
matref=reference to a predefined [[material]].&lt;br /&gt;
bottom=defines a different [[material]] for the bottom surface (optional) &lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The cone, by default, has the red brick wall texture on the curved surface, and the grey roof appearance of a normal box on the bottom. However, using [[material|matref]] one can change the appearance of the cone.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The cone object has been supported since [[BZFlag 2.0.0]]. In previous versions of BZFlag, this object will not work.&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
Editors that support the cone object include [[Blender]] using the [[BZWTools]], [[Wings3D]] using the [[BZW Exporter for Wings3D]], and [[pyBZEdit]]. [[BZEdit]] and [[BZFed]] do NOT support the cone.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
[[Category:Map_Objects]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=6848</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=6848"/>
		<updated>2010-01-05T10:17:58Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: sp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This article describes various flag suggestions for the game.&lt;br /&gt;
&lt;br /&gt;
==Rejections==&lt;br /&gt;
Most flag ideas are rejected, mostly because they are not well thought out, or they take the game in a direction that the project management does not wish it to go. Rejected flags are moved to the [[Flag ideas/Rejected]] page.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#cc0000&amp;quot;&amp;gt;Idea Submission Guidelines&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Users should read and understand the following guidelines before submitting a flag idea.&lt;br /&gt;
&lt;br /&gt;
* Check that the idea isn&#039;t already listed on this page or the [[Flag ideas/Rejected|flag ideas already rejected]] page. If the idea has been considered and dismissed, it will not be accepted if submitted again.&lt;br /&gt;
* Think carefully about the flag idea. Ideas must be described in a short and succinct sentence or paragraph. Ideas that are difficult to describe do not make for fun features, and will most likely be rejected.&lt;br /&gt;
* Flag ideas should not be overpowering, or do something that you think simply looks &#039;&#039;&#039;Cool&#039;&#039;&#039;. Flags must not be &#039;mean&#039; to players, both those who have it and those who get shot by it. Flags must maintain gameplay balance and have a disadvantage for every advantage. Flags that combine features of other flags will be rejected. Flags that simply let you &amp;quot;win&amp;quot; will be rejected. These are often called &#039;munchkin&#039; flags.&lt;br /&gt;
* Add the flag idea to the Unrated Flag Ideas section, following the format of the other items.&lt;br /&gt;
&lt;br /&gt;
  If a flag idea is approved, it does not mean that it will automatically happen or be put into the game.&lt;br /&gt;
  It simply means that it is not a bad idea. The idea will not be implemented until a developer takes &lt;br /&gt;
  the time to implement the code for the feature into a version. Most new flag ideas require a change &lt;br /&gt;
  in protocol and must wait for the next major release, and can take some time to complete.&lt;br /&gt;
&lt;br /&gt;
This list is intended for information and discussions only. Information listed on this page does not imply any form of official acceptance of an idea into the game.&lt;br /&gt;
&lt;br /&gt;
===Things to remember===&lt;br /&gt;
* All powerful flags aren&#039;t fun.&lt;br /&gt;
* Flags that ensure your immediate destruction aren&#039;t fun.&lt;br /&gt;
* Flags that aren&#039;t useful aren&#039;t fun.&lt;br /&gt;
* Flags boost/modulate tactical trait of tanks&lt;br /&gt;
&lt;br /&gt;
===Flag Rules===&lt;br /&gt;
The project management uses these rules for good flag ideas:&lt;br /&gt;
&lt;br /&gt;
====Flag power must be limited====&lt;br /&gt;
For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can&#039;t lose.&lt;br /&gt;
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. &lt;br /&gt;
&lt;br /&gt;
====Flag powers can counteract/balance each other====&lt;br /&gt;
Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.&lt;br /&gt;
&lt;br /&gt;
Counterbalancing flags should be added/suggested together, or counterbalanced by an existing flag; super bullet is often a good choice.&lt;br /&gt;
&lt;br /&gt;
====Flags never instantly kill the owner====&lt;br /&gt;
Flags should not kill people in what seems to be a random manner, this includes flags that kill on pickup, or &amp;quot;mines&amp;quot;. Players should be able to use skills to avoid death. No flag should be debilitating to anyone.&lt;br /&gt;
&lt;br /&gt;
====Shots should kill====&lt;br /&gt;
Except in rare cases (Thief) any time you hit someone with a shot, it should kill them. While other affects on shots may seem funny to describe, they are not fun. Shooting someone and making them &amp;quot;pause&amp;quot; for 5 seconds, has the exact same gameplay as getting killed and respawning.&lt;br /&gt;
&lt;br /&gt;
====Flags should require new skills====&lt;br /&gt;
Flags that require new skills keep the game interesting. The more there is to learn about the game, the longer people will play. Bad flags should simply provide a challenge that must be overcome.&lt;br /&gt;
&lt;br /&gt;
== Implemented Flag Ideas==&lt;br /&gt;
===Good Flags===&lt;br /&gt;
====Cloaked Shot (CS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Implemented in:&#039;&#039; 2.99.x&lt;br /&gt;
&lt;br /&gt;
====Low Gravity(LG)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Gravity is reduced to a large degree allowing the tank to jump very high in the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Implemented in:&#039;&#039; 2.99.x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Approved Good Flag Ideas==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Possible Flag Ideas==&lt;br /&gt;
===Good Flags===&lt;br /&gt;
&lt;br /&gt;
====Long Shot(LS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots have increased range.&lt;br /&gt;
====BackFire (BF)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots fire to rear of tank instead of front.&lt;br /&gt;
====Extra Shot (ES)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Player gets an extra shot.&lt;br /&gt;
&lt;br /&gt;
===Bad Flags===&lt;br /&gt;
====Long Reload (LR)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots take longer to reload.&lt;br /&gt;
====Don&#039;t Stop (DS))====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank always moves forward or backwards, it cannot stop.&lt;br /&gt;
====Sensor Echo (SE)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.&lt;br /&gt;
====Delayed Shot (DS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.&lt;br /&gt;
====SlowMotion (SM)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank moves and turns with half speed.&lt;br /&gt;
====High Gravity(HG)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Gravity is higher for the tank (faster fall, lower jumps).&lt;br /&gt;
====Daze (DZ)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank see all other tank as enemy&lt;br /&gt;
&lt;br /&gt;
== Unrated Flag Ideas==&lt;br /&gt;
&lt;br /&gt;
===Good Flags===&lt;br /&gt;
&lt;br /&gt;
====TurboTank (TT)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; Tank goes really fast, and turns vary quickly, but gains momentum as it runs, making it hard to control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====twin shot====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; tank shoots 2 shots next to each other instead of 1&lt;br /&gt;
&lt;br /&gt;
====Piercing shot (PS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;Shot does not disappear after hitting the target, instead it keeps going. helpful if ricochet!... assuming you don&#039;t hit yourself after.&lt;br /&gt;
&lt;br /&gt;
====Explosive shot (ES)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;Shot releases a small shock wave on impact, careful if the enemy is too close!&lt;br /&gt;
&lt;br /&gt;
====Disruption field (DF)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; enemies within the radius get some static in there radar and the window making it harder to hit enemies.&lt;br /&gt;
&lt;br /&gt;
====Radar (RD)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Like how in some maps that have jumping flags or ricochet flags when those things are normally disabled, in maps with radar disabled, this would give you radar ability. It would counteract the Jamming flag in normal maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bad Flags===&lt;br /&gt;
&lt;br /&gt;
====Ammo Loss (AL====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; tank&#039;s total shot number is halved (if possible)&lt;br /&gt;
&lt;br /&gt;
====Magnet (M)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; bullets are pulled towards you if too close... no more lucky dodging!&lt;br /&gt;
&lt;br /&gt;
====ContantLeft(or right) (CL====&lt;br /&gt;
The tank acts as if one of the direction keys is being held down.&lt;br /&gt;
&lt;br /&gt;
====LimitedSensors (LS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Your tank&#039;s radar is reduced to the smallest of the three basic radii (#1), and your vision blanks out at the same distance as the radar stops at. AKA Surprise Zone.&lt;br /&gt;
&lt;br /&gt;
====Variable Speed (VS====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Your shots go at random speeds between .5 and 2 times normal. (Range increased/decreased when speed goes up or down, possibly?).  (Note: this might be an interesting good flag if the user could control it; maybe double speed with half range or half speed with double range; would require increased skill to use usefully.)&lt;br /&gt;
&lt;br /&gt;
====SlowShot (SS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Your shots travel at half speed for the same time meaning also 1/2 distance.&lt;br /&gt;
&lt;br /&gt;
====Tunnel Vision (TV)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Must use binocular mode. Opposite of Wide Angle. &lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Map_making_by_hand&amp;diff=6682</id>
		<title>Map making by hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Map_making_by_hand&amp;diff=6682"/>
		<updated>2009-09-14T13:39:11Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 6679 by 76.201.158.233 (Talk) reason: meaningless content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DoDoc|Major re-organization, transform away from &amp;quot;chat&amp;quot; style. Need to reference pages elsewhere on the wiki in place of much of the content which appears to be building up here.  Create them if necessary, or see the list [[Special:Allpages|here]].}}&lt;br /&gt;
Although there are a number of GUI options for creating maps such as BZ-Edit, 3D modelers, many map-makers use a basic text-editor.  There are many times when it is necessary to make small changes to a map, such as including objects that are unavailable in GUI map-maker, but there are also some who enjoy the challenge of creating a map entirely from scratch with a text-editor.&lt;br /&gt;
&lt;br /&gt;
==Text Editors==&lt;br /&gt;
Most text-editors designed for coding/programming are more than sufficient for editing bzw files.  Although word-processing programs such as Microsoft Word can be used, there are many cheaper (free) and more efficient programs designed specifically for coding.&lt;br /&gt;
===Windows===&lt;br /&gt;
*Notepad&lt;br /&gt;
*PSPad&lt;br /&gt;
*NoteTab&lt;br /&gt;
===Mac===&lt;br /&gt;
*TextWrangler&lt;br /&gt;
*TextEdit&lt;br /&gt;
===Linux===&lt;br /&gt;
*Command-line editors such as nano, emacs, pico, vim, or ed.&lt;br /&gt;
*GEdit&lt;br /&gt;
*Kate&lt;br /&gt;
&lt;br /&gt;
==Editing existing maps==&lt;br /&gt;
Beginning mapmakers should spend some time studying and making small changes in existing maps to see how things work.  In the client, maps can be saved for editing by joining the desired server and choosing: Options&amp;gt;Save World.  Maps can also be saved by issuing the /saveworld command.  The map should be a simple map when getting started.  One may find it easier to create a file in BZEdit and open the resulting file in the text-editor.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
If you have created a box in BZEdit you may see:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 # World built with bzedit32 world class, available at&lt;br /&gt;
 # http://www.sourceforge.net/projects/bzflag&lt;br /&gt;
 world &lt;br /&gt;
   size 400 &lt;br /&gt;
 end &lt;br /&gt;
 options &lt;br /&gt;
   +r &lt;br /&gt;
   -j &lt;br /&gt;
   -set _tankSpeed 25 &lt;br /&gt;
   -ms 5 &lt;br /&gt;
   -mp 0,2,0,2,0,2 &lt;br /&gt;
 end &lt;br /&gt;
 box &lt;br /&gt;
   name box1 &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
 end &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explanation of the Sample Code===&lt;br /&gt;
There are set variables that define various things such as how fast your tank is, how fast the bullets are, or if it&#039;s raining or foggy.  Put those in the options setting with &amp;quot;-set(space) &amp;quot; in front of it. You can also make those changes as an admin by using /set _variable (notice there is a space between the set and the _).  A full list of these settings can be found on the [[Server Variables]] page.  Other options, such as how many times a flag can be grabbed before it resets or if flags can land on buildings are explained [http://my.bzflag.org/bb/files/antigrav4teamconf_114.txt in this forum post]&lt;br /&gt;
Optionally, the variables can be placed in a separate configuration file and referenced when the server is started.&lt;br /&gt;
&lt;br /&gt;
===Basic Definitions===&lt;br /&gt;
;Objects&lt;br /&gt;
:Objects are the basic building blocks of the bzw file.  Objects begin with a line declaring the object, some fields describing that object, and a line that closes the object (usually with &amp;quot;end&amp;quot;).  Each of these sections of the object is important.&lt;br /&gt;
;Comments&lt;br /&gt;
:BZFS ignores anything in a line following the #; the line has been &amp;quot;commented out.&amp;quot;  It is highly recommended that comments be used often, both for the mapmaker and for others that may see the map.&lt;br /&gt;
;3D Cartesian Coordinate System&lt;br /&gt;
:In most objects, you will see three numbers after position and size. These numbers are coordinates on a graph. The first number is the x coordinate (left and right) the middle number is the y coordinate (forward and backward) and the third number is the z coordinate (height and depth). Another way of thinking of it is: x = width, y = depth, z = height. (Those accustomed to the Y axis determining height will have to slightly adjust their thinking.) &lt;br /&gt;
&lt;br /&gt;
==Sample Objects==&lt;br /&gt;
===The Box===&lt;br /&gt;
Perhaps the simplest object is the box.  There is actually nothing special you can do to it (but in versions of BZFlag from 2.0.8 up, you can do a lot more to it).  Here is an example of a box:&lt;br /&gt;
&lt;br /&gt;
 box&lt;br /&gt;
   name box1             # Optional, but good to include&lt;br /&gt;
   position 0 0 0&lt;br /&gt;
   size 10 10 10&lt;br /&gt;
   rotation 0&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
In the first line, notice the word &amp;quot;box&amp;quot;.  It simply says the next object is a box.  The next line is the name of the object.  It is defined with the syntax &amp;quot;&amp;lt;tt&amp;gt;name &#039;&#039;objectName&#039;&#039;&amp;lt;/tt&amp;gt;&amp;quot;.  It is not required, but is good to include.  The third line defines the position of the center of the bottom of the object.  The three arguments of &amp;lt;tt&amp;gt;position&amp;lt;/tt&amp;gt; are the x, y, and z coordinates of the box, respectively.  The x and y coordinates can be positive or negative, but the z coordinate should just be positive or zero.  On the fourth line, the size of the box is defined.  The arguments of &amp;lt;tt&amp;gt;size&amp;lt;/tt&amp;gt; are the x, y, and z sizes of the object, respectively.  The x and y arguments make the box that wide on both sides of it&#039;s position.  However, the z argument makes the object exactly the number of units tall as defined.  The next line just says how much the object is rotated.  This number is the number of degrees of rotation, and can be negative or positive.  The last line just tells BZFlag the object is done, and a new one can be defined.  Be sure to &#039;&#039;&#039;always&#039;&#039;&#039; use this.&lt;br /&gt;
&lt;br /&gt;
===The Cone===&lt;br /&gt;
Most objects have similar parameters as the basic box.  For instance, the code for a cone may look something like this:&lt;br /&gt;
&lt;br /&gt;
 cone&lt;br /&gt;
   name cone1&lt;br /&gt;
   position 0 0 0&lt;br /&gt;
   size 10 10 20&lt;br /&gt;
   divisions 128&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
Divisions basically decide how smooth the cone is.  The higher the divisions the more smooth the cone is.  A division of 4 would look like a pyramid.  Another parameter that can be added to the cone object is angle. If you say angle 180, that would make 1/2 of a cone, 90 would make 1/4 of a cone, and so on. &lt;br /&gt;
&lt;br /&gt;
===The Arc===&lt;br /&gt;
&lt;br /&gt;
An arc is basically a cylinder. However it doesn’t have to be a perfect cylinder depending on certain options you select. For an arc the only required options are divisions, position and size. Just like the cone divisions have the same effect, position and size are all the same. Once again you can have an oval shaped cylinder type thing. Now, you WILL find more options to an arc than to a cone, for example the ratio option. The ratio options let you basically put a hole in the cylinder. So if you have the option: ratio 1 you would have a full cylinder. If you say for example ratio .3 or any number less than 1 you will get a whole in the cylinder. The bigger the number, the smaller the hole. Angle allows you to do a simi-circle. Rotation once again isn&#039;t really needed. all the options like spin and shear are the same for this object too! phydrv and matref I’ll show later. Let’s move to the sphere &lt;br /&gt;
&lt;br /&gt;
===The Sphere===&lt;br /&gt;
&lt;br /&gt;
The only options required to make a sphere are position, size, and divisions. &lt;br /&gt;
All these options do the same thing as they did in the objects above.  You may also have an oval like sphere.  You make an oval like sphere simply by making the x and y&#039;s different sizes just like in the cone and arc.  The radius option is just a substitute for size.  You can write size 10 10 10 or radius 10.  Both do the same thing. However if you want an oval shaped sphere you have to use size.  Rotation wouldn&#039;t really have an effect and the shear and spin works the same for this object.&lt;br /&gt;
&lt;br /&gt;
==Getting more help==&lt;br /&gt;
*The links at the bottom of the [[:Category:Map Making|Map Making]] page.&lt;br /&gt;
*The original creator of this page is flight, you can email him at dirtbikerdude_91@yahoo.com and he will be happy to answer any questions that he is capable of answering.&lt;br /&gt;
&lt;br /&gt;
==Special Objects==&lt;br /&gt;
There are certain objects that are often coded by hand because it is simpler or it is impossible to do with graphical map creation tools.  &lt;br /&gt;
&lt;br /&gt;
===Materials ===&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   addtexture blue_bolt.png &lt;br /&gt;
 end &lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   matref mat1 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
Material is letting the computer know that a material is about to be explained to it.  You name it so that way you can reference it with the matref.  The name can be any thing you want as long as it does not have any spaces.  You type in &amp;lt;tt&amp;gt;addtexture&amp;lt;/tt&amp;gt; and you state a texture name.  Now, how do you know what texture names there are to use?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Linux&#039;&#039;&#039;: Running &amp;lt;tt&amp;gt;ls /usr/share/bzflag/*.png&amp;lt;/tt&amp;gt; in a terminal will show the list of pictures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Mac&#039;&#039;&#039;: If you control click (right click) on the bzflag icon, click show package contents, click contents, and click resources, those are the pictures you may use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Windows&#039;&#039;&#039;: The default path is &amp;lt;tt&amp;gt;C:\Program Files\BZFlag\data\*.png&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What you will find are images that are used in every day games.  The top of a base, the wall of a base. A bullet which is blue_bolt.png (as was used above).  The full path to the texture needs to be used if the texture is not found in that directory.  Any customized textures should be uploaded to the [http://images.bzflag.org/submitimages/ BZFlag Image Submission System] before the map is hosted publicly.&lt;br /&gt;
&lt;br /&gt;
Servers running bzfs 2.0.8 and earlier will require &amp;quot;meshbox&amp;quot; and &amp;quot;meshpyr&amp;quot; in order to apply textures and physics to these objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead of creating a new texture, many interesting and creative things can be done with the &amp;quot;diffuse&amp;quot; parameter in the material object.  You can add the diffuse command and it will look like this diffuse 1 1 1 1.  The first number is the amount of red that will be in the meshobject.  The second number is the amount of green, the third is the amount of blue.  So you can mix those colors to make more colors.  You may use a range from 0-1.  For example diffuse .3 .5 .26 1.  The fourth number determines the opacity or transparency (the see-throughability).  0 is invisible, .5 is half invisible, and 1 is normal. &lt;br /&gt;
&lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   diffuse .5 .25 .1 .6 &lt;br /&gt;
   addtexture mesh.png &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physics make your tank behave in different ways.  If you have ever played laser mania by Louman than you know on the outskirts of the map there is something you can jump on and you go really fast, that is a physics. Physics and materials work the same way.  Physics is to material as phydrv is to matref.  You must specify a physics then on a meshbox, meshpyr cone arc sphere or whatever, you can reference that physics by using the phydrv command just like you would use the matref command for materials.  There are different physics commands.  Linear, angular, slide and death.  In the Louman map I mentioned above is a linear physics.  Linear physics makes your tank move in a line.  The numbers after a linear command are just like position x y z.  Example:&lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy1 &lt;br /&gt;
   linear 50 0 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank move at a speed of 50 in a positive x direction you may use -50 and it will make it go the other way.&lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy2 &lt;br /&gt;
   linear 0 50 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank move at a speed of 50 in a positive y direction &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy3 &lt;br /&gt;
   linear 0 0 50 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank jump at a speed of 50 &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy4 &lt;br /&gt;
   slide 5 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank basically feel like it&#039;s on ice.  Whichever way the tank is moving it will keep moving that way. &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy5 &lt;br /&gt;
   death haha! you died &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make the tank die when it touches the object that refers to this and the message haha! you died will be displayed to that person. &lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
 physics &lt;br /&gt;
   name phy1 &lt;br /&gt;
   death I like you better dead! &lt;br /&gt;
 end &lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   phydrv phy1                       # Or what ever you named the physics.&lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This works just like the material &lt;br /&gt;
&lt;br /&gt;
The thing about physics and materials is that they have to be written before they are referenced. &lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;won&#039;t&#039;&#039;&#039; work &lt;br /&gt;
&lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   matref mat1 &lt;br /&gt;
 end &lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   addtexture blue_team.png &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
==Transformations==&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Getting_Started&amp;diff=6554</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Getting_Started&amp;diff=6554"/>
		<updated>2009-07-20T08:07:23Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 6553 by 78.149.235.88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article covers the basics of getting started with BZFlag. It is intended for new players who have just found the game and require assistance. More detailed help can be found on our [[Getting Help]] page.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
These simple steps have been designed to allow new users to begin playing the game as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===Downloading and installing the game===&lt;br /&gt;
&lt;br /&gt;
The main thing users need to play is the game software. Users can [[Download]] the software for a number of different [http://en.wikipedia.org/wiki/Operating_system|operating systems].&lt;br /&gt;
&lt;br /&gt;
====Windows====&lt;br /&gt;
The most common operating system for players is Microsoft Windows. A simple installer can be found at, http://prdownloads.sourceforge.net/bzflag/bzflag-2.0.10.exe?download . Simply Double click the downloaded file to install the game.&lt;br /&gt;
&lt;br /&gt;
====Mac OSX====&lt;br /&gt;
The next most popular system for players is Apple&#039;s MacOS X for the Macintosh family of computers. The version for macs can be found at, http://prdownloads.sourceforge.net/bzflag/BZFlag-2.0.10.dmg . Simply drag the BZFlag icon from the extracted DMG to your Applications folder to install the game.&lt;br /&gt;
&lt;br /&gt;
====Linux====&lt;br /&gt;
The project does not distribute a premade binary package for linux, but many linux distrobutions have BZFlag in their package management systems ( APT, YUM, emerge, etc.. ). Linux users can always build the game from the source code. Please see the [[Download|downloads]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Registering a callsign(Optional)===&lt;br /&gt;
It is not mandatory to register a callsign ( the name a player uses in-game), but it is highly recommended. &lt;br /&gt;
&lt;br /&gt;
A few of the benefits of registering are:&lt;br /&gt;
&lt;br /&gt;
* The callsign is reserved, and can not be used by any other player.&lt;br /&gt;
* Registered users post on the BZFlag forums&lt;br /&gt;
* Registered users can join global groups, and leagues.&lt;br /&gt;
* Many servers require registration to play.&lt;br /&gt;
&lt;br /&gt;
Users that wish to register can simply do so on the BZFlag forums at [http://my.bzflag.org/bb/profile.php?mode=register my.bzflag.org/bb]&lt;br /&gt;
&lt;br /&gt;
===Running the game===&lt;br /&gt;
&lt;br /&gt;
Once the game is installed, it must be run to play.&lt;br /&gt;
&lt;br /&gt;
====Windows====&lt;br /&gt;
Windows users that have installed the game with the provided installer will find a shortcut to the game in the start menu, under program files. Users simply have to click this shortcut to start the game.&lt;br /&gt;
&lt;br /&gt;
====Mac OS X====&lt;br /&gt;
Macintosh users simply have to double click the BZFlag icon that they dragged to their Applications folder to start the game.&lt;br /&gt;
&lt;br /&gt;
====Linux====&lt;br /&gt;
Linux, and other unix based platforms can start the game by typing the command &#039;&#039;&#039;bzflag&#039;&#039;&#039; in a terminal.&lt;br /&gt;
&lt;br /&gt;
===Joining a game===&lt;br /&gt;
When the game is first started it will show the main menu screen. Users navigate the menu by using the Up and Down arrow keys to highlight a menu item, and using the enter key to select and activate the highlighted item.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====Main Menu====&lt;br /&gt;
The main menu includes a number of menu items that lead to sub menus. The most important menu for new players is the &#039;&#039;&#039;Join Game&#039;&#039;&#039; item.&lt;br /&gt;
|[[Image:MainMenu.png|right|thumb|300px|The Main Menu]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Join Game Menu====&lt;br /&gt;
Users wishing to join an internet game in progress should choose the &#039;&#039;&#039;Join Game&#039;&#039;&#039; item from the main menu.&lt;br /&gt;
&lt;br /&gt;
On the first run of the game software all the fields in the Join Menu will be empty. Players need to use the arrow keys to highlight the &#039;&#039;&#039;Callsign&#039;&#039;&#039; item and input a player name. This name will be how other players see the user. Registered users should use the same callsign that they registered when playing. Registered users should also enter in their password into the item marked &#039;&#039;&#039;password&#039;&#039;&#039;. This password is only used for to verify your identity and is NEVER sent to the game server.&lt;br /&gt;
&lt;br /&gt;
The e-mail string is optional and usually left blank by many users.&lt;br /&gt;
&lt;br /&gt;
Once this information has been entered, the user must choose a server to play on. Servers are games of BZFlag that are hosted on the internet. There are over 200 servers to choose from. A listing of all the servers can be found by highlighting the &#039;&#039;&#039;Find Server&#039;&#039;&#039; menu item to bring up the server list.&lt;br /&gt;
&lt;br /&gt;
|[[Image:JoinGame.png|right|thumb|300px|]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====Server List====&lt;br /&gt;
The server list menu shows a listing of all publicly available internet games. The list is sorted by the number of players on each server at any time, and will dynamically change over time. The servers with the highest player counts will always be at the top of the list.&lt;br /&gt;
&lt;br /&gt;
The various servers can be highlighted using the arrow keys, and additional information about the highlighted game will be shown at the top of the screen. Once the user has chosen a server to join they must hit the enter key to select the server and return to the Join Game Menu.&lt;br /&gt;
&lt;br /&gt;
|[[Image:ServerList.png|right|thumb|300px|The Serverlist]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Entering a Game====&lt;br /&gt;
When a server is choosen from the Server List, it&#039;s information will be automatically entered into the appropriate fields in the Join Game menu. The user may then choose a team color, or leave the setting on automatic if they wish the server to assign them to a team.&lt;br /&gt;
&lt;br /&gt;
When all the information is entered, the user simply has to choose connect menu item, and they will join the game. If additional textures or resources are needed to join the game, they will be downloaded automatically.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Playing BZFlag====&lt;br /&gt;
Once the user has joined the game they will be able to enjoy the gameplay that has made BZFlag one of the most popular open source games in history.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Controls=====&lt;br /&gt;
The basic controls for the game are rather simple.&lt;br /&gt;
&lt;br /&gt;
By default the mouse is used for movement. Moving the mouse up and down will move the tank forwards and backwards, while moving the mouse left and right will cause the tank to turn in that direction. Returning the mouse to the center of the screen will cause the tank to stop moving.&lt;br /&gt;
&lt;br /&gt;
The left mouse button is used to fire the tank&#039;s weapon.&lt;br /&gt;
&lt;br /&gt;
Optionally the keyboard can be used. The arrow keys control movement in the same way as the mouse, and the space bar is used to drop the flag you are carrying. The &#039;enter&#039; key is used to fire the tanks weapon&lt;br /&gt;
&lt;br /&gt;
Some servers offer a feature that allows tanks to jump. The &#039;&#039;tab&#039;&#039; key is used to start a small jump into the air. When jumping a tank normally can not change its speed or direction until it lands. Depending on the map, it may be possible for tanks to jump and land on various world objects and continue to fight.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Objective=====&lt;br /&gt;
BZFlag is a team game, and has various objectives depending on the game type.&lt;br /&gt;
&lt;br /&gt;
The default game type is &#039;&#039;&#039;Free For All&#039;&#039;&#039;, commonly abbreviated as &#039;&#039;FFA&#039;&#039;. This mode is similar to a team death match in other first person shooting type games. The objective is to destroy as many tanks as possible on other teams, while minimizing your own losses. Tanks are destroyed by being shot, in most cases one shot is all it takes to kill an enemy tank.&lt;br /&gt;
&lt;br /&gt;
Capture the Flag is another common game type. Its objective is to pick up the flag from an opposing team and return it to your base. Tanks are destroyed the same way as in FFA games.&lt;br /&gt;
&lt;br /&gt;
The least common type of game is &#039;&#039;&#039;Rabbit Hunt&#039;&#039;&#039;. In this game mode, one user is a white-colored  &#039;&#039;&#039;rabbit&#039;&#039;&#039; tank, and everyone else is a orange-colored &#039;&#039;&#039;hunter&#039;&#039;&#039; tank. The &#039;&#039;&#039;hunter&#039;&#039;&#039; tank(s) must chase and kill the rabbit tank. The &#039;&#039;&#039;hunter&#039;&#039;&#039; tank which kills the &#039;&#039;&#039;rabbit&#039;&#039;&#039; tank then becomes the &#039;&#039;&#039;rabbit&#039;&#039;&#039; tank. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Non-Standard Teams=====&lt;br /&gt;
&lt;br /&gt;
Usually, you may not shoot members of your own team. But, there is one exception to this rule, called the &#039;&#039;&#039;rogue&#039;&#039;&#039; team. &#039;&#039;&#039;Rogue&#039;&#039;&#039; tanks are black in the view window, and yellow on the radar. They may shoot their &amp;quot;teammates&amp;quot;, and gain points for it. This is because &#039;&#039;&#039;rogue&#039;&#039;&#039; tanks   are each on a one-man team of their own. &#039;&#039;&#039;Rogue&#039;&#039;&#039; tanks are usually found on &#039;&#039;&#039;Free For All&#039;&#039;&#039; maps, but are occasionally found on &#039;&#039;&#039;CTF&#039;&#039;&#039; maps.&lt;br /&gt;
|-Rogue.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Flags=====&lt;br /&gt;
There are four different kinds of flags on an average server:&lt;br /&gt;
* Team flags are colored to correspond with the teams on the map. The idea is to grab the other team&#039;s flag and bring it back to your base.&lt;br /&gt;
* Superflags are &amp;quot;power ups&amp;quot; for your tank. Some examples of superflags can be &#039;&#039;&#039;Guided Missile&#039;&#039;&#039; (Allows your tank to lock onto and shoot others), &#039;&#039;&#039;laser&#039;&#039;&#039; (Allows your tank to shoot an infinitely fast and long laser beam), and &#039;&#039;&#039;Stealth&#039;&#039;&#039; (Your tank does not appear on radar).&lt;br /&gt;
* Bad Flags restrict the movement or actions of your tank. Some bad flags are &#039;&#039;&#039;&#039;No Jumping, Obesity, Trigger Happy,&#039;&#039;&#039; and &#039;&#039;&#039;Left turn only.&#039;&#039;&#039;&lt;br /&gt;
* Antidote flags are flags that appear only when you have a bad flag. Driving over an antidote flag removes the bad flag from your tank.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Customizing Controls=====&lt;br /&gt;
You can alter most of the controls in the menu (or, if you prefer, by editing the BZFlag config file.)&lt;br /&gt;
In the menu it is located at Options &amp;gt; Input settings &amp;gt; Key mapping&lt;br /&gt;
&lt;br /&gt;
To assign a keystroke, mouse button or joystick button to a particular command select the command with Up or Down arrows, press Enter and press the keystroke or button you wish to associate with that command.&lt;br /&gt;
You can assign two different keystrokes/buttons to a given command, by repeating the assignment process. &lt;br /&gt;
&lt;br /&gt;
Note: you can assign a keystroke or button already in use for a different command, but if you do remember that the old command will be unmapped..&lt;br /&gt;
&lt;br /&gt;
To delete an assignment select the command with Up or Down arrows and press Delete.&lt;br /&gt;
If the command has two assignments, the first (leftmost) assignment is deleted, and the second (rightmost) assignment takes its place.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Interface Elements=====&lt;br /&gt;
Most of the interface elements can be changed in the GUI settings, or by editing the config file.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
======Scoreboard======&lt;br /&gt;
Once a player has joined a server, they should notice a number of things, including the scoreboard.&lt;br /&gt;
&lt;br /&gt;
Internet games commonly feature between 5 and 20 players. The names of these players will be listed in the scoreboard on the left hand side of the screen. The scoreboard can be hidden and shown by using the &#039;&#039;S&#039;&#039; key. The scoreboard is usually set up to show a players name, score, teamkills, email string, flag, kills/deaths, and the amount of kills/deaths you have scored against that player. For example, in this scoreboard, player &amp;quot;Andrey&amp;quot; has a score of 2, 0 teamkills, and email string of &amp;quot;Andrey@andreypc&amp;quot;, has the SW (shock wave) flag, has 8 kills, 6 deaths, and has been killed by player &amp;quot;me1&amp;quot; 0 times, and has killed player &amp;quot;me1&amp;quot; once. Flags whose names are in white are powerful flags. Team flags are always the color of that team on the scoreboard. Other flags are just the same color as the player using them.&lt;br /&gt;
&lt;br /&gt;
|[[Image:Scoreboard.jpg|right|thumb|300px|The Scoreboard]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
======Team Scoreboard======&lt;br /&gt;
There is also a scoreboard for team scores. In FFA this shows the kills, deaths, and overall score. In CTF this shows the amount of flags that team has captured, and the amount of times their flag was captured, and the score. Also, to the right is the amount of players on that team. The rogue team is never included on the team scoreboard.&lt;br /&gt;
|[[Image:Teamscoreboard.jpg|right|thumb|300px|The Team Scoreboard]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
======Radar======&lt;br /&gt;
The [[Radar]] (In the bottom left), shows a bird&#039;s eye, 2d view of the map. This is useful for dodging bullets, and seeing where other players are in relation to the users&#039; tank. The user&#039;s tank is displayed in the center of the radar, in white. Two lines from the user&#039;s &amp;quot;blip&amp;quot; on the radar represent the user&#039;s FOV (Field of view). The user&#039;s bullets are also displayed in white. Other teams are shown on the radar in their respective color, red shown in red, green shown in green, etc. The rogue team is shown in yellow. Flags are shown as little x&#039;s, and team flags as colored x&#039;s. A square is also around each radar &amp;quot;blip.&amp;quot; This represents height. The larger the square, the higher something is. If a &amp;quot;blip&amp;quot; has an X through it, that tank has a flag.&lt;br /&gt;
&lt;br /&gt;
|[[Image:Radar.jpg|right|thumb|300px|The Radar]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Sportsmanship====&lt;br /&gt;
&lt;br /&gt;
When playing BZFlag, it is important to keep a few simple rules in mind:&lt;br /&gt;
&lt;br /&gt;
* Players should never shoot tanks on their own team (except for the rogue players).&lt;br /&gt;
* Players should be civil to other players in all respects.&lt;br /&gt;
&lt;br /&gt;
|[[Image:Screenshot1.jpg|right|thumb|300px|A Screenshot of a standard 2.0.9 client playing on Missile War 2]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Fastmap&amp;diff=6547</id>
		<title>Talk:Fastmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Fastmap&amp;diff=6547"/>
		<updated>2009-07-13T09:47:17Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: New page: FWIW, I don&amp;#039;t like the name &amp;quot;fastmap&amp;quot;.  It&amp;#039;s only relative, what happens a year or so from now when HTTP has been superceded?  A better name for this feature or functionality might be &amp;quot;map...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FWIW, I don&#039;t like the name &amp;quot;fastmap&amp;quot;.  It&#039;s only relative, what happens a year or so from now when HTTP has been superceded?  A better name for this feature or functionality might be &amp;quot;mapTransfer&amp;quot; with input values of &amp;quot;client&amp;quot; or &amp;quot;http&amp;quot; etc.  Or if you need to keep the functionality as a boolean, call it &amp;quot;httpMapTransfer&amp;quot;. [[User:Mr Burns|Mr Burns]] 05:47, 13 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Common_Support_Issues&amp;diff=6524</id>
		<title>Common Support Issues</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Common_Support_Issues&amp;diff=6524"/>
		<updated>2009-07-07T13:18:04Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Kicked for not using UDP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of common problems in the game and their resolutions.&lt;br /&gt;
&lt;br /&gt;
==Global Login Not Identifying==&lt;br /&gt;
If you get the following error upon entering or finding servers...&lt;br /&gt;
 ERROR: Did not get token:&lt;br /&gt;
 NOTOK: Invalid callsign or password&lt;br /&gt;
It may be caused either by the global login system being down (which you can check by going to [http://my.bzflag.org/bb/ the BZBB]) or your ISP putting a caching proxy on port 80. This means that when your client goes to get a token from global login, your ISP returns an old cached token which will not work. If there is a proxy, then the following steps will allow you to bypass it.&lt;br /&gt;
&lt;br /&gt;
*Open your [[Config File|configuration file]]&lt;br /&gt;
*Locate the line that reads:&lt;br /&gt;
 #set list &amp;lt;nowiki&amp;gt;http://my.bzflag.org/db&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*Change the line to read:&lt;br /&gt;
 set list &amp;lt;nowiki&amp;gt;http://my.bzflag.org:81/db&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*Save the file and restart BZFlag&lt;br /&gt;
&lt;br /&gt;
If you continue to get the error above then either global login is down or there is a more serious problem (in which case you should get [[:Category:Support|support]]).&lt;br /&gt;
&lt;br /&gt;
==Kicked for not using UDP==&lt;br /&gt;
BZFlag uses UDP to communicate between the client (you playing the game) and the server (the machine hosting the map). If you are getting kicked from servers for not using UDP, it could be caused by your anti-virus, firewall, router, modem, or ISP.&lt;br /&gt;
&lt;br /&gt;
The easiest thing to try is to disable your firewall and/or antivirus for a few minutes and see if you can play.  If you still have issues and you use a router, try connecting your computer directly to your modem. If this works then the problem is probably caused by your router. Check to see if there is a newer firmware for your router.  Also check to see whether some setting in your router&#039;s configuration might need to be changed.&lt;br /&gt;
&lt;br /&gt;
There was recently an issue found with the Windows anti-virus program Nod32. It identifies BZFlag as a browser, causing it to block UDP communication. To fix this, right click on Nod32 in the system tray, go to Advanced Setup. From there, go to Web access protection &amp;gt; HTTP, HTTPS &amp;gt; Web browsers, and uncheck BZFlag.&lt;br /&gt;
&lt;br /&gt;
==Slow Performance==&lt;br /&gt;
The performance of the BZFlag client is very dependent on the performance of the system&#039;s video card. Slow performance is often a problem when the host OS does not have the proper video card drivers to provide the needed acceleration for the 3D drawing the game does.&lt;br /&gt;
&lt;br /&gt;
It is always a good idea to get the latest video drivers from the chipset manufacturer for your card.&lt;br /&gt;
This is almost always either [http://www.nvidia.com nVidia] or [http://www.ati.com ATI].&lt;br /&gt;
&lt;br /&gt;
==I can&#039;t kill anyone!==&lt;br /&gt;
If your shots seem to go right through other tanks without exploding them, you are probably experiencing [[lag]].  Tip: shoot slightly ahead of where other tanks appear to be.&lt;br /&gt;
&lt;br /&gt;
==Starting A Server==&lt;br /&gt;
Refer to [[Creating A Server]] for help on starting your own server.&lt;br /&gt;
&lt;br /&gt;
==Router Setup==&lt;br /&gt;
If you are setting up a server, you may need to unblock/forward ports on your router. This is done through the router&#039;s settings. You pick a range of ports to forward to a local IP Address (IE: Forward ports 5154-5200 to local address 192.168.1.101). &lt;br /&gt;
&lt;br /&gt;
An excellent resource to assist you in doing this is available here: http://portforward.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of port forwarding on one router&lt;br /&gt;
&lt;br /&gt;
[[Image:Forwardports.jpg|Port Forwarding]]&lt;br /&gt;
&lt;br /&gt;
==Crashes==&lt;br /&gt;
If your client crashes on startup or some key mappings don&#039;t work you might try removing your [[Config File|configuration file]] and restarting BZFlag. You will have to set things like video mode and username/password again after removing it.&lt;br /&gt;
&lt;br /&gt;
If you are running Linux and get segmentation fault errors when trying to connect to a server, update libcurl3 to 7.15.5 or greater.&lt;br /&gt;
&lt;br /&gt;
[[Category:Support]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Recordmatch&amp;diff=5844</id>
		<title>Recordmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Recordmatch&amp;diff=5844"/>
		<updated>2009-05-26T10:44:44Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recordmatch is a standard [[Plug-ins|plug-in]] that is shipped with the [[BZFlag Source|source code]].  It allows for match games, such as league matches, to be recorded onto the server to be replayed later.  It will automatically record when a game (match) is started, and it will record with a filename given by the current date and time.  Recordmatch is included in [[BZFlag 2.0.6|v2.0.6]] and later releases.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
When the recordmatch plug-in is loaded, it waits for a match game to be started. When a game is started, it will create a new file to store the recording, named with the current date and time. When the game is ended, it will stop recording and close the file. The plug-in is loaded in the same way as any other and takes no parameters:&lt;br /&gt;
&lt;br /&gt;
 -loadplugin &amp;quot;/path/to/the/plugin/recordmatch&amp;quot;&lt;br /&gt;
&lt;br /&gt;
or with the in game commands if the server is already running:&lt;br /&gt;
&lt;br /&gt;
 /loadplugin &amp;quot;/path/to/the/plugin/recordmatch&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;-loadplugin&amp;quot; syntax is used in the [[sample conf|server configuration]] file or at the command line when invoking a game [[BZFS|server]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The BZFS API was changed in the development of [[BZFlag 2.0.6|v2.0.6]] to allow for recordings to be started. Recordmatch is the first plug-in to use the newly-added capability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Plug-Ins]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=SAMPLE_PLUGIN&amp;diff=5829</id>
		<title>SAMPLE PLUGIN</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=SAMPLE_PLUGIN&amp;diff=5829"/>
		<updated>2009-05-16T13:17:19Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SAMPLE PLUGIN is a standard [[Plug-ins|plug-in]] that is shipped with the [[BZFlag Source]] code. It is an example project intended to give new plug-in developers the framework they need to make a new plug-in module.&lt;br /&gt;
&lt;br /&gt;
To use it, simply create a copy of the SAMPLE_PLUGIN directory, and replace all instances of the text &#039;&#039;SAMPLE_PLUGIN&#039;&#039; with your plug-in name. Users that have access to a bash or other unix like shell can use the &#039;newplug.sh&#039; script to automate this process.&lt;br /&gt;
&lt;br /&gt;
SAMPLE PLUGIN is included in version [[BZFlag 2.0.4|v2.0.4]] and later releases.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Plug-Ins]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User_talk:Me1/Style_Merges&amp;diff=5828</id>
		<title>User talk:Me1/Style Merges</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User_talk:Me1/Style_Merges&amp;diff=5828"/>
		<updated>2009-05-15T08:07:01Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Adds 0.02 &amp;lt;insert favourite currency here&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Talking about [[Free For All]], [[Capture the Flag]] and [[Rabbit Hunt]]&lt;br /&gt;
&lt;br /&gt;
These pages/stubs don&#039;t really need to be separate. It&#039;d be better if they were in one article, instead of three.&lt;br /&gt;
Anyone disagree? --[[User:Me1|Me1]] 18:19, 9 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would tend to agree with you on this, Me1. I suggest they be merged into one &#039;Game Modes&#039; article.&lt;br /&gt;
&lt;br /&gt;
I (Ratfink) definitely agree that they should be merged, me1.&lt;br /&gt;
&lt;br /&gt;
Same here, Game Modes should be fine. (Yassen)&lt;br /&gt;
&lt;br /&gt;
I disagree with the suggestion to merge.  Each game style is very different from the others, with correspondingly different strategies of play.  Combining the pages might lead to one long unwieldy page.  Who knows what other game play modes might be developed in the future?  We already have plugins for some; king of the hill &amp;amp; hold the flag.  Better to leave each page separate, allowing room for complete documentation. [[User:Mr Burns|Mr Burns]] 04:07, 15 May 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Jargon&amp;diff=5824</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Jargon&amp;diff=5824"/>
		<updated>2009-05-14T08:58:37Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Jargon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page hopes to clarify some common jargon, acronyms and slang used by many players in game. They can be useful to know, especially in team situations, as other players will assume that you know what they are talking about.&lt;br /&gt;
&lt;br /&gt;
Many players use map &amp;quot;landmarks,&amp;quot; like &amp;quot;mid tower&amp;quot; or &amp;quot;@ R jump,&amp;quot; to signify places on the map, so it&#039;s a good idea to learn your maps as well as the jargon.&lt;br /&gt;
&lt;br /&gt;
= Acronyms =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
CTF=[[Capture the Flag]]&lt;br /&gt;
FFA=[[Free For All]]&lt;br /&gt;
RH=[[Rabbit Hunt]]&lt;br /&gt;
KOTH=King of the Hill&lt;br /&gt;
R=(Team&#039;s) Right&lt;br /&gt;
L=(Team&#039;s) Left&lt;br /&gt;
RF=Red flag&lt;br /&gt;
GF=Green flag&lt;br /&gt;
BF=Blue flag&lt;br /&gt;
PF=Purple flag&lt;br /&gt;
HF=Have fun&lt;br /&gt;
GJ=Good Job. Often said to the team when a teammate has just captured the opposing team&#039;s flag&lt;br /&gt;
GL=Good Luck&lt;br /&gt;
GS=Good shot. Generally used when a particularly difficult shot kills you&lt;br /&gt;
GG=Good game&lt;br /&gt;
G1=Good One (shot)&lt;br /&gt;
NP=No Problem - mostly used as a response if you&#039;re teamkilled&lt;br /&gt;
NS=Nice Shot&lt;br /&gt;
N1=Nice One (shot)&lt;br /&gt;
SRY=Sorry&lt;br /&gt;
THX=Thank You&lt;br /&gt;
TK=Team Kill, to kill one&#039;s own team.&lt;br /&gt;
TY=Thank You&lt;br /&gt;
WTF?=Something&#039;s not quite right..... (Vulgar)&lt;br /&gt;
WTH?=Similar to WTF - cleaner version&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Jargon =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
Base=Usually referring to your own base. (eg: ST base! &amp;quot;There&#039;s someone with stealth in/at/near our base&amp;quot;)&lt;br /&gt;
Bots=Non-human-player tanks.&lt;br /&gt;
Camping=Staying in one place with the same flag for a long time. If you do this you are &#039;&#039;a camper&#039;&#039;.&lt;br /&gt;
Capping=Capturing the other teams flag, verb &#039;&#039;to cap&#039;&#039;.&lt;br /&gt;
Flag Running=Working against your own team, taking your team&#039;s flag towards the other team&#039;s base. If you do this you are a &#039;&#039;flag runner&#039;&#039;.&lt;br /&gt;
Flag Shopping=Rapidly picking up and dropping flags, in order to find a particularly powerful or useful one. Also known as &#039;&#039;flag farming&#039;&#039;.&lt;br /&gt;
Geno=Genocide Flag, usually when seen it chat by itself it warns that an opposing team player has the flag so be careful.&lt;br /&gt;
In=Inside the base (if applicable)&lt;br /&gt;
Jump/Jumper/Launcher=Either a world object that launches a tank in the air, or a tank that has used said world object.&lt;br /&gt;
Lang=Language, Watch your language. (Please don&#039;t respond with the language you speak.)&lt;br /&gt;
Laser Spamming=Uselessly, blindly, rapidly shooting with the laser flag, often resulting in team kills.&lt;br /&gt;
N, S, E, W=North, South, East, West. Compass points relative to the map. (eg: &amp;quot;Where the rabbit?&amp;quot; &amp;quot;N inside hut&amp;quot; or &amp;quot;SE corner&amp;quot;)&lt;br /&gt;
Out=Directly outside the base (if applicable)&lt;br /&gt;
Mid=Middle of the map&lt;br /&gt;
Pass=Send the flag to the middle, or to a safe zone. See [[Jumping#Dropping_Flags|this article]].&lt;br /&gt;
Pyr=Pyramid&lt;br /&gt;
Spamming=Filling the chat box with meaningless text.&lt;br /&gt;
Spawn camping=Sitting near a team&#039;s spawn site waiting to kill them when they respawn after their flag is captured.&lt;br /&gt;
Spawn killing=Killing someone as soon as they spawn.&lt;br /&gt;
Tele=Teleporter&lt;br /&gt;
Theirs=Attack the other team&#039;s flag, or used to signify the other team&#039;s base.&lt;br /&gt;
Ours=Protect your team flag, or used to signify your team&#039;s base.&lt;br /&gt;
Watch!=Watch out! or Guard! (eg: Watch ours!)&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Flag List|Flag Abbreviations]]&lt;br /&gt;
* [http://en.wiktionary.org/wiki/Appendix:Internet_slang Common Internet Slang]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Google_Summer_of_Code&amp;diff=5661</id>
		<title>Google Summer of Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Google_Summer_of_Code&amp;diff=5661"/>
		<updated>2009-03-31T13:20:31Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Minor grammar tweakage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the third year in a row, BZFlag will be participating in the [http://code.google.com/soc Google Summer of Code]!&lt;br /&gt;
 &lt;br /&gt;
===See our [[Google_Summer_of_Code/2009|2009 GSoC page]] for details.===&lt;br /&gt;
&lt;br /&gt;
Please see our [[Google Summer of Code/2009#Proposal Ideas|Proposal Ideas]] for a list of the projects that are of interest.  Student applications will be accepted via the GSoC website between March 23 and April 3.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Since 2005, Google has run an open source software development program specifically for students called the [http://code.google.com/soc/ Google Summer of Code] (GSoC).  Under this program, Google funds students to write code for open source projects during the northern hemisphere&#039;s summer timeframe.  The student efforts are focused on projects that they themselves propose to projects such as BZFlag, sometimes catering to ideas that the project suggests or ideas entirely of the student&#039;s own conception.  Student proposals are then reviewed, evaluated, and ranked by the project.  Google allocates a certain number of slots to each participating project/organization which in turn determines how many student developers we get to work with.&lt;br /&gt;
&lt;br /&gt;
Students that participate with the BZFlag project are required to adhere to specified [[Google Summer of Code Acceptance|development requirements]], selected students then work on their projects through the summer.  Students are expected to be fully integrated with the BZFlag development community throughout the program, actively engaged in their work, and intently working &#039;&#039;with&#039;&#039; the other BZFlag developers throughout the design and implementation of their projects.  If the student successfully completes what they propose, they are ultimately paid $4500 for their work and the BZFlag community hopefully gains a new long-term developer.  In all, the program is a pretty darn good deal for many students, great publicity and marketing for both Google and BZFlag, and an excellent opportunity for attracting new long-term BZFlag developers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Attracting and mentoring new long-term developers is our primary goal.&#039;&#039;&#039;&#039;&#039;  If this interests you, please let us know and submit a GSoC application.&lt;br /&gt;
&lt;br /&gt;
= Getting started =&lt;br /&gt;
&lt;br /&gt;
* Read this page&lt;br /&gt;
* Read our [[Google Summer of Code/2009|proposal ideas]] page&lt;br /&gt;
* Read our [[Google_Summer_of_Code/Application_Guidelines|application guidelines]]&lt;br /&gt;
* Read our [[Google Summer of Code Acceptance|requirements]]&lt;br /&gt;
* Read our [http://bzflag.svn.sourceforge.net/viewvc/*checkout*/bzflag/trunk/bzflag/DEVINFO DEVINFO] file&lt;br /&gt;
* Join our [[BZFlag on IRC|#bzflag on Freenode]] IRC channel&lt;br /&gt;
* Formulate a proposal idea, communicate with devs&lt;br /&gt;
* [http://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=303248 Submit a patch]&lt;br /&gt;
* Apply!&lt;br /&gt;
&lt;br /&gt;
= Preparing an application =&lt;br /&gt;
&lt;br /&gt;
There is intentionally no specific format to our applications. &#039;&#039;&#039;BUT&#039;&#039;&#039;... students are &#039;&#039;&#039;strongly&#039;&#039;&#039; encouraged to be detailed, creative, and interactive with the BZFlag developers throughout the application process.  Proposals that are detailed in their approach and contain useful background information about the individual&#039;s abilities and their ideas will generally receive more attention.  Applications should specify what you intend to deliver, a reasonable development timeline, and any implementation details that are relevant such as what language(s) you intend to use.  C/C++ proposals are generally preferred since that is our predominant codebase and developer expertise though others are considered.  See our &#039;&#039;&#039;[[Google_Summer_of_Code/Application_Guidelines|Application Guidelines]]&#039;&#039;&#039; for more details.&lt;br /&gt;
&lt;br /&gt;
Early proposal submissions are encouraged as it gives the mentors more time to review the proposal in detail, comment on it, potentially ask for additional input, and iterate with the student on your ideas.  In the past, submitting closer to the deadline hasn&#039;t been a negative consideration, as all submissions are predominantly judged on merit, but submitting and discussing early do tend to be an advantage if there are others applications that have similar goals.&lt;br /&gt;
&lt;br /&gt;
Students should propose what they actually want to work on, how you intend to work on it, what you intend to DO, what you know about that task, some details about yourself, etc.  Be detailed and articulate.  Brief proposals do not generally do very well.  Your ability to perform the task is outright presumed by the nature of submitting a detailed application.  Students should propose a task that they are comfortable and knowledgeable with performing within the timeframe of the program and considering any extenuating circumstances.&lt;br /&gt;
&lt;br /&gt;
You may submit more than one application (one application for each project you would enjoy working on) if you so desire.  This can help us when we receive more than one strong proposal for a single project, as generally speaking we will accept only one application for each project.  However, please do not submit proposals for work you will not enjoy doing, and please do not sacrifice quality for quantity.  One good application makes a much better impression than two half-baked applications.&lt;br /&gt;
&lt;br /&gt;
If you talk with us on IRC about your SoC proposal, be sure to include your IRC nickname somewhere in your proposal.&lt;br /&gt;
&lt;br /&gt;
You should also [http://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=303248 submit a patch] before you submit your application, and be sure to include a link to the tracker item in your proposal submission.  See the [[Google Summer of Code Acceptance|development requirements]] for details.&lt;br /&gt;
&lt;br /&gt;
Students are expected to interact on the [http://my.bzflag.org/irc/ #bzflag IRC channel] on the Freenode network, abide by the [http://bzflag.svn.sourceforge.net/viewvc/*checkout*/bzflag/trunk/bzflag/DEVINFO DEVINFO] rules, and agree to the [[Google Summer of Code Acceptance|development requirements]] before submitting an application.&lt;br /&gt;
&lt;br /&gt;
Thanks for your interest and we look forward to seeing you apply!&lt;br /&gt;
&lt;br /&gt;
= The application review process =&lt;br /&gt;
&lt;br /&gt;
Just about every participating GSoC organization receives considerably more project proposals than can be accepted.  All the applications are reviewed, evaluated, and critiqued individually.  Of those applications, only a few can be selected to work on BZFlag.  We expect to receive many good applications, making the selection process very competitive and difficult (so make sure your application is excellent).  &#039;&#039;This cannot be stressed enough.&#039;&#039;  It is rather hard for most projects to narrow down the submissions but in the end there are only so many slots to work with and the line eventually has to be drawn.  Every application gets read multiple times and reviewed in detail.  We thank &#039;&#039;&#039;everyone&#039;&#039;&#039; that submits a proposal and hope to see many of you become involved in BZFlag software development regardless of acceptance.&lt;br /&gt;
 &lt;br /&gt;
In the end, submissions are selected according to the overall long-term impact that accepting the proposal can make for the game, perception of the submitter&#039;s abilities to complete the task within the program timeframe, general consensus on the technical approach being proposed, how well the student communicates with other developers, the perception that the individual is interested in being a long-term BZFlag developer, and our overall interest in having the proposed modifications made to BZFlag.  Particular notice is made of students that are responsive to questions and readily interactive in the IRC channel.  Communication is one of the most important criteria.&lt;br /&gt;
&lt;br /&gt;
= BZFlag participation in GSoc =&lt;br /&gt;
&lt;br /&gt;
== [[Google Summer of Code/2009|2009 (more details here)]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;We&#039;ve been accepted.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We intend to only accept at most three student slots this year.  Our focus this year is on quality and cleanup so we can make a major release.  Cleaning up and refactoring existing code is much more important to us this year than writing new code.&lt;br /&gt;
&lt;br /&gt;
== [[Google Summer of Code/2008|2008 (more details here)]] ==&lt;br /&gt;
{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
 |[[Image:BZGSoC2008_small.gif |thumb|left|128px]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
The Google Summer of Code 2008 was announced on February 25, 2008. Given the substantial successes and opportunities provided by the program, BZFlag continues to participate in the program.  We accepted six students, five of whom were integrated into our development community.&lt;br /&gt;
&lt;br /&gt;
== [[Google Summer of Code/2007|2007 (more details here)]] ==&lt;br /&gt;
{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
 |[[Image:BZGSoC2007_small.gif|thumb|left|128px]]&lt;br /&gt;
 |}&lt;br /&gt;
BZFlag first participated during GSoC&#039;s third year in 2007.  A detailed after-the-fact discussion and analysis of BZFlag&#039;s first-year participation is included in the article &#039;&#039;[http://my.bzflag.org/gsoc/bzflag_gsoc2007_post_mortem.pdf “Postmortem” Perspectives of a First-year Participant in the 2007 Google Summer of Code for BZFlag]&#039;&#039;.  This article was given to Google in August 2007 as a final report, per se, of our involvement (you&#039;re only a first-year participant once).&lt;br /&gt;
&lt;br /&gt;
We accepted four students, three of whom were successful in their projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Google Summer of Code/2007#Promotion Flyers|Promotion Flyers]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Slash_Commands&amp;diff=5545</id>
		<title>Slash Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Slash_Commands&amp;diff=5545"/>
		<updated>2009-03-12T11:09:03Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of the commands that are available in BZFlag. Access to most of these commands is controlled through [[Server_Permissions|permissions]].&lt;br /&gt;
&lt;br /&gt;
All commands are preceded by a &#039;/&#039; on any chat prompt.&lt;br /&gt;
The format for commands that take arguments are provided by the server by issuing the command with no arguments. (ie. `/ban`)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some commands take no arguments&#039;&#039;&#039; (eg. &#039;&#039;/shutdownserver&#039;&#039;, &#039;&#039;/superkill&#039;&#039;) &#039;&#039;&#039;and therefore&#039;&#039;&#039; do not return the format string for the command but &#039;&#039;&#039;execute the command instead.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Command&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/?&#039;&#039; || List commands&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/ban&#039;&#039; || Ban players using the specified IPs of the player specified for certain length of time from using this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/banlist&#039;&#039; || List all of the IPs currently banned from this server. Items from the master ban list on my.bzflag.org/bb have an &#039;(m)&#039; after the IP for masterban. If an argument is specified only bans that match the argument are displayed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/checkip&#039;&#039; || Check if a specified IP is banned or not and report the results.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/clientquery&#039;&#039; || Retrieve client version info from all users, or just CALLSIGN if given&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/countdown&#039;&#039; || Starts the countdown sequence for a timed game. The countdown sequence length can optionally be specified in seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/date&#039;&#039; || Responds with the current server local date and time (same as /time).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/deregister&#039;&#039; || With an argument, it deregisters another user&#039;s callsign . Without, it removes your own registration. (only affects local registration)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/diff&#039;&#039; || Shows the &#039;&#039;/set&#039;&#039; server variables that are set to something other than the default (or at least most of them)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/endgame&#039;&#039; || Ends the current game&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag reset&#039;&#039; || Repositions flags. If unused is specified, flags carried by tanks are not affected.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag up&#039;&#039; || Removes all flags from the game&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag show&#039;&#039; || Shows all flags with information.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag give&#039;&#039; || Give the specified flag to the specified player. If the flag is not available, it will take a flag from the person who has the flag specified. You cannot give flags that do not exist on the map.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag take&#039;&#039; || Will take the flag that the player specified is currently carrying.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flaghistory&#039;&#039; || Lists what flags players have grabbed in the past.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/gameover&#039;&#039; || Ends a timed game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/ghost&#039;&#039; || Kicks off an impersonating player or ghost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/grouplist&#039;&#039; || Lists the available user groups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/groupperms&#039;&#039; || Lists the permissions for each group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/help&#039;&#039; || With no argument it displays a lists the help files available. With the argument it displays the contents of the help file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/highlight&#039;&#039; || Highlights any text that contains the word or words specified in the argument to this command. For example, if you type /highlight genocide , then any text that is printed on the console that contains the word genocide will be underlined and in blue.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostban&#039;&#039; || Ban players using the specified hostnames for a certain length of time from using this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostbanlist&#039;&#039; || List all of the host patterns currently banned from this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostunban&#039;&#039; || Will remove the the specified host from the ban list so that players from that host will be able to play again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idban&#039;&#039; || Ban a player by bzbb id. This will stick even if the player ip changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idbanlist&#039;&#039; || List all bans made with &#039;&#039;/idban&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/identify&#039;&#039; || Log in to a registered callsign&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idlestats&#039;&#039; || Displays the idle time in seconds for each player. A player is idle when he is dead and has not respawned yet.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idlist&#039;&#039; || Will list the currently banned IDs&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idunban&#039;&#039; || Will remove the ban on the ID specified so that the player may play on the server again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/kick&#039;&#039; || Kick a named player off the server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/kill&#039;&#039; || Kill a player (they explode). The kill shows up as coming from the server (IE the player sees &amp;quot;PLAYERNAME: destroyed by the server&amp;quot; in their console). The player killed loses a point, but the player running the /kill command does not gain a point.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagdrop&#039;&#039; || With no argument it displays current lagdrop setting, with argument it sets it to the value specified. This specifies the number of warnings a player gets due to high lag before the server kicks the players.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagstats&#039;&#039; || Lists network delays, jitter and number of lost (out of order packets) by player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagwarn&#039;&#039; || With no argument it displays current lagwarn setting, with argument it sets it to the value specified. If a players lag is higher that the setting they will be warned, then kicked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/listplugins&#039;&#039; || Displays the plug-ins loaded on the server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/localset&#039;&#039; || Set local client variables in your configuration file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/masterban&#039;&#039; || Manipulate the master ban list.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/me&#039;&#039; || This command displays an &amp;quot;action&amp;quot; that is conveyed to another player. It allows for a little more expressivity in the game. For example if your callsign was &#039;Thumper&#039;: &amp;quot;/me is hunting wabbits&amp;quot; turns into a message like &amp;quot;Thumper is hunting wabbits&amp;quot; that gets displayed differently to other players than regular chat.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/msg&#039;&#039; || This command allows a player to send a message to another player. Similar to using the &amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; message keys in the game and then selecting your recipient, this will send some message to particular player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/mute&#039;&#039; || Allows a server admin to remove the ability for a player to communicate with other players. Once muted the player may only talk to admins on the server. This command removes the TALK permission for that user.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/part&#039;&#039; || Leave the server with a goodbye message (same as /quit).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/password&#039;&#039; || Enter server password to gain operator privileges. It is frowned upon to use this command on servers where you are not an admin&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/playerlist&#039;&#039; || List player names and IP addresses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/poll&#039;&#039; || Start a player poll&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/quit&#039;&#039; || Leave the server with a goodbye message (same as /part).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record&#039;&#039; || List all files in the recordings directory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record start&#039;&#039; || Starts recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record stop&#039;&#039; || Stops recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record size&#039;&#039; || Specify size of recording buffer in megabytes (MB)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record rate&#039;&#039; || Specify recording rate in seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record stats&#039;&#039; || Display statistics of recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record file&#039;&#039; || Specify a filename for recording instead of using memory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record save&#039;&#039; || Save an in-memory recording buffer to a file&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/register&#039;&#039; || Register your current callsign locally to the specified password. Passwords must be at least 3 characters long, and the callsign may not contain quotes or other non-alphanumeric/space characters. We use global logons and this is not needed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/reload&#039;&#039; || Reloads the user, group, and password files (for synchronization between multiple servers on the same machine)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/removegroup&#039;&#039; || Remove a user from a group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay list&#039;&#039; || List recording files that can be replayed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay load&#039;&#039; || Load a recording file for play&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay play&#039;&#039; || Start playback of the loaded recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay skip&#039;&#039; || Skip forwards or backwards through the recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/report&#039;&#039; || Write a message to the server administrator&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/reset&#039;&#039; || Reset a server variable to it&#039;s [[BZFS|bzfs]] default setting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/say&#039;&#039; || Generate a public message sent by the server. For example if your callsign were &#039;Tanner&#039; using &amp;quot;/say This is a server message&amp;quot;, will display &#039;&#039;[SERVER:] This is a server message (Tanner)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/savemsgs&#039;&#039; || Saves the chat console to &#039;&#039;config directory&#039;&#039;/msglog.txt. Use &amp;quot;/savemsgs -s&amp;quot; to strip coloring data.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/saveworld&#039;&#039; || Saves the current world that the client is playing on. For example, &amp;quot;/saveworld mapname.bzw&amp;quot; would save the world to the file &amp;quot;mapname.bzw&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/sendhelp&#039;&#039; || Send a help file to a player&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/serverquery&#039;&#039; || Report the server version number&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/set&#039;&#039; || With no arguments it will list the values of all server variables. With the arguments it will set the variable that is specified to the value that is given.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/setgroup&#039;&#039; || Add a user to a group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/setpass&#039;&#039; || Changes your password (for locally registered users, not globally)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/showgroup&#039;&#039; || Lists the groups that a registered user is a member of&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/showperms&#039;&#039; || Show permissions granted to yourself or another player&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/shutdownserver&#039;&#039; || Stop serving BZFlag on this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/superkill&#039;&#039; || Kick all players off the server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/time&#039;&#039; || Responds with the current server local date and time (same as /date).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/unban&#039;&#039; || Will remove the IP address from the banlist, allowing someone from that address to connect and play BZFlag.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/unmute&#039;&#039; || Allows a server admin to restore the TALK permission to a previously muted player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/uptime&#039;&#039; || Prints server&#039;s current running time in days, hours, minutes and seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/veto&#039;&#039; || If there is a poll active, this will cancel the poll.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/viewreports&#039;&#039; || View the server&#039;s report file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/vote&#039;&#039; || If there is a poll active, this command will place a vote in favor or in opposition to the poll. Multiple languages are supported as a vote argument in addition to &amp;quot;yes&amp;quot; and &amp;quot;no&amp;quot;. By default, you must be registered to vote on a poll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
[[Category:Client]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Slash_Commands&amp;diff=5544</id>
		<title>Slash Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Slash_Commands&amp;diff=5544"/>
		<updated>2009-03-12T11:04:57Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 5543 by 87.194.201.134 (Talk) Reason: doesn&amp;#039;t look right. You probably mean mapname.obj but I don&amp;#039;t know either.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of the commands that are available in BZFlag. Access to most of these commands is controlled through [[Server_Permissions|permissions]].&lt;br /&gt;
&lt;br /&gt;
All commands are preceded by a &#039;/&#039; on any chat prompt.&lt;br /&gt;
The format for commands that take arguments are provided by the server by issuing the command with no arguments. (ie. `/ban`)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some commands take no arguments&#039;&#039;&#039; (eg. &#039;&#039;/shutdownserver&#039;&#039;, &#039;&#039;/superkill&#039;&#039;) &#039;&#039;&#039;and therefore&#039;&#039;&#039; do not return the format string for the command but &#039;&#039;&#039;execute the command instead.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Command&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/?&#039;&#039; || List commands&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/ban&#039;&#039; || Ban players using the specified IPs of the player specified for certain length of time from using this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/banlist&#039;&#039; || List all of the IPs currently banned from this server. Items from the master ban list on my.bzflag.org/bb have an &#039;(m)&#039; after the IP for masterban. If an argument is specified only bans that match the argument are displayed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/checkip&#039;&#039; || Check if a specified IP is banned or not and report the results.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/clientquery&#039;&#039; || Retrieve client version info from all users, or just CALLSIGN if given&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/countdown&#039;&#039; || Starts the countdown sequence for a timed game. The countdown sequence length can optionally be specified in seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/date&#039;&#039; || Responds with the current server local date and time (same as /time).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/deregister&#039;&#039; || With an argument, it deregisters another user&#039;s callsign . Without, it removes your own registration. (only affects local registration)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/diff&#039;&#039; || Shows the &#039;&#039;/set&#039;&#039; server variables that are set to something other than the default (or at least most of them)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/endgame&#039;&#039; || Ends the current game&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag reset&#039;&#039; || Repositions flags. If unused is specified, flags carried by tanks are not affected.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag up&#039;&#039; || Removes all flags from the game&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag show&#039;&#039; || Shows all flags with information.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag give&#039;&#039; || Give the specified flag to the specified player. If the flag is not available, it will take a flag from the person who has the flag specified. You cannot give flags that do not exist on the map.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag take&#039;&#039; || Will take the flag that the player specified is currently carrying.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flaghistory&#039;&#039; || Lists what flags players have grabbed in the past.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/gameover&#039;&#039; || Ends a timed game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/ghost&#039;&#039; || Kicks off an impersonating player or ghost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/grouplist&#039;&#039; || Lists the available user groups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/groupperms&#039;&#039; || Lists the permissions for each group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/help&#039;&#039; || With no argument it displays a lists the help files available. With the argument it displays the contents of the help file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/highlight&#039;&#039; || Highlights any text that contains the word or words specified in the argument to this command. For example, if you type /highlight genocide , then any text that is printed on the console that contains the word genocide will be underlined and in blue.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostban&#039;&#039; || Ban players using the specified hostnames for a certain length of time from using this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostbanlist&#039;&#039; || List all of the host patterns currently banned from this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostunban&#039;&#039; || Will remove the the specified host from the ban list so that players from that host will be able to play again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idban&#039;&#039; || Ban a player by bzbb id. This will stick even if the player ip changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idbanlist&#039;&#039; || List all bans made with &#039;&#039;/idban&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/identify&#039;&#039; || Log in to a registered callsign&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idlestats&#039;&#039; || Displays the idle time in seconds for each player. A player is idle when he is dead and has not respawned yet.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idlist&#039;&#039; || Will list the currently banned IDs&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idunban&#039;&#039; || Will remove the ban on the ID specified so that the player may play on the server again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/kick&#039;&#039; || Kick a named player off the server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/kill&#039;&#039; || Kill a player (they explode). The kill shows up as coming from the server (IE the player sees &amp;quot;PLAYERNAME: destroyed by the server&amp;quot; in their console). The player killed loses a point, but the player running the /kill command does not gain a point.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagdrop&#039;&#039; || With no argument it displays current lagdrop setting, with argument it sets it to the value specified. This specifies the number of warnings a player gets due to high lag before the server kicks the players.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagstats&#039;&#039; || Lists network delays, jitter and number of lost (out of order packets) by player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagwarn&#039;&#039; || With no argument it displays current lagwarn setting, with argument it sets it to the value specified. If a players lag is higher that the setting they will be warned, then kicked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/listplugins&#039;&#039; || Displays the plug-ins loaded on the server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/localset&#039;&#039; || Set local client variables in your configuration file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/masterban&#039;&#039; || Manipulate the master ban list.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/me&#039;&#039; || This command displays an &amp;quot;action&amp;quot; that is conveyed to another player. It allows for a little more expressivity in the game. For example if your callsign was &#039;Thumper&#039;: &amp;quot;/me is hunting wabbits&amp;quot; turns into a message like &amp;quot;Thumper is hunting wabbits&amp;quot; that gets displayed differently to other players than regular chat.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/msg&#039;&#039; || This command allows a player to send a message to another player. Similar to using the &amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; message keys in the game and then selecting your recipient, this will send some message to particular player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/mute&#039;&#039; || Allows a server admin to remove the ability for a player to communicate with other players. Once muted the player may only talk to admins on the server. This command removes the TALK permission for that user.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/part&#039;&#039; || Leave the server with a goodbye message (same as /quit).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/password&#039;&#039; || Enter server password to gain operator privileges. It is frowned upon to use this command on servers where you are not an admin&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/playerlist&#039;&#039; || List player names and IP addresses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/poll&#039;&#039; || Start a player poll&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/quit&#039;&#039; || Leave the server with a goodbye message (same as /part).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record&#039;&#039; || List all files in the recordings directory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record start&#039;&#039; || Starts recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record stop&#039;&#039; || Stops recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record size&#039;&#039; || Specify size of recording buffer in megabytes (MB)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record rate&#039;&#039; || Specify recording rate in seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record stats&#039;&#039; || Display statistics of recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record file&#039;&#039; || Specify a filename for recording instead of using memory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record save&#039;&#039; || Save an in-memory recording buffer to a file&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/register&#039;&#039; || Register your current callsign locally to the specified password. Passwords must be at least 3 characters long, and the callsign may not contain quotes or other non-alphanumeric/space characters. We use global logons and this is not needed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/reload&#039;&#039; || Reloads the user, group, and password files (for synchronization between multiple servers on the same machine)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/removegroup&#039;&#039; || Remove a user from a group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay list&#039;&#039; || List recording files that can be replayed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay load&#039;&#039; || Load a recording file for play&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay play&#039;&#039; || Start playback of the loaded recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay skip&#039;&#039; || Skip forwards or backwards through the recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/report&#039;&#039; || Write a message to the server administrator&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/reset&#039;&#039; || Reset a server variable to it&#039;s [[BZFS|bzfs]] default setting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/say&#039;&#039; || Generate a public message sent by the server. For example if your callsign were &#039;Tanner&#039; using &amp;quot;/say This is a server message&amp;quot;, will display &#039;&#039;[SERVER:] This is a server message (Tanner)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/savemsgs&#039;&#039; || Saves the chat console to &#039;&#039;config directory&#039;&#039;/msglog.txt. Use &amp;quot;/savemsgs -s&amp;quot; to strip coloring data.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/saveworld&#039;&#039; || Saves current world the client is paying on. For example, &amp;quot;/saveworld mapname.bzw&amp;quot; would save the world as &amp;quot;mapname.bzw&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/sendhelp&#039;&#039; || Send a help file to a player&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/serverquery&#039;&#039; || Report the server version number&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/set&#039;&#039; || With no arguments it will list the values of all server variables. With the arguments it will set the variable that is specified to the value that is given.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/setgroup&#039;&#039; || Add a user to a group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/setpass&#039;&#039; || Changes your password (for locally registered users, not globally)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/showgroup&#039;&#039; || Lists the groups that a registered user is a member of&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/showperms&#039;&#039; || Show permissions granted to yourself or another player&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/shutdownserver&#039;&#039; || Stop serving BZFlag on this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/superkill&#039;&#039; || Kick all players off the server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/time&#039;&#039; || Responds with the current server local date and time (same as /date).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/unban&#039;&#039; || Will remove the IP address from the banlist, allowing someone from that address to connect and play BZFlag.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/unmute&#039;&#039; || Allows a server admin to restore the TALK permission to a previously muted player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/uptime&#039;&#039; || Prints server&#039;s current running time in days, hours, minutes and seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/veto&#039;&#039; || If there is a poll active, this will cancel the poll.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/viewreports&#039;&#039; || View the server&#039;s report file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/vote&#039;&#039; || If there is a poll active, this command will place a vote in favor or in opposition to the poll. Multiple languages are supported as a vote argument in addition to &amp;quot;yes&amp;quot; and &amp;quot;no&amp;quot;. By default, you must be registered to vote on a poll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
[[Category:Client]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_on_IRC&amp;diff=5363</id>
		<title>BZFlag on IRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_on_IRC&amp;diff=5363"/>
		<updated>2009-02-03T17:42:42Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* FreeNode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FreeNode=&lt;br /&gt;
The official BZFlag org. and its associated communities use the [http://freenode.net/ freenode IRC network] for communication and collaboration.&lt;br /&gt;
&lt;br /&gt;
==Channels==&lt;br /&gt;
===Official channels===&lt;br /&gt;
BZFlag maintains 2 official channels run by the org.&lt;br /&gt;
====#bzflag====&lt;br /&gt;
The [irc://irc.freenode.net/bzflag #bzflag] channel is the primary development and support channel. The major developers and many long time community members are users. Discussions in the channel range from development and coding discussions to technical support and bug reports. #bzflag is a great channel to discuss new features and bugs. The channel is moderated by the project administration and development staff. &#039;&#039;&#039;This channel is not for help with specific servers or administration issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====#bzflag-chat====&lt;br /&gt;
The #bzflag-chat channel is a more informal channel designated for player community discussions.&lt;br /&gt;
&lt;br /&gt;
===Other channels===&lt;br /&gt;
A number of players, servers, and [[leagues]] have their own channel for more focused discussion. Some of these include:&lt;br /&gt;
&lt;br /&gt;
* ##bar (DUCLeague team, The Barbarians)&lt;br /&gt;
* ##bz-inc (DUCLeague team, [http://my.bzflag.org/league/index.php?link=teaminfo&amp;amp;id=689/ Bz-Incorporated])&lt;br /&gt;
* ##bzflagr (Support channel for the [http://bzflagr.net BZFlagr.net servers.])&lt;br /&gt;
* ##bzpod (Channel to discuss the BZFlag podcast, BZPod)&lt;br /&gt;
* ##bzpro (Support channel for the [http://bzpro.net BZPro.net servers.])&lt;br /&gt;
* ##bzw (A place to discuss map making for BZFlag, including ideas and help)&lt;br /&gt;
* ##ducleague (Support channel for [http://my.bzflag.org/league/ Ducati League (DucLeague)])&lt;br /&gt;
* ##guleague (Support channel for [http://gu.bzleague.com/ GamesUnited League (GULeague)])&lt;br /&gt;
* ##icf (Support channel for [http://gu.bzleague.com/index.php?link=teaminfo&amp;amp;id=112 Invasive Chaotic Frenzies, (GULeague)])&lt;br /&gt;
* ##norang (Support channel for [http://bzflag.norang.ca Norang.ca] BZFlag servers)&lt;br /&gt;
* ##planetmofo (Support channel for [http://www.planet-mofo.com planet-mofo.com] servers)&lt;br /&gt;
* ##t42 ([http://gu.bzleague.com/index.php?link=teaminfo&amp;amp;id=39 GULeague team])&lt;br /&gt;
* ##untamed ([http://my.bzflag.org/league/index.php?link=teaminfo&amp;amp;id=909 DUCLeague team])&lt;br /&gt;
&lt;br /&gt;
Please note that teams,leagues and groups should create channels that begin with ## to follow the freenode &amp;quot;about&amp;quot; channel policy.&lt;br /&gt;
&lt;br /&gt;
=stormcenter.net=&lt;br /&gt;
An unofficial bzflag channel is run on irc.stormcenter.net&lt;br /&gt;
* #bzflag (unofficial support channel for [http://www.bztank.net BZtank] servers)&lt;br /&gt;
&lt;br /&gt;
=IRC Clients=&lt;br /&gt;
To access the IRC network you need to use an IRC client. [http://irchelp.org/ http://irchelp.org/] is an excellent resource for more information on general IRC.&lt;br /&gt;
&lt;br /&gt;
There is a BZFlag-hosted IRC client at http://my.BZFlag.org/irc/irc.cgi.&lt;br /&gt;
&lt;br /&gt;
=External links=&lt;br /&gt;
*[http://my.BZFlag.org/irc/irc.cgi BZFlag.org-hosted IRC client]&lt;br /&gt;
*[http://irchelp.org/ IRC help docs]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Support]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Staying_Alive&amp;diff=5321</id>
		<title>Talk:Staying Alive</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Staying_Alive&amp;diff=5321"/>
		<updated>2009-01-20T09:03:55Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Deleting spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Ideas&amp;diff=5311</id>
		<title>Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Ideas&amp;diff=5311"/>
		<updated>2009-01-05T10:16:25Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 5303 by 71.220.214.56 (Talk) Reason: it is a duplicate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old}}&lt;br /&gt;
NOTE: These are just possibilities. We won&#039;t be implementing everything here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Commentary may include personal comments by developers.&lt;br /&gt;
&lt;br /&gt;
= Editing this page =&lt;br /&gt;
&lt;br /&gt;
Feel free to make changes and updates to this page whenever possible. If you have any questions, feel free to [[Getting Help|ask for help]]. If you wish to make major changes to this page (i.e. remove large amounts of old ideas), please warn us ahead of time.&lt;br /&gt;
&lt;br /&gt;
== Adding ideas ==&lt;br /&gt;
* Please remember to make sure your idea isn&#039;t already here or on the [[Rejected Ideas]] page.&lt;br /&gt;
* Flag ideas should be placed on [[Flag Ideas]], not here.&lt;br /&gt;
* Add a row to the appropriate category (at the bottom, please) and fill it in with your idea. &lt;br /&gt;
* Sign your idea in the third column with three tildes: &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Put the submission date in the fourth column&lt;br /&gt;
* Describe in full and make sense!&lt;br /&gt;
* Leave the status column white and fill it with (Unknown). &lt;br /&gt;
&lt;br /&gt;
== Adding commentary ==&lt;br /&gt;
* Precede your comment with an asterisk: &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Sign your comment with four tildes: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Be nice, polite, and constructive. &lt;br /&gt;
* Contribute something when you comment. Saying whether or not you like an idea is pointless if you don&#039;t explain yourself.&lt;br /&gt;
&lt;br /&gt;
== Cleaning up ==&lt;br /&gt;
To help keep this page current, old ideas should be removed when they&#039;re implemented (after each stable release, hence the &amp;quot;SVN&amp;quot; status). If you spot any ideas that were implemented prior to the latest stable release of BZFlag, please remove it.&lt;br /&gt;
&lt;br /&gt;
== My few ideas ==&lt;br /&gt;
So hi  I am Vytautas (vytautas1987@yahoo.com)&lt;br /&gt;
Some stupid some maybe good I just write them all.&lt;br /&gt;
&lt;br /&gt;
=== Allow custom tank skins ===&lt;br /&gt;
It would be fun if players would be able to use custom, original images and colors of their tank. Or maybe clans then would be able to have something like military markings on tanks. As disadvantage it wold create more network loads in online games before game start because everyone will have to download all custom skins. &amp;lt;br&amp;gt;Main thing I want to say that now one color tanks are not very beautiful. And this my suggestion was just idea how to improve this.&lt;br /&gt;
&lt;br /&gt;
=== Tank simulation mode ===&lt;br /&gt;
Maybe this is quite different way then now and almost idea for new game. But I suggest to create game modification (MOD) which allows simulation mode not arcade like now. So I talk about: &lt;br /&gt;
*realistic tank models maybe from WW2 or maybe from nowadays or even both.&lt;br /&gt;
**tank skins, models&lt;br /&gt;
**real technical parameters&lt;br /&gt;
*realistic gun/damage system&lt;br /&gt;
**different caliber guns with different damage.&lt;br /&gt;
**armor is not same in front of tank and on sides.&lt;br /&gt;
**after engine damage tank can not move and etc.&lt;br /&gt;
*much more realistic physics engine.&lt;br /&gt;
**Tank can destroy buildings, trees...&lt;br /&gt;
**Acceleration&lt;br /&gt;
*controls like from real tank (only this kind of realistic control implemented still would give a lot of fun)&lt;br /&gt;
**not arrows (two separate accelerators for left and right side of wheals)&lt;br /&gt;
**separate turret control&lt;br /&gt;
&lt;br /&gt;
=== More game modes ===&lt;br /&gt;
*&amp;quot;Battlefiled 1942&amp;quot;-like mode where teem have to capture all checkpoints on the map&lt;br /&gt;
*Destroy/Defend target mode&lt;br /&gt;
**Escort/Destroy truck convoy&lt;br /&gt;
&lt;br /&gt;
= The list =&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+align=&amp;quot;bottom&amp;quot;|&#039;&#039;Legend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF00FF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Implemented as a server-side plug-in&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#0080FF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|SVN (Implemented and will be in next release)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In progress (Implementing)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Good Idea&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Idea&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Vague, not understood, or in need of work&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF8000&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected, but can be implemented as a server plug-in&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF0000;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Unknown (new)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General/Gameplay ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|- &lt;br /&gt;
|Add support for 5 (or more) button mice&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Great Idea&lt;br /&gt;
|&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better physics&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
|&lt;br /&gt;
*Planning, some changes in CVS. &lt;br /&gt;
|Unknown&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|SELF-DESTRUCT BLAST RADIUS: Self Destruct (delete key) should have a blast radius similar to Shock Wave, perhaps larger.  If you get shot during the self-destruct count down, that should also trigger the same blast.  If I gotta go, I want to take someone with me.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
| &lt;br /&gt;
*Do it with shockwaveDeath --[[User:Jftsang|Jftsang]] 18:26, 14 March 2008 (EDT)&lt;br /&gt;
|BearRiver&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|3-second (or however long) &#039;invulnerability&#039; for incoming tanks - but they can&#039;t shoot&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I could see this backfiring... your spawn attracts opponents to come, wait, and blast you when you lose invincibility. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ability to turn off ricochet for laser flag but allow ricochet for bullets... or let them bounce only n times.. OR implement mirror buildings/walls. Should go for some interesting self-kills when combined with the no-radar/bullet bounce &lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Smart LockOn for GM - won&#039;t lock on to your teammates (configurable in server)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I don&#039;t like this idea, there should be at least *some* risks to using this weapon. Personally, I think there should be more (not fewer) risks to holding this weapon; I&#039;d like to see the thing overheat and explode (killing the holder) if it&#039;s fired too often in a short period of time. -M. Jetleb&lt;br /&gt;
&lt;br /&gt;
*2.99 has an option to disable friendly fire altogether. Close enough. Lock-on could still be looked into, however. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Small jumps&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option for genocide flag - if you&#039;re killed while you have it, your team dies :^)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Feasible with a plug-in, too. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|for broadband or LAN connections - voice chat for teams&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I really think that you can do this with another service; I&#039;m not sure if being part of BZFlag would be a good idea due to size and bandwidth issues.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Tank avatars (uploadable tank images) - have to think about shapes, though - someone could make a 1x1x1 pixel tank - that would suck - or a tank that looks like a building or pyramid. Clients don&#039;t have to accept downloading of avators (just view other tanks in default mode). Or just s-e-l-e-c-t from a certain number of predefined avatars that could come with the bzflag distribution. Or client provides a URL to download their avatar (saves server bandwidth).&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|*Might not be implemented. Requires discussion; we may want to consider making the computer force a minimum size or something similar.&lt;br /&gt;
*How about uploadable flag graphics?&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;Kamikaze&#039; option for players - can take someone out by suicide&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Server option if implemented. &lt;br /&gt;
*Implemented with a plugin by Theme97&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option: everyone is radar-stealthed by default unless you get a &#039;radar&#039; flag. You can still see all buildings, pyramids, teleports, and arena walls, though.&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea&lt;br /&gt;
|&lt;br /&gt;
*Make them use their window. ;)&lt;br /&gt;
*Given the fairly narrow field of view out the window and the time it takes to turn a tank all the way around for a look-see, I think this could be frustrating. How about everyone starts out with minimum range radar instead and gets longer ranges with an appropriate flag? -M. Jetleb&lt;br /&gt;
*Ideally this could be implemented in the same manner as jumping and ricochet- radar could be enabled by default, or available as a flag. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Option for above: if you pick up GM or Laser, you&#039;re visible on radar to everyone whether they&#039;ve got a radar flag or not&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Selectable &#039;ricochet&#039; fire - hold down shift key or something and your bullets won&#039;t ricochet&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option - tanks only have a certain number of times they can jump (gets reset when you get killed)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Could be made possible with a plug-in in 2.99. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Multiple-shields (server option for shield flags, or can be random - can get hit x number of times)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|*This is pretty much moot now. It&#039;s been shot down by the devs at least once, and a similar effect can be achieved by setting  _shieldFlight to a very small number. This effectively provides as many hits as _maxFlagGrabs. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Configurable &#039;radarless&#039; and/or &#039;blind&#039; zones in the arena - can&#039;t see what&#039;s in there on radar or via visuals&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Tank collisions - why can tanks drive through each other? Weird.&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good Idea&lt;br /&gt;
|*Lag could be a big problem here. If implemented, it must be impossible for two tanks to get stuck to each other. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When tanks collide - great opportunity to implement tank damage concept, especially if one of them is moving especially fast, or has momentum flag, etc. Can push a tank off a building if your pushing them from their side.&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Tank damage won&#039;t happen, but the kinetics could be neat, especially for mid-air collisions. It would certainly make &amp;quot;jump dancing&amp;quot; more interesting. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Morph&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|If a tank explodes right next to another tank, the other tank can be destroyed or get damaged&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Somewhat implemented with the [[ShockwaveDeath]] plug-in. It would probably not be too hard to implement something similar (with a plugin) without shockwaves. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Skins or views- In-tank mode, bumper mode, out-of-cab mode, chase mode.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Weapon extension packs.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|*Huh? Explain, please. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|The ability to choose tanks, but they all die at one shot.  maybe the jump height, speed, turn speed, acceleration, size can be preset. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Could be done with a plug-in in 2.99, maybe. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Option to choose different kinds of tanks.  Different tanks could be weighted with different strengths and weaknesses.  (almost like having a default flag).  Would also need some form of health/damage status measurement, not just single hits.  For example, there could be a larger, heavily armored tank that has powerful weapons, but moves slowly, versus a small, light, fast tank which is difficult to hit, but very low armor to protect from hits.  &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Cue&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|What about a radar that only covers visible areas (don&#039;t passing through buildings/pyramids) ? This would leads to more placement tactics).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|K&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;limero&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Always random respawn. Currently in CTF games first respawn is at own base. This can be abused by leaving and rejoining to get near base. This leave/rejoing trick is considered to be a mild form of cheating by many. Always random respawn would make it useless.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
* I believe there is a plug-in for this. [[User:L4m3r|L4m3r]] 22:38, 30 April 2007 (EDT)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|multiple (3?) jump stengths mini, normal, max...just the thing to confuse the opponents that expect one and you&#039;re off doing the other. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|kitchen&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Anti camping. The ability to add &amp;quot;no camping zones&amp;quot; to areas of a map or to the entire map. Campers would be messaged that they&#039;re in a no camping zone, better start moving and have a prescribe number of seconds to move away or die. If a player returns to the same NCZ (no camping zone) and receives x warnings then he&#039;s disconnected. NCZs could be marked by a different color shade from a &amp;quot;normal&amp;quot; spot and could be exempt to a single team (like at their flag base). It&#039;s just a rough idea.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Definitely more suited to a plug-in (and probably doable, too).&lt;br /&gt;
|pherris&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Shield Flag Changes: Give Shield flag a radius, and draw it like a moving less opaque blue shockwave. Any tanks inside the shield radius would be protected, until the shield got hit a certain number of times.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|At our company, we instituted a voluntary policy of dropping flags after 1 kill.  Prevents slaughters and keeps things rolling more.  It&#039;d be great to be able to have the game do this for us, plus I&#039;d love to see it turned on at external sites.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|TomMatelich&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option: default powers -- flag(s) that everyone in the game automatically has (this wouldn&#039;t count as holding a flag).  For example, the current Jumping option would == including Jumping as a default power.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|NebNamwen&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Shot Aiming. Basically the center shot aim box could be moved left and right as far as the edge of the view window. (This would be enabled by default.) If the map is a vertical one a server option could be enabled so that vertical aiming could be enabled (using the same concept as horizontal aiming.) The aiming would be automatically centered by a button or key. These options could be mapped to a second joystick access, mouse scroll wheel or keyboard buttons.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|Lateral shooting would basically be the same as a rotating turret, and this idea has been shot down many times. Vertical shooting has been poo-pooed also. [[User:L4m3r|L4m3r]] 01:45, 3 July 2007 (EDT)&lt;br /&gt;
|NN&lt;br /&gt;
|6/20/07&lt;br /&gt;
|-&lt;br /&gt;
|Make a tele porter along the game sides that would tele port into other games running on their own servers. This would enable larger more collaborative game board linked together that would distribute loads across multiple servers speeding up game play and making for interesting possibilities.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Waban*&lt;br /&gt;
|7/31/07&lt;br /&gt;
|-&lt;br /&gt;
|Make a &#039;fog of war&#039; where the a player&#039;s radar only shows a certain distance of the area around them and their teammates&#039;. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*This could be done if radar and position data were separated, allowing the server to &amp;quot;filter&amp;quot; radar data for each player. &lt;br /&gt;
|Forrest&lt;br /&gt;
|8/19/07&lt;br /&gt;
|-&lt;br /&gt;
|Speed of light becomes a server variable. Tanks travelling near the speed of light have an increased mass and appear distorted from a stationary observer. Lasers travel at speed of light, not at infinite speed. If a tank is travelling near the speed of light, the colour of the tank is redshifted or blueshifted.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|14/03/08&lt;br /&gt;
|-&lt;br /&gt;
|I am of this view point that games can also teach something apart from entertaining us all and being an Environment conscious student,i plan to implement some changes which can teach us all some lessons !.As in its a WAR based game,i.e TANKS... so what i propose is to find the pollutants in the game ..say a Tank which is continuously bombarding must trade off with loosing some points,because it is pouring harmful gases in environment,this is in no way decreasing excitement in game,perhaps will ask gamers to be more strategic,in compromise to that bullets/bombs provided will be increased .. loss of vegetation,polluting water etc must be punished...Global Warming issues can be implemented too .. this is just a rough idea ,if asked proper description will be provided by me. I am ready to work on existing ideas also,its just the one i proposed..looking forward for a mentor..thanking you.. Rajan Vaish IRC : vaish GTALK : vaish.rajan@gmail.com&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Vaish Rajan&lt;br /&gt;
|Date Unknown&lt;br /&gt;
|-&lt;br /&gt;
|If there is a super flag you don’t like, or any flag that isn’t a “bad” flag that you don’t like, like SR in a big team game, you would either not pick up the flag or drop the flag right away. I often pick up an SR flag when I am right next to a teammate, and die. Once I got kicked because I was having a bad day and teamkilled to often. Also, all too often I pick up BU, right next to a teammate. Possibly the game could detect if there is a teammate within your SR radius, or BU radius, and if there is, you don’t pick up the flag. This would have to be in 3.0, because it would require both a client and server change?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Some people say that WA is a good flag, because you see more out of the window. Maybe it could be so “bad” flags are forced onto the tank for the set amount of time, and then the flag holder could chose to hold or drop the flag. Also, some flags that are suggested could be a good flag or a bad flag, and if these are used, one could keep the flag after the bad flag time expires.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Make it so powerful flags, like genocide, could have a set respawn time, so when a person uses up the flag, it waits set time until it respawns.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Make it so that there is a brief time (&amp;lt;1 second) after getting hit when equipped with Shield that you cannot be killed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:71.220.217.201|71.220.217.201]] 15:16, 19 June 2008 (EDT)&lt;br /&gt;
|6/19/08&lt;br /&gt;
|-&lt;br /&gt;
|PZ and OO do not fall through buildings. If they touch a building while jumping, they are then driving in the building off the ground. Also, either the description of OO needs to be altered so that it states that you cannot jump while in buildings, or it needs to be made that you can jump while in buildings. This would really help in places where everything is a considerable distance above the ground, and there is a &amp;quot;trap field&amp;quot; that kills you if you get too low.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:71.220.217.201|71.220.217.201]] 15:16, 19 June 2008 (EDT)&lt;br /&gt;
|6/19/08&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Make option to show previous players list&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make ALL server options available from the menus&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*There are a LOT of server options, and this could add quite a bit of clutter. If you need more than a basic game, you should probably learn to start BZFS from the command line anyway. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Separate windows for player messages &amp;amp; server messages&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea.&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Message log&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea.&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Send message to everyone &#039;but&#039; specified player (crosses team boundaries, or not)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea &lt;br /&gt;
|&lt;br /&gt;
*Hmm. Everybody BUT a specified player? [M. Jetleb -&amp;gt; as in: &amp;quot;Let&#039;s all get the GM guy&amp;quot; without the GM guy knowing he&#039;s facing a co-ordinated attack - I like this idea)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|The ability to see what the world is like before connecting to the server.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Multi-monitor support (i.e., radar on one screen, window on another, chat/event log on a third)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|bhtooefr&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make a part in bzflag to put up a real server. 1st screen has the flags you want, next page is to find the MAP file that you created on your hard drive, next page pick if you want jumping etc.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Colin&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Add a rear view mirror &lt;br /&gt;
|(Unknown)&lt;br /&gt;
| &lt;br /&gt;
|Sparky1&lt;br /&gt;
|1/1/2008&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Better network handling&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
|&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better robot AI&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Don&#039;t know if players would like it or not in multiplayer game. Pluggable or scriptable robot AI , maybe? - Code must be restructured first &lt;br /&gt;
*Server side bots are coming! [[User:TD-Linux|TD-Linux]] 17:41, 12 March 2007 (EDT)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better positioning of tanks&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*BZFlag already does this, but the algorithm is bad. Needs work.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Serious multithreaded design - shouldn&#039;t lock up interface while looking for servers, or doing anything else. This program is way-unstable on Windows&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In Progress&lt;br /&gt;
|&lt;br /&gt;
*We&#039;re working on these problems; many complaints are due to people still using old servers/clients.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Some type of BZFlag GUID* to ban players who cheat - won&#039;t accept players who disable their GUID, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Global Unique Identifier, sort of like an IP addrss, but permanent.  Usually a number.  Problem occurs when you lose your GUID (have to reformat your HD, etc.  How do you keep someone from hacking their GUID, or setting up a modified BZFlag server for identity theft, etc.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*I doubt this is even possible, let alone practical. What about people who play from more than one location? And, because this is an open-source game, it would probably be cracked in minutes. Any verification can be spoofed, or at least altered. there is no foolproof way to permanently ban someone. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|To prevent cheating - the server determines what flags &amp;amp; abilities each tank has (possible?)&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In Progress&lt;br /&gt;
|&lt;br /&gt;
*Seriously being considered. This would also have the advantage of allowing different versions of clients and servers to work together. Yes, it&#039;s possible, but this type of change will mean a change in the network protocols. &lt;br /&gt;
*Being worked on for 3.0&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|BZFlag for mac in separate data and application files.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|J2ME client (allows one to play on a cell phone), would use radar&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|bhtooefr&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Special &#039;open source&#039; BZFlag version (server and client) which is guaranteed to be compatible with all other BZFlag versions.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*BZFlag is already open-source, and making a universally-compatible client is not even remotely practical. Incompatibility is part of why the game breaks off new versions in the first place. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Orca&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Modes, Team Play, and Scoring ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Tounament mode&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea &lt;br /&gt;
|&lt;br /&gt;
*Great Idea?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When you shoot someone on your own team, instead of both of you blowing up, neither is destroyed, and their score goes up one, while your&#039;s goes down one. This would make teamkilling impossible and greatly discourage traitors as well.&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*But then couldn&#039;t cheaters spawn two clients and ramp up their scores by teamkilling their other login? --YHARG&lt;br /&gt;
|Trigger Happy Nerd&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A new gameplay mode- Takes two to tank. One to control the (rotating) turret, the other drives. KIA switches positions. &amp;quot;Teamplay&amp;quot; but all in one tank.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*I see serious lag issues with this... How does Halo do it? ;) -L4m3r&lt;br /&gt;
*The main problem with this idea is coordination. If one person were to leave, the tank would be crippled. You COULD solve this by having the person switch to normal mode, but this could cause considerable jerking between modes on a busy server. [[User:F687s|F687s]] 22:13, 20 June 2007 (EDT)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Turret mode, If enabled by the server (Can be manditory with automatic grouping). One user drives and the other shoots, Turret mode tanks get double points (But onyl take one from the target). lost double points if killed. Have double ammo, And controllable speed (Max = _tankSpeed * 2 Min = _tankSpeed). Plus it takes 2 shots to kill a turret mode tank. Points gained and lost by turret tanks are divided evenly between the users, Unless the server is all turret mode, in h which case two users are displayed as one.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Dogbert&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ability for a team to vote to &#039;banish&#039; someone from their team&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Possibly unfair to newer players. [[User:L4m3r|L4m3r]]&lt;br /&gt;
*Useful for getting rid of TKers and selfcappers. However you would need a way (e.g. a voting system) and you would need to be able to say to which team he or she should go if rogues are unavailable. Possible, if rogues are allowed, but not otherwise not really a good idea. --[[User:88.108.209.168|88.108.209.168]] 13:13, 24 December 2007 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|There should be a game of cops and robbers.  The teams can change after about 10 mins or so.&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A special FFA Game mode &amp;quot;Team by Flags&amp;quot;. This means, same Flag = same Team, so if there is a Tank with Rapid fire, and you pick up Rapid fire, you are automatically handled as Team member (this means, killing the other Tank with Rapid fire will be handled the same way as when killing a team member). YHARG: Funky idea: what about a game mode where teams shared flag abilities? Like, each player on a team&#039;s flag applies to the whole team. This could make for some interesting combos...&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Agonizer&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make life trickier for the Rogue Team; with a mix of Rogues and Colored Teams, the Rogues have more targets. This should also change the effect of the Masquerade flag - perhaps your tank is invisible to Rogues (like Cloaking)?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|NickGrim&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A server option to make deaths not affect your score unless they were self-inflicted/team (the method used by many online games). This would encourage more aggressive play, because it&#039;s worth going out and blasting. As it is, you&#039;ve got a very good chance by just phantoming/OOing out of the way and keeping you score at zero to stay in the top three places! It would also help fix the rather unfair situation of spawning just below a building on which someone is GM-camping...there&#039;s pretty much no way to escape, so you lose a point.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t show individual score in CTF games. This might help teamplay as it reduces the incentive to run around as if it would be FFA.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Give points to the player how captures flag in CTF. (Say, around 4 or so) After all, it is often a bigger job than killing someone.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Maybe the score could be based the number of tanks in the other team, similar to shooting someone w/ geno.  This can also discourage people from capturing thier own flag by scoreing the negative number of teamates.  I&#039;m not sure if the individual scores of the players of the captured team (other than the one who captures the flag) should be affected however. [[User:Sparky1|Sparky1]] 09:44, 21 May 2007 (EDT)&lt;br /&gt;
*Scores can be customized with plug-ins in 3.0. Unfortunately, there&#039;s a bug in 2.0.x that prevents the server from setting scores properly. [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ducati/Freestyle &amp;quot;Roles&amp;quot; mode: Make a game mode where players are presented with a list of flag choices (limitable to a few roles, if wanted) at respawn or connect time, and are forced to use this flag for the remainder of their connection/tank life. This would be really useful in the case of stealth vs. seer, where you could choose to be stealth or seer, but couldn&#039;t switch between them. Another idea would be high speed vs. quick turn. Or steamroller vs. machine gun... Team play would have the interesting effect of people banding together and people with each role on the team. Especially in stealth vs. seer, where a seer team member could warn the team about enemies! There would be no team flags/bases.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Too specialized, use a plug-in (yes, it&#039;s possible). [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|New game called tag were someone is it and they shoot someone else and there it and ect.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Supermatthew&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Also a new game called &amp;quot;Hide and seek&amp;quot; were everyone is clocked(think thats it, were you don&#039;t see them on radar) except one who is it. he needs to find someone and shoot them then hese cloked and who was shot is not. Also when someone is shot there sent back to Ground zero( 0X, 0Y, 0Z ) so they can&#039;t shoot who ever just shot them.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Supermatthew&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Cat&amp;quot; game: when a player dies, he/she respawns automaticaly, after 3 secs or so. When they have respawned 9 times, they can no longer spawn, and are observers. The one who lasts the longest wins. Games are timed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Why should the games be timed?  I would think that the game should end when there is no more than 1 tank left.--[[User:Sparky1|Sparky1]] 21:55, 17 February 2008 (EST)&lt;br /&gt;
*I smell cheating; if players keep rejoining, they have infinite lives --[[User:Jftsang|Jftsang]] 14:22, 15 March 2008 (EDT)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|4/20/2007&lt;br /&gt;
|-&lt;br /&gt;
|A switch-teams function that allows you to swap teams during a game without losing score.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|10/11/2007&lt;br /&gt;
|-&lt;br /&gt;
|Rogue team - A mode in which rogues may TK and capture flag.&lt;br /&gt;
|(unknown)&lt;br /&gt;
|&lt;br /&gt;
*Why? [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|jftsang&lt;br /&gt;
|10/11/2007&lt;br /&gt;
|-&lt;br /&gt;
|A Sport Mode:  I noticed that there is a lot of recently created cool sport maps.  In those maps a team flag is used as a &amp;quot;ball&amp;quot;, and bases are used as &amp;quot;goals&amp;quot;.  I think that there is even more potential for great maps if there would be a game mode where a bullet behaves like a &amp;quot;ball&amp;quot;.In that mode when a game starts, or right after a score, a bullet hovers over a specified location (like the center of the map) and no one can shoot.  The first tank that touches the bullet &amp;quot;has the ball&amp;quot;, in other words only that tank can shoot.  If a tank that &amp;quot;has the ball&amp;quot; shoots it, shooting for that tank is disabled, likewise, if a tank is shot by a bullet that tank does not die, but instead it &amp;quot;has the ball&amp;quot;, this allows for passing and interception. A tank that &amp;quot;has the ball&amp;quot; should be indcated somehow, perhaps by a unique flag.  The &amp;quot;ball&amp;quot; has the color of the last tank that shot it.  A new object would have to be created (perhaps called a goal zone?) that resembles a teleporter that results in a ctf if a bullet encounters it.  Or instead of a specific object an area/volume on the map could be designated as a &amp;quot;goal zone&amp;quot; which would give more freedom in designing objects that behave like goals.  The score would go to the team that has the same color as the bullet that encountered the &amp;quot;goal zone&amp;quot;.  All tanks would have the Steam Roller power.  a tank that touches another tank would not be killed only if that tank is higher at the touch.  If a tank that &amp;quot;has the ball&amp;quot; is killed before he can shoot the &amp;quot;ball&amp;quot; then the bullet appears at the tanks position of death and travel at the speed and in the direction the tank had at that point.  Maybe a provision could be made where the number of &amp;quot;balls&amp;quot; could be set at a number greater than one to allow for more complex games.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|1/21/2008&lt;br /&gt;
|-&lt;br /&gt;
|A defense mode, where one team is the &amp;quot;attackers&amp;quot; and the other team is the &amp;quot;defenders&amp;quot;, with a maze-like path leading to the high ground that the &amp;quot;defenders&amp;quot; are on. If there are more &amp;quot;attackers&amp;quot; than &amp;quot;defenders&amp;quot; on the high ground, the teams switch roles.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|4/19/08&lt;br /&gt;
|-&lt;br /&gt;
|Kill the King: This game mode makes having a higher score more challenging to keep, and killing a higher scored enemy tank more rewarding, as well as encourage tanks on a team to defend one another (i.e. more teamplay). Each team has one King. A King is selected by having the highest score in their team, similar to the rabbit chase mode. Killing a King has the same affect as shooting that player with genocide, where everyone on that Kings team dies, and the player (if on a different team from that king) who shot the King will have a score increase equal to the number of players on that team. If however a King is shot by a teammate or shot itself the affect would again be like shooting the King with genocide but with the team kill aspect. Kings will be on auto hunt like rabbits, and will be distinguished out window perhaps with a crown or the letter K hovering over its turret. Perhaps to make things even more interesting there could be an optional 2nd and 3rd rank (e.x. &amp;quot;Queen&amp;quot; and &amp;quot;Jack&amp;quot; respectively) where if killed only players on that team who have a less score than the &amp;quot;Queen&amp;quot;/&amp;quot;Jack&amp;quot; also get killed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|7/3/2008&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maps, Mapping, and BZW ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Materials that don&#039;t allow OO and PZ to go through&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Would be nice for multilevel worlds made with the new ability to have objects above the ground. &lt;br /&gt;
*Sounds awesome! TD-Linux 17:41, 12 March 2007 (EDT)&lt;br /&gt;
*As a special case, there could be Zoned objects (objects that only respond to PZ and maybe OO; normal tanks behave like PZ through these objects).  [[User:Sparky1|Sparky1]] 18:05, 21 May 2007 (EDT)&lt;br /&gt;
*Would also be nice if there were non-ricochet materials, or only ricochet some shot type materials. --[[User:88.108.209.168|88.108.209.168]] 13:09, 24 December 2007 (EST)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Differently-shaped teleporters (circles, triangles, etc.)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*probably low priority&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|360 degree teleports - hit a spot on the ground or in the air from any direction and you teleport&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Configurable random teleporters - teleports to a different location every time&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Idea is a bit vague... randomized teles are implemented if you use multiple links. Is this what is meant by this suggestion? -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Triggers in levels&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Triggers for what? unless you&#039;re talking about AI, this could most likely be handled with a server plug-in. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Dragonstar&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|wraparound world - radar remains centered on your current position. Internally, objects leaving the north border reappear to the south, but from the user&#039;s radar / visible perspective, you just see to the horizon. I believe this is how the original Battlezone worked. There are some implications: laser would need a range limit.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|nsayer&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|As a generalization to the wraparound world concept, how about the option of making a map based on geometry that’s non-Euclidean, for example spherical or hyperbolic.  Jumping/flying, the shape of the tanks/objects, and bullet trajectories would also be affected by this global geometry.  It would be like a world that has a high gravitational field, or a world situated near a wormhole.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|5/21/2007&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Get rid of the PZ flag and replace it w/ special telporters that do the same thing (they could be called &amp;quot;zoners&amp;quot;, and should probably look different from regular teleporters).  This way superflags, badflags, and team flags can all be zoned (without needing an exception to the restricition against using more than one flag at a time).  The above idea of other zoned objects would play a major role here.  Zoned flags can only be picked up by zoned tanks.  Flags can spawn zoned, or become zoned by being carried by an unzoned tank that becomes zoned by going through a zoner.  Likewise, a zonedflag becomes unzoned when a zoned tank carries it through a zoner.  Unzoned tanks respond to shots from zoned flags the same way zoned tanks respond to shots from unzoned flags.  For example: when zoned, L, WG, geno, and GM do not kill unzoned tanks (zoned GM will still lock onto any tank, and zoned geno would still kill every tank on the same team as the zoned tank that was shot).  Although, flags like SW and SB would still kill any tank regardless of thier zoning status.  As an extension to this idea one team in a CTF game could start out zoned, i.e. thier base is zoned and they initially spawn zoned.  In order for the unzoned team to capture the zoned team&#039;s flag, the flag must become unzoned, and vice versa for the zoned team.  This way new possibilities exist, like two bases could be superimposed  as long as one base is zoned and the other is not.  Another possible extension is different kinds of zones (w/ corespondingly different kinds of zoners) for CTF involving more than two teams.  The relationship between differently zoned tanks would be the same as the relationship between zoned and unzoned tanks.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|5/21/2007&lt;br /&gt;
|-&lt;br /&gt;
|Change the workings of zones such that a zone may have its own server variables (I wanted to make a Death Castle against a Holy Castle).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|1/12/2007&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Server Options, Administration, Plug-ins, and the Plug-in API ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Ability to configure server to turn somethings off or on depending on number of players - for instance, turn off ricochet after a certain number of players are connected, turn off GM &amp;amp; laser if a certain number of players aren&#039;t playing (GM &amp;amp; Laser with 2 players is kinda ridiculous)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Allow custom-made weapons with a Object-Oriented scripting language (sorta like Liero AI uses: http://helios.et.put.poznan.pl/~sskowron/liero/index.html )&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Dragonstar&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Preset world weapons that can be fired manually by admins from within BzFlag.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
* Could be done by a plugin [[User:Tanner|Tanner]] 13:42, 12 August 2007 (EDT)&lt;br /&gt;
|Dogbert&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When someone joins a server with this option enabled, and they have their team set to “automatic” they are joined as an observer. This would be purely for convenience, but none the less an idea. It would be useful for league servers and things. This would require the server to receive the preferred team choice from the client.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Graphics &amp;amp; Sound ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Sounds of tanks moving.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Have different tank death scenes for the dying tank point of view. I realize there is some time needed for one to die and respawn, but the jumping effect one sees when killed irritates me to no end! I&#039;d be happier if all faded to black or white or orange and had text across the screen saying &amp;quot;&amp;quot;respawning... please wait&amp;quot;&amp;quot; :) Also, when killed and your tank was moving toward a building, it just falls right thru it until it hits the ground.. wrong physics there! Splatter or tumble or shatter or something :)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Robi&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Custom color schemes for rogue players. The turret and body components can be chosen to be one of a predefined set of colors (e.g. red, yellow, black, white, blue, green, purple...). The game prohibits choosing a color scheme that matches a team scheme (e.g. red turret with red body) and the limited set stops someone choosing a shade which is nearly a team color (e.g. 0xFE0000 instead of 0xFF0000) (and also save texture memory, I think).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
| * Clients are able to define their own colors, and removing the ability to would cause accessibility issues (Colorblind users). --[[User:AAA|AAA]] 13:30, 7 August 2007 (EDT)&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Allow a small decal on the back of the top of the tank. (think Half-Life&#039;s customizable spraypaint). Possibly also apply it to any held flag?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;d like to see something more interesting done with the sky... maybe there could be a little ufo (easter egg) that would fly around occasionally? Tux on a ufo! ;)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
| This is up to servers. --[[User:AAA|AAA]] 13:30, 7 August 2007 (EDT)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Flag decals: Each flag would have a little icon/decal showing it&#039;s type ONLY when held by a player. It&#039;s kind of nice to be able to surprise people with an undercover shockwave, but doesn&#039;t make sense to have to right click (identify) or check the user list to see what flag someone has.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Background music! : (This can be done with an external media player so it shouldn&#039;t be the heighest priority, It would be nice to be able to control your music from within BzFlag)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|More usefully, you could just map key combinations to commands, rather than wasting time supporting all the various music players on every OS BZFlag supports. I don&#039;t know whether that would work so well on Windows, though. --[[User:77.97.207.100|77.97.207.100]] 10:14, 30 May 2007 (EDT)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List Server and Other Global Services ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Multiple list servers, in case bzflag.org goes down (as it happened around feb. 15. 2004)&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
| * Of course someone would need to pay for it. --[[User:BinarySpike|BinarySpike]] 18:10, 10 May 2007 (EDT)&lt;br /&gt;
* We now have two servers, and some form of redundancy for the list should follow eventually. [[User:L4m3r|L4m3r]] 15:40, 31 January 2008 (EST)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Sample_Group_File&amp;diff=5068</id>
		<title>Sample Group File</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Sample_Group_File&amp;diff=5068"/>
		<updated>2008-12-02T09:15:22Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Wiki prettification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sample==&lt;br /&gt;
What follows is a sample group file&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# In this example everyone in the SAMPLE.ADMIN group also gets the permissions&lt;br /&gt;
# of SAMPLE.COP, because of the *SAMPLE.COP entry which adds the permissions&lt;br /&gt;
# of SAMPLE.COP to SAMPLE.ADMIN, and everyone in the SAMPLE.OWNER&lt;br /&gt;
# group gets the permissions of SAMPLE.ADMIN (including the SAMPLE.COP) permissions&lt;br /&gt;
# because of the *SAMPLE.ADMIN entry.&lt;br /&gt;
 &lt;br /&gt;
SAMPLE.COP:+FLAGHISTORY +KICK +KILL +BANLIST +PLAYERLIST +POLL +VETO +PRIVATEMESSAGE +ACTIONMESSAGE \&lt;br /&gt;
 +ADMINMESSAGESEND +ADMINMESSAGERECEIVE +IDLESTATS +SPAWN +TALK +SAY +MUTE +UNMUTE +ANTIBAN +ANTIPOLL \&lt;br /&gt;
 +ANTIPOLLBAN +ANTIPOLLKICK +ANTIDEREGISTER +REJOIN +SAY +FLAGMASTER&lt;br /&gt;
  &lt;br /&gt;
SAMPLE.ADMIN: *SAMPLE.COP +BAN +UNBAN&lt;br /&gt;
  &lt;br /&gt;
SAMPLE.OWNER: *SAMPLE.ADMIN +SETVAR +SHUTDOWNSERVER&lt;br /&gt;
  &lt;br /&gt;
MUTE: !TALK&lt;br /&gt;
  &lt;br /&gt;
# There are 2 &amp;quot;default&amp;quot; groups which are on every server they are&lt;br /&gt;
# EVERYONE and VERIFIED. EVERYONE is, well, everyone, including&lt;br /&gt;
# those in other groups. VERIFIED are users who have Globally Identified,&lt;br /&gt;
# also including those in other groups. You may include them in&lt;br /&gt;
# your group file. Permissions can be prefixed by one of 3 symbols +, -, or !&lt;br /&gt;
&lt;br /&gt;
# +PERM adds a permission&lt;br /&gt;
# -PERM removes a permission&lt;br /&gt;
# !PERM denies a permission, even if it is inherited from another group.&lt;br /&gt;
&lt;br /&gt;
# If the permission has no symbol + is assumed. If there is a conflict in perms&lt;br /&gt;
# between groups a person belongs to the order of precedence (from lowest to highest)&lt;br /&gt;
# is -, +, !.  This means if there is a -PERM and +PERM, the permissions that the&lt;br /&gt;
# user gets is +PERM. On the other hand if there is a +PERM and a !PERM the user&lt;br /&gt;
# is denied that PERM. The order in which the permissions are in the group file&lt;br /&gt;
# is not important.&lt;br /&gt;
&lt;br /&gt;
# The line below removes all of the default permissions from the EVERYONE group and then&lt;br /&gt;
# gives them back TALK and SPAWN.&lt;br /&gt;
# EVERYONE: -ALL +SPAWN +TALK&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Group File Editors==&lt;br /&gt;
http://groupdb.links-clan.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Getting_Started&amp;diff=4979</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Getting_Started&amp;diff=4979"/>
		<updated>2008-10-03T07:53:11Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo spam insertion in revision 4978 by 87.232.1.94&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article covers the basics of getting started with BZFlag. It is intended for new players who have just found the game and require assistance. More detailed help can be found on our [[Getting Help]] page.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
These simple steps have been designed to allow new users to begin playing the game as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===Downloading and installing the game===&lt;br /&gt;
&lt;br /&gt;
The main thing users need to play is the game software. Users can [[Download]] the software for a number of different [http://en.wikipedia.org/wiki/Operating_system|operating systems].&lt;br /&gt;
&lt;br /&gt;
====Windows====&lt;br /&gt;
The most common operating system for players is Microsoft Windows. A simple installer can be found at, http://prdownloads.sourceforge.net/bzflag/bzflag-2.0.10.exe?download . Simply Double click the downloaded file to install the game.&lt;br /&gt;
&lt;br /&gt;
====Mac OSX====&lt;br /&gt;
The next most popular system for players is Apple&#039;s MacOS X for the Macintosh family of computers. The version for macs can be found at, http://prdownloads.sourceforge.net/bzflag/BZFlag-2.0.10.dmg . Simply drag the BZFlag icon from the extracted DMG to your Applications folder to install the game.&lt;br /&gt;
&lt;br /&gt;
====Linux====&lt;br /&gt;
The project does not distribute a premade binary package for linux, but many linux distrobutions have BZFlag in their package management systems ( APT, YUM, emerge, etc.. ). Linux users can always build the game from the source code. Please see the [[Download|downloads]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Registering a callsign(Optional)===&lt;br /&gt;
It is not mandatory to register a callsign ( the name a player uses in-game), but it is highly recommended. &lt;br /&gt;
&lt;br /&gt;
A few of the benefits of registering are:&lt;br /&gt;
&lt;br /&gt;
* The callsign is reserved, and can not be used by any other player.&lt;br /&gt;
* Registered users post on the BZFlag forums&lt;br /&gt;
* Registered users can join global groups, and leagues.&lt;br /&gt;
* Many servers require registration to play.&lt;br /&gt;
&lt;br /&gt;
Users that wish to register can simply do so on the BZFlag forums at [http://my.bzflag.org/bb/profile.php?mode=register my.bzflag.org/bb]&lt;br /&gt;
&lt;br /&gt;
===Running the game===&lt;br /&gt;
&lt;br /&gt;
Once the game is installed, it must be run to play.&lt;br /&gt;
&lt;br /&gt;
====Windows====&lt;br /&gt;
Windows users that have installed the game with the provided installer will find a shortcut to the game in the start menu, under program files. Users simply have to click this shortcut to start the game.&lt;br /&gt;
&lt;br /&gt;
====Mac OS X====&lt;br /&gt;
Macintosh users simply have to double click the BZFlag icon that they dragged to their Applications folder to start the game.&lt;br /&gt;
&lt;br /&gt;
====Linux====&lt;br /&gt;
Linux, and other unix based platforms can start the game by typing the command &#039;&#039;&#039;bzflag&#039;&#039;&#039; in a terminal.&lt;br /&gt;
&lt;br /&gt;
===Joining a game===&lt;br /&gt;
When the game is first started it will show the main menu screen. Users navigate the menu by using the Up and Down arrow keys to highlight a menu item, and using the enter key to select and activate the highlighted item.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====Main Menu====&lt;br /&gt;
The main menu includes a number of menu items that lead to sub menus. The most important menu for new players is the &#039;&#039;&#039;Join Game&#039;&#039;&#039; item.&lt;br /&gt;
|[[Image:MainMenu.png|right|thumb|300px|The Main Menu]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Join Game Menu====&lt;br /&gt;
Users wishing to join an internet game in progress should choose the &#039;&#039;&#039;Join Game&#039;&#039;&#039; item from the main menu.&lt;br /&gt;
&lt;br /&gt;
On the first run of the game software all the fields in the Join Menu will be empty. Players need to use the arrow keys to highlight the &#039;&#039;&#039;Callsign&#039;&#039;&#039; item and input a player name. This name will be how other players see the user. Registered users should use the same callsign that they registered when playing. Registered users should also enter in their password into the item marked &#039;&#039;&#039;password&#039;&#039;&#039;. This password is only used for to verify your identity and is NEVER sent to the game server.&lt;br /&gt;
&lt;br /&gt;
The e-mail string is optional and usually left blank by many users.&lt;br /&gt;
&lt;br /&gt;
Once this information has been entered, the user must choose a server to play on. Servers are games of BZFlag that are hosted on the internet. There are over 200 servers to choose from. A listing of all the servers can be found by highlighting the &#039;&#039;&#039;Find Server&#039;&#039;&#039; menu item to bring up the server list.&lt;br /&gt;
&lt;br /&gt;
|[[Image:JoinGame.png|right|thumb|300px|]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====Server List====&lt;br /&gt;
The server list menu shows a listing of all publicly available internet games. The list is sorted by the number of players on each server at any time, and will dynamically change over time. The servers with the highest player counts will always be at the top of the list.&lt;br /&gt;
&lt;br /&gt;
The various servers can be highlighted using the arrow keys, and additional information about the highlighted game will be shown at the top of the screen. Once the user has chosen a server to join they must hit the enter key to select the server and return to the Join Game Menu.&lt;br /&gt;
&lt;br /&gt;
|[[Image:ServerList.png|right|thumb|300px|The Serverlist]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Entering a Game====&lt;br /&gt;
When a server is choosen from the Server List, it&#039;s information will be automatically entered into the appropriate fields in the Join Game menu. The user may then choose a team color, or leave the setting on automatic if they wish the server to assign them to a team.&lt;br /&gt;
&lt;br /&gt;
When all the information is entered, the user simply has to choose connect menu item, and they will join the game. If additional textures or resources are needed to join the game, they will be downloaded automatically.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Playing BZFlag====&lt;br /&gt;
Once the user has joined the game they will be able to enjoy the gameplay that has made BZFlag one of the most popular open source games in history.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Controls=====&lt;br /&gt;
The basic controls for the game are rather simple.&lt;br /&gt;
&lt;br /&gt;
By default the mouse is used for movement. Moving the mouse up and down will move the tank forwards and backwards, while moving the mouse left and right will cause the tank to turn in that direction. Returning the mouse to the center of the screen will cause the tank to stop moving.&lt;br /&gt;
&lt;br /&gt;
The left mouse button is used to fire the tank&#039;s weapon.&lt;br /&gt;
&lt;br /&gt;
Optionally the keyboard can be used. The arrow keys control movement in the same way as the mouse, and the space bar is used to fire the weapon.&lt;br /&gt;
&lt;br /&gt;
Some servers offer a feature that allows tanks to jump. The &#039;&#039;tab&#039;&#039; key is used to start a small jump into the air. When jumping a tank normally can not change it&#039;s speed or direction until it lands. Depending on the map, it may be possible for tanks to jump and land on various world objects and continue to fight.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Objective=====&lt;br /&gt;
BZFlag is a team game, and has various objectives depending on the game type.&lt;br /&gt;
&lt;br /&gt;
The default game type is &#039;&#039;&#039;Free For All&#039;&#039;&#039;, commonly abbreviated as &#039;&#039;FFA&#039;&#039;. This mode is similar to a team death match in other first person shooting type games. The objective is to destroy as many tanks as possible on other teams, while minimizing your own losses. Tanks are destroyed by being shot, in most cases one shot is all it takes to kill an enemy tank.&lt;br /&gt;
&lt;br /&gt;
Capture the Flag is another common game type. It&#039;s objective is to pick up the flag from an oposing team and return it to your base. Tanks are destroyed the same way as in FFA games.&lt;br /&gt;
&lt;br /&gt;
The least common type of game is &#039;&#039;&#039;Rabbit Hunt&#039;&#039;&#039;. In this game mode, one user is a white-colored  &#039;&#039;&#039;rabbit&#039;&#039;&#039; tank, and everyone else is a orange-colored &#039;&#039;&#039;hunter&#039;&#039;&#039; tank. The &#039;&#039;&#039;hunter&#039;&#039;&#039; tank(s) must chase and kill the rabbit tank. The &#039;&#039;&#039;hunter&#039;&#039;&#039; tank which kills the &#039;&#039;&#039;rabbit&#039;&#039;&#039; tank then becomes the &#039;&#039;&#039;rabbit&#039;&#039;&#039; tank. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Non-Standard Teams=====&lt;br /&gt;
&lt;br /&gt;
Usually, you may not shoot members of your own team. But, there is one exception to this rule, called the &#039;&#039;&#039;rogue&#039;&#039;&#039; team. &#039;&#039;&#039;Rogue&#039;&#039;&#039; tanks are black in the view window, and yellow on the radar. They may shoot their &amp;quot;teammates&amp;quot;, and gain points for it. This is because &#039;&#039;&#039;rogue&#039;&#039;&#039; tanks   are each on a one-man team of their own. &#039;&#039;&#039;Rogue&#039;&#039;&#039; tanks are usually found on &#039;&#039;&#039;Free For All&#039;&#039;&#039; maps, but are occasionally found on &#039;&#039;&#039;CTF&#039;&#039;&#039; maps.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Flags=====&lt;br /&gt;
There are four different kinds of flags on an average server:&lt;br /&gt;
* Team flags are colored to correspond with the teams on the map. The idea is to grab the other team&#039;s flag and bring it back to your base.&lt;br /&gt;
* Superflags are &amp;quot;power ups&amp;quot; for your tank. Some examples of superflags can be &#039;&#039;&#039;Guided Missile&#039;&#039;&#039; (Allows your tank to lock onto and shoot others), &#039;&#039;&#039;laser&#039;&#039;&#039; (Allows your tank to shoot an infinitely fast and long laser beam), and &#039;&#039;&#039;Stealth&#039;&#039;&#039; (Your tank does not appear on radar).&lt;br /&gt;
* Bad Flags restrict the movement or actions of your tank. Some bad flags are &#039;&#039;&#039;&#039;No Jumping, Obesity, Trigger Happy,&#039;&#039;&#039; and &#039;&#039;&#039;Left turn only.&#039;&#039;&#039;&lt;br /&gt;
* Antidote flags are flags that appear only when you have a bad flag. Driving over an antidote flag removes the bad flag from your tank.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=====Interface Elements=====&lt;br /&gt;
Most of the interface elements can be changed in the GUI settings, or by editing the config file.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
======Scoreboard======&lt;br /&gt;
Once a player has joined a server, they should notice a number of things, including the scoreboard.&lt;br /&gt;
&lt;br /&gt;
Internet games commonly feature between 5 and 20 players. The names of these players will be listed in the scoreboard on the left hand side of the screen. The scoreboard can be hidden and shown by using the &#039;&#039;S&#039;&#039; key. The scoreboard is usually set up to show a players name, score, teamkills, email string, flag, kills/deaths, and the amount of kills/deaths you have scored against that player. For example, in this scoreboard, player &amp;quot;Andrey&amp;quot; has a score of 2, 0 teamkills, and email string of &amp;quot;Andrey@andreypc&amp;quot;, has the SW (shock wave) flag, has 8 kills, 6 deaths, and has been killed by player &amp;quot;me1&amp;quot; 0 times, and has killed player &amp;quot;me1&amp;quot; once. Flags whose names are in white are powerful flags. Team flags are always the color of that team on the scoreboard. Other flags are just the same color as the player using them.&lt;br /&gt;
&lt;br /&gt;
|[[Image:Scoreboard.jpg|right|thumb|300px|The Scoreboard]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
======Team Scoreboard======&lt;br /&gt;
There is also a scoreboard for team scores. In FFA this shows the kills, deaths, and overall score. In CTF this shows the amount of flags that team has captured, and the amount of times their flag was captured, and the score. Also, to the right is the amount of players on that team. The rogue team is never included on the team scoreboard.&lt;br /&gt;
|[[Image:Teamscoreboard.jpg|right|thumb|300px|The Team Scoreboard]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
======Radar======&lt;br /&gt;
The [[Radar]] (In the bottom left), shows a bird&#039;s eye, 2d view of the map. This is useful for dodging bullets, and seeing where other players are in relation to the users&#039; tank. The user&#039;s tank is displayed in the center of the radar, in white. Two lines from the user&#039;s &amp;quot;blip&amp;quot; on the radar represent the user&#039;s FOV (Field of view). The user&#039;s bullets are also displayed in white. Other teams are shown on the radar in their respective color, red shown in red, green shown in green, etc. The rogue team is shown in yellow. Flags are shown as little x&#039;s, and team flags as colored x&#039;s. A square is also around each radar &amp;quot;blip.&amp;quot; This represents height. The larger the square, the higher something is. If a &amp;quot;blip&amp;quot; has an X through it, that tank has a flag.&lt;br /&gt;
&lt;br /&gt;
|[[Image:Radar.jpg|right|thumb|300px|The Radar]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Sportsmanship====&lt;br /&gt;
&lt;br /&gt;
When playing BZFlag, it is important to keep a few simple rules in mind:&lt;br /&gt;
&lt;br /&gt;
* Players should never shoot tanks on their own team (except for the rogue players).&lt;br /&gt;
* Players should be civil to other players in all respects.&lt;br /&gt;
&lt;br /&gt;
|[[Image:Screenshot1.jpg|right|thumb|300px|A Screenshot of a standard 2.0.9 client playing on Missile War 2]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4928</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4928"/>
		<updated>2008-09-19T08:15:50Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Add reminder to check rejected flags page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc0000&amp;quot;&amp;gt;READ THIS FIRST&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* First, check that your idea isn&#039;t already here.  Also check the [[Flag_Ideas/Rejected | flag ideas already rejected]] page to see if your idea has already been considered and dismissed. The chances are that someone else has already come up with your flag.&lt;br /&gt;
* Next, think carefully about your flag. Come up with a short and succinct description. Not only will a short description will make it easier for the project management team to make a decision about the flag, but it usually also indicates the quality of the idea. Chances are if a flag requires more than a short sentence or two, it&#039;s too complicated for the game.&lt;br /&gt;
* Make sure your flag idea isn&#039;t overpowered or stupid.&lt;br /&gt;
* Finally, add your flag to the &#039;&#039;&#039;top&#039;&#039;&#039; of the section with the blank &#039;status&#039; field. Use the teal background color and leave the status blank!&lt;br /&gt;
* Note that  your flag approved to a &amp;amp;quot;yes&amp;amp;quot; does not mean it will happen. Everything done is what the developers want to do - if a flag requires significant changes to the codebase and isn&#039;t the most brilliant idea ever, it&#039;ll probably sit here for quite some time before being implemented, if ever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is NOT a list of flags that are being considered. Discussion/implementation of these is encouraged, but does not mean any of these flags are going into the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do implement a flag keep these things in mind:&lt;br /&gt;
* All powerful flags aren&#039;t fun.&lt;br /&gt;
* Flags that ensure your immediate destruction aren&#039;t fun.&lt;br /&gt;
* Flags that aren&#039;t useful aren&#039;t fun.&lt;br /&gt;
* Flags boost/modulate tactical trait of tanks&lt;br /&gt;
&lt;br /&gt;
Based on these observations we have the following rules:&lt;br /&gt;
&lt;br /&gt;
;Flag power must be limited&lt;br /&gt;
:For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can&#039;t lose.&lt;br /&gt;
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. You&#039;ve got to be good, but it can be done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Flag powers can counteract/balance each other.&lt;br /&gt;
:Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.&lt;br /&gt;
:Consider adding counterbalancing flags together. Or consider adding a flag that acts as a counterbalance to an existing flag or flags. Also consider making your new flag counterbalanced by an existing flag; superbullet is often a good choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Don&#039;t add flags that (almost) instantly kill the owner.&lt;br /&gt;
:I considered adding a Death flag that would instantly kill the tank that grabbed it. I changed my mind because that&#039;s not fun and seriously dampens interest in picking up flags. Mines are similar. You&#039;re driving around and *boom* you&#039;re dead. Nothing you could&#039;ve done to avoid it, no mistake you made. You&#039;re just dead. People don&#039;t mind losing so much if they know it was because they did something wrong.&lt;br /&gt;
:Even worse is a flag that disables your radar and vision. You&#039;re basically dead. You can shoot at random and hope to get lucky, but no amount of skill can save you. And what&#039;s worse than the Death flag is that you have to stagger around waiting for someone to kill you.&lt;br /&gt;
:A flag that seriously disables a tank is not as bad because the player can still use skill to defeat as many enemies as possible before getting shot. Thus we have flags like left turn only and obesity.&lt;br /&gt;
&lt;br /&gt;
;Flags should require new skills&lt;br /&gt;
:Flags that require new skills keep the game interesting. If there&#039;s still more to learn about using ricochet or guided missile, or more to learn about fighting against them, then people will keep playing.&lt;br /&gt;
:Some flags seem pretty dull to some players. The steamroller and the phantom zone come to mind, or quick turn. These aren&#039;t the most powerful flags, but they do have their uses and some people enjoy them. However, I think I should have removed SR and PZ. Steamroller&#039;s usefulness is very limited and looks pretty weak compared to shock wave. PZ tends to encourage very defensive play, which slows the game down. But quick turn can be very effective when used well; put it in a tight furball and it&#039;ll do serious damage. You just have to learn how to take full advantage of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of suggested flags: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+align=&amp;quot;bottom&amp;quot; style=&amp;quot;color:#e76700;&amp;quot;|&#039;&#039;Legend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|To be Approved&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Approved as a not bad idea, but needs research&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#41a141;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Claimed (Implementing)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|SVN (Implemented, and going to be in the release)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Maybe but there are issues&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!+/-&lt;br /&gt;
!Status&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|No Shooting (NS)&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description:  Can&#039;t shoot. Stay out of trouble!&lt;br /&gt;
Description here: Pretty much as it says in the in-game description. You can&#039;t shoot. How you would be able to get rid of it in those &amp;quot;kill to get rid of bad flag&amp;quot; servers I&#039;m not entirely sure.&lt;br /&gt;
|-&lt;br /&gt;
|Short Shot (SS)&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Shots don&#039;t go as far. Stay in the fray!&lt;br /&gt;
Description here: Not as limited as the No Shooting flag, this shortens how far your shots go before dissipating. Speed stays the same.&lt;br /&gt;
|-&lt;br /&gt;
|Long Shot (LS)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Shots go farther. Snipe from a distance!&lt;br /&gt;
Description here: The inverse of the Short Shot flag, your shot speed will stay the same but it&#039;ll remain on the field longer.&lt;br /&gt;
|-&lt;br /&gt;
|AfterBurner (AB)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
Rocket Jam (RJ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Tank can&#039;t stop going forwards at high speed. Don&#039;t hesitate!&lt;br /&gt;
&lt;br /&gt;
Description here: On pickup (or perhaps after first forward movement) tank instantly starts going forwards (only, no reverse) at high-speed (or faster?). Left/Right turning is still normal. (Perhaps reduced turning circle?)&lt;br /&gt;
&lt;br /&gt;
Makes it easy to crash into walls. Getting stuck in a corner will make you an easy target. However, an alert player could probably hold out with this for long enough to make it quite fun.&lt;br /&gt;
|-&lt;br /&gt;
|Temporary Shield (TS)&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description:  Trigger a temporary shield. Be careful not to hold on too long!&lt;br /&gt;
Description here:  Akin to the shield on the old Atari 2600/coin-op [http://www.atariage.com/manual_html_page.html?SoftwareID=828 Asteroids] game.  &amp;quot;Fire&amp;quot; triggers shield, which remains in place until released, but enabling shield for too long (A short &amp;quot;reload&amp;quot; threshold, 2 seconds?) results in self-destruction.  Shots at shielded player could be any of: &#039;&#039;pass-through&#039;&#039;, &#039;&#039;absorb&#039;&#039;, or &#039;&#039;deflect&#039;&#039; -- although the first one is more true to the original concept.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other notes:&#039;&#039;&#039;&lt;br /&gt;
* Suggested limit of 3-5 uses per flag, although this would be set per-server.   &lt;br /&gt;
* This is an implicitly defensive flag -- there&#039;s no weaponry when using it -- but could be well suited for advancing a front in a CTF, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Low Ammo (LA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|you only have half of the ammo you originally had.If odd round up with maybe a little longer reload time.&lt;br /&gt;
|-&lt;br /&gt;
|Safe Thief (ST)&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Front and rear shots.&lt;br /&gt;
&lt;br /&gt;
Description here: Shots only go go 1/4 distance of normal shot, can only be killed with thief, SW, &amp;amp; SB,  any tank that touches you dies and you get their flag, if they don&#039;t have a flag; you still drop your flag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Front+Rear fire (FR)&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Front and rear shots.&lt;br /&gt;
&lt;br /&gt;
Description here: Fires the default fire and additionally fires at the same time rear-shots.&lt;br /&gt;
|-&lt;br /&gt;
|No Ricochet (NR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Shots don&#039;t ricochet.&lt;br /&gt;
&lt;br /&gt;
Description here: Like the Jamming and No Jumping flags in maps that have radar and jumping enabled by default, this flag disables the ricochet ability in maps where ricochet is normally enabled.&lt;br /&gt;
|-&lt;br /&gt;
|Long SB (LSB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Shoot through building, infinite range, long reload time&lt;br /&gt;
&lt;br /&gt;
Description here: SB-- range and speed of L, 2.5 times reload time of normal SB.&lt;br /&gt;
|-&lt;br /&gt;
|Radar (RD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Can use radar.&lt;br /&gt;
&lt;br /&gt;
Description here: Like how in some maps that have jumping flags or ricochet flags when those things are normally disabled, in maps with radar disabled, this would give you radar ability. It would counteract the Jamming flag in normal maps.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Jump (SJ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Stick to ceeling.&lt;br /&gt;
&lt;br /&gt;
Description here: When you jump when you are under a building, your tank &#039;sticks&#039; to the ceeling. Pressing jump again would cause you to end up on the top of the building.  When a tank is stuck to the ceelimg, it would be incincible to L; and have a form of GM that had 1/4 the range and only locked-on to targets below.&lt;br /&gt;
|-&lt;br /&gt;
|Flat (FL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Tank is flat from sides, but normal size from front and back. Can hide against walls.&lt;br /&gt;
&lt;br /&gt;
Description here: Like Narrow but the forward-backward dimension is where you are flat instead of the left-right dimension if you understand.&lt;br /&gt;
|-&lt;br /&gt;
|Signal Decoder (SD)/Transmission Interceptor (TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Listen to all messages.&lt;br /&gt;
&lt;br /&gt;
Description here: Any message sent on the server, even ones to a team or individual tank, are picked up. In the case of private messages, it will appear as [SendingTank-&amp;gt;IntendedRecipient]. Also, commands show up, such as /set, /me, or /say, as well as their results. Good for detecting enemy strategies.&lt;br /&gt;
|-&lt;br /&gt;
|Carbonite Missile (CM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Shoots a guided missile that slows down tanks near where it detonates. Can kill only with a direct hit.&lt;br /&gt;
&lt;br /&gt;
Description here: The missile is similar to the missile from GM, but it&#039;s light blue and has different variables to control its movement speed/turn speed. When it hits something or times out, it creates a light blue shockwave-looking pulse that may leave residual graphical effects in the vicinity and/or on tanks in the area. Instead of doing damage, this pulse temporarily slows down the tanks it hits; the duration of the slowdown is the same as the duration of the residual graphical effects mentioned above. The time that the tanks are slowed down, as well as the degree of the slowdown and the degree of reduction to turning capability (it can slow turning too) are all server variables. There should also be a brief time between shots, and/or an increase in reload time.&lt;br /&gt;
|-&lt;br /&gt;
|Pulse/Plasma Cannon (PC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Fires a burst of plasma capable of shaking buildings. Can kill Phantom Zone.&lt;br /&gt;
&lt;br /&gt;
Description here: Shoots a large, wave-like shot that is bigger and slower than normal shots. Alternately, two shots spiraling around each other. Either way, it hovers in front of you for a short time before going forward, and during that time you cannot fire. If it hits a building, all tanks inside that building via OO or PZ are killed, all shots inside it (such as SB or PZ) are disintegrated, all tanks touching the sides bounce away, and all tanks on top briefly are forced to jump rapidly, like on a trampoline that has a very low jump height.&lt;br /&gt;
|-&lt;br /&gt;
|Mass Driver (MD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Fires a fast bullet that can go through multiple targets and shields. No ricochet.&lt;br /&gt;
&lt;br /&gt;
Description here: The bullet moves about twice as fast as a normal bullet, and has 1.5x range by default, and corresponding reduction in reload time. It kills shielded tanks, and keeps going if it hits a tank to hit other tanks. However, it never ricochets.&lt;br /&gt;
&lt;br /&gt;
Possible addition: A server variable (binary/true or false/trinary) sets whether it shoots one shot from the tank&#039;s barrel, one shot alternating between left and right of the tank, or two shots from the left and right of the tank at once, in reference to the Canderous-class Assault Tank from Star Wars: Empire at War: Forces of Corruption.&lt;br /&gt;
|-&lt;br /&gt;
|Shield (SH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Description: It&#039;s an idea for the improvement of Shield, not a new flag entirely. The idea is that if a person with Shield is hit, they are briefly invincible, and possibly flicker and/or be unable to shoot. This would really help; I remember numerous times when I was hit while equipped with Shield, and was immediately killed anyway because the other guy launched a cluster of shots.&lt;br /&gt;
|-&lt;br /&gt;
|Score Drain (SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Drains score continuously. Does not kill.&lt;br /&gt;
&lt;br /&gt;
Description here: Shoots a normal bullet with a line (laser sprite) between it and the user tank. When it hits someone, the line attaches to them instead. The bullet vanishes. Then score goes continuously from the tank with higher score to the one with the lower score at a speed determined by the size of the difference of the scores (the larger the difference, the faster the score drains, and obviously it slows down as time passes) as well as server variables; it stops draining when the scores are equal. The tanks have full freedom of movement, but if they get out of range of each other (&amp;quot;range&amp;quot; being the range of a standard shot), or something (either a wall or a tank) gets between them, the line will disappear and the drainage will stop. The tank firing can only have one line out at once, even if it hasn&#039;t hit something yet. The range is reduced if the firing tank moves backward or to the side; the line cannot be longer than the range of a shot.&lt;br /&gt;
|-&lt;br /&gt;
|ShotGun (SG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Shoots a large bullet that explodes into smaller ones on contact.&lt;br /&gt;
&lt;br /&gt;
Description here: What this does is shoots a single abnormally large shot using all of your shots. It has reduced range and speed and does not ricochet. When it hits anything, it does not do damage; it releases as many bullets as you have shots; they fly in random directions and are normal range. Server variables control whether they go out in set angles or random, and if they go at random/set/no vertical angles. Note that the big shot does NOT do damage directly; it explodes on contact, but does not kill, but the target usually dies from bursts.&lt;br /&gt;
|-&lt;br /&gt;
|Basic Invulnerability (BI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Immune to normal shots[ and shots from Rogues]. Any altered shot[ from a team] can kill. [Can&#039;t kill Rogues.]&lt;br /&gt;
&lt;br /&gt;
Description here: It&#039;s immunity to normal shots. ANY other shot, be it GM, SW, from PZ, or even RF, MG, or even ricochet in a non-ricochet map, (but not Burrow, Wings, or vertical velocity shots or similar) can kill the user. This is designed to counter non-shot flag users, non-flag users, and rogues. Some binary switch on the server makes the stuff in [] square brackets appear and immunity to rogues take effect.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Shield (FS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Creates fog nearby for decreased visibility nearby and deflection of Shock Wave and Super Bullet.&lt;br /&gt;
&lt;br /&gt;
Description here: A sphere with extremely thick gray fog. If Super Bullet hits it will bounce off; if Shock Wave hits it the shock wave will cease to exist in the area or bounce off or just totally disappear. Designed as a counter for Shock Wave and Super Bullet.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaking Shield (CS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Causes everything non-permanent nearby to be invisible out-the-window; still visible on radar and Phantom Zone. Blocks OO, PZ, and Laser.&lt;br /&gt;
&lt;br /&gt;
Description here: The in-game description is pretty effective. It generates a sphere of tank and shot invisibility that blocks Oscillation Overthruster, Phantom Zone, and Laser, and is specifically designed to counter Laser. The downside is the double-blindness of those in the shield; they can&#039;t see tanks or shots out-the-window. Radius defined by /set variable.&lt;br /&gt;
|-&lt;br /&gt;
|RepulsorLift (RL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Tank floats over the ground. Immune to steamroller. Good for avoiding burrowers and climbing stairs or ramps.&lt;br /&gt;
&lt;br /&gt;
Description here: The tank will lose its treads for a wider hull, hover in the air, and appear to be constantly activating its jump thrusters. If possible, also make it so it moves up and down. Due to this, it is over the heads of those tanks that use burrow, and it can&#039;t steamroll them; it can&#039;t be shot by them either, but it may be able to shoot them with vertical velocity shots and the up-down automatic movement, and if it jumps and gets close to the ground as it lands. It can change direction in midair, and go up ramps of steepness less than a value (in degrees) defined at the server. Also, it&#039;s immune to steamrollering because it floats; it can possibly be squished (if you decide to implement it) only by landing directly on it. Can&#039;t multi-jump.&lt;br /&gt;
|-&lt;br /&gt;
|Jamming Shield (JS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Jams radar, communications, and guided missiles nearby.&lt;br /&gt;
&lt;br /&gt;
Description here: Within a radius around the tank, no tank (not even allies or the user) can see on radar. Within this area, communications do not exist; if someone (except the server or observers, or using a non-/me command) says something, no tank in the area will hear it; and if one within the field chats, no one will hear it (except observers and loggers). Projectiles that can be guided (even when not guided as they enter the field) within the field will constantly lock on to random points and therefore be ineffective; but if they leave the field, they will return to their original targeting; if they weren&#039;t guided, they will just go straight.&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense (PD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Automatically shoots down incoming missiles.&lt;br /&gt;
&lt;br /&gt;
Description here: When a missile that has a lock (any team&#039;s missile, even allied, but not ones fired without locking on first) gets within a certain range of the tank, a laser shoots from the tank (preferably from the top of the tank, under the flag, but if that&#039;s too hard to implement, from the main muzzle) to the missile for exactly one frame and destroys the missile. There is a brief reload time between shots, say about double the reload time of MG. This flag is the perfect counter-flag to GM. And don&#039;t say Stealth is the counter to GM; it&#039;s NOT, it&#039;s only as effective against GM as anything else.&lt;br /&gt;
|-&lt;br /&gt;
|AirStrike (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#transparent;&amp;quot;|&#039;&#039; Too complex and confusing for players, too powerful &#039;&#039;&lt;br /&gt;
|Lock onto a player using right click; firing drops a bullet from the sky onto target. Similar to GM, but useful against people who camp on towers and can&#039;t be hit by normal means. (dim3wit)&lt;br /&gt;
|-&lt;br /&gt;
|Shoot Different (SD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Your tank leaves a &amp;quot;trail&amp;quot; behind about 20 world units long that, if shot, will result in your tank being destroyed by the next shot that travels over the trail. If any tank runs over the trail you will also die. The trail is not visible, but emits a glow that is seen around the borders. The trail is the same width as the tank. When you shoot a tank, it results in that tank killing you. I don’t think you’d want to get this flag because it is BAD, which means you can’t drop it.  &lt;br /&gt;
|-&lt;br /&gt;
|Bad Thief (BT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When you shoot a tank with this flag, the flag is transferred to that tank while a random flag (including bad flags) is transferred to you. If you don’t shoot someone in 1 minute, you die. You can only be killed by SB, L, SW, and GM with this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Evil Tunneler (ET) (mind the abbreviation)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|With this flag, you tunnel completely under the ground and you can go up or down as well by pressing V or C, respectively. When you pick up the flag, you go below the ground to a default 50 world units and generates a 100 world units force field for 3 seconds that allows you to go below safely. Your shots travel straight up and if you are in a position that lets your shot travel above the ground (your shots underground have the same range as a regular bullet), you can shoot, and your shots travel straight upwards at a velocity equal to that of a normal bullet, pausing 20 world units above the ground or building it passes through, then traveling downwards at a speed equal to a Burrow tank going forward, and expiring when it hits the ground. You can’t be steamrolled while you have this flag but if a SB or L passes above you at any altitude you die. You can be shot by other ET tanks, if their shots pass within 10 world units of you, you die, and when a GM is fired within 100 world units of you, it goes underground towards you and expires normally, however, if that explodes below any tank, including teammates they die. Your shots show up on radar but they appear a stationery dot with altitude, if the altitude is below ground the entire square is colored purple or some other color like that. You cannot kill PZ or tanks with Wings. The maximum depth you can descend to is 3000 world units, so if you go any lower, you self-destruct. The maximum altitude (literally) you can reach is the same as a burrow tank and in that altitude you can be steamrolled, and as long as your muzzle is above ground you fire normal shots and can be steamrolled. PZ tanks can steamroll you at any altitude. When your shots expire, they explode in a cloud that tags all tanks caught in it with a 20-second time bomb and when the time’s up, the points go to you but only ½ rounded to the nearest even number, excluding 1. You can only fire half the shots allowed between reloads but reload is ½ server set time. Your tank controls are normal and normal speed. When you jump you go downwards instead of up at the server-set jump height, except reversed.&lt;br /&gt;
|-&lt;br /&gt;
|Ghost (GH)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#transparent;&amp;quot;|&#039;&#039; no flag combos &#039;&#039;&lt;br /&gt;
|Combines Stealth and Cloak, but the player who picks up this flag will die in around 20-30 seconds, even if he drops the flag. Only useful if applied well. (dim3wit)&lt;br /&gt;
|- &lt;br /&gt;
|Shot Shockwave (SS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Like SP, but you can only have one shot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Dangerous Debris (DD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When you shoot a tank, their “debris” destroys all tanks they touch on the ground or in the air.&lt;br /&gt;
|-	&lt;br /&gt;
&lt;br /&gt;
|RaDiation (RD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|For 10 seconds, your tank emits a “radiation” that kills all tanks within a 5 world unit radius.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Wind Shot (WS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Your shots deflect away from enemies when you have this flag. You cannot be shot by regular shots with this flag, and cannot kill any tanks (except PZ). &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|BadBullet (BB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|Your bullets become guided missiles that loop around and hit you, if there are no enemies in the way (if they get hit they die). Does not kill teammates. Goes slow enough for you to outrun but goes through buildings. Has very long range and cannot travel out of the world. Stops after 3 minutes. Has large turning circle and ricochets off world borders and teleporters. Bad flag.&lt;br /&gt;
|-&lt;br /&gt;
|Jump and Stay (JS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|You jump and when you reach the top of the jump, you stay at that level, but cannot jump further. You can still move and shoot. &lt;br /&gt;
|-&lt;br /&gt;
|Crazy Color (CC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|Your tank looks like a rogue on the hud, radar and scoreboard, but isn&#039;t. Prevents teams from knowing which side you&#039;re on. Bad flag.&lt;br /&gt;
|-&lt;br /&gt;
|CanYon (CY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|Causes a deep gorge to spread in front and behind you, killing all tanks that fall in. Teammates are not affected. You can&#039;t shoot while you have this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Plane(QP)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Basically the bullet behaves like a quantum, where it starts off like a wave and has multiple locations, has the capability of tunneling through boundaries, and when encountered by  a tank collapses into a particle resulting in that tank collapsing into a reality where that tank may or may not be killed (like Schrödinger&#039;s Cat). When a tank shoots, the shot does not have a specific location, but rather a probability distribution along a plane parallel to the ground at the same altitude the shot was made.  This &amp;quot;quantum plane&amp;quot; would have the same color as a bullet, however it would be brighter and more opaque where the probability of the bullet&#039;s location is higher, and more translucent and not as bright where the probability is less, in other words it would look like a flat electron cloud.  The Bullet would have zero probability of being in an object, so OO tanks are safe, however the bullet can be inside hollow areas closed off from the area where the tank shot the bullet (i.e. rooms), this allows for quantum tunneling.  The probability distribution is determined by the boundaries formed from the cross section of the map in the quantum plane, in other words the wave has to be a standing wave that resonates within the boundaries, thus the particular probability distribution would be found by a partial differential equation.  When a tank intersects the plane, the probability of that tank being hit by the bullet is calculated by a double integral, where the tank&#039;s cross section is the boundary.  Then a random number generator determines if that tank is shot or not shot, and the chances of either way is determined by the the tank&#039;s probability of being shot. Once it is determined either way, that particular plane collapses for the tank that intersected with it, thus the plane does not affect that particular tank anymore nor does that tank see it, so to that tank the plane doesn&#039;t exist anymore, however it can still affect other tanks that have not collapsed the wave function.  The Quantum Plane exists until all the tanks intersect with it, or until it expires after the amount of time it takes to reload a regular bullet.  It is possible for more than one tank to be killed by the same Quantum Plane, however it is also possible for the QP holder&#039;s teamates and even the QP holder itself to be killed.  In fact as soon as the QP holder fires, it collapses the Quantum Plane in its perspective, because the holder automatically intersects with the plane.&lt;br /&gt;
|- &lt;br /&gt;
|Teleport Shot&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039;No, no on drop flags, and too complex&lt;br /&gt;
UPDATE: It&#039;s not on-drop, it means that only one shot is allowed. I clarified the description.&#039;&#039;&lt;br /&gt;
|You can only shoot one shot with this flag. When your shot expires, you appear where it expired. Shots don&#039;t kill.&lt;br /&gt;
|-&lt;br /&gt;
|Flame Thrower (FT)&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|Firing a shot emits a short length of flame, which never ricochets.  It should get wider as it leaves the barrel, have a duration of half a second or so and have a long reload time. If it could &amp;quot;snake&amp;quot; as the turret turns, even better!  There should be a new sound to accompany the firing and some nice graphics for the flame.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Drop (FD) &lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|Firing causes all tanks nearby to drop their flags. Cannot kill with this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaked Shot (CS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039;Yes, done in 2.99&#039;&#039;&lt;br /&gt;
|Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!&lt;br /&gt;
|-&lt;br /&gt;
|SCaler (SC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, basically the same as All Terain&#039;&#039;&lt;br /&gt;
|This flag enables the ability to climb the walls of a pyramid, box or any other object. A BZDB variables I thought of for it might be _scalerSpeed or maybe the speed should be the same as _tankSpeed. MDSKPR&lt;br /&gt;
|-&lt;br /&gt;
|BlinkMine (BM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; no mines&#039;&#039;&lt;br /&gt;
|This flag is shot and lays a mine that blinks very rapidly, if runover it disables shooting until BZDB variable _mineTimeLimit kicks in and enables shooting again. also another BZDB variable could be added _mineDeactivateTime setting how long a mine can remain dangerous. yet another BZDB variable could be added specifying the mine size. maybe BZDb variable _mineLimit could specify how many mines a player could have or it could be just based on the shot limit. this flag is useful if being chased and many other uses   MDSKPR&lt;br /&gt;
|-&lt;br /&gt;
|Unsteady (US)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When jumping, the tank gets a random angular momentum, like you accidently moved your move while pressing jump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(This is a resubmit: I submitted this flag along with others quite some time ago, but, unlike the others, this just vanished from the Wiki)&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Tesla Coil (TC)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;too complex &#039;&#039;&lt;br /&gt;
|Zaps all tanks (including ST) that come within a SW radius of the TC carrier tank.  Only works if TC carrier is grounded (i.e. it is touching the ground or touching something else that is touching the ground).  Once a tank is zapped it becomes charged. If a charged tank is or becomes grounded it dies, unless the zapped tank has SH in which case it just becomes discharged and loses its SH flag.  If a charged tank is not grounded and touches an uncharged tank, the charge is transfered.  A TC carrier is by default uncharged, however, it can become charged from a transfer or from being zapped by another TC carrier.  A tank that dies from the zap, either directly or from 1 or more charge transfers adds a point to the TC carrier&#039;s score, unless the killed tank is a teammate in which case the TC carrier looses a point and dies as normal. Charged tanks are indicated by corona discharge.&lt;br /&gt;
|- &lt;br /&gt;
|Nuclear Fallout (NF)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; far far far too complex&#039;&#039;&lt;br /&gt;
|A modified version of GM. NF fires, locks on, and flies like GM except at the point and right after the time of impact, a Mushroom cloud and Electromagnetic Pulse (EMP) emerges as a residual effect.  To sum up what the effect of this weapon might look like: You start off by ideally locking on to an enemy tank, and then launch the NF.  The NF soars through the sky like a gm and then impacts. At the time and from the point of impact a very short lived but extremely bright white flash is seen, considering the speed of sound, it is followed by a loud/dull roar that is heard until the NF expires, and whose amplitude is inversely proportional to the distance from the NF&#039;s epicenter.  The EMP should propagate faster than a SW, lets say three times. The mushroom cloud should propagate slower than a SW, lets say 1/3 the SW&#039;s speed.  However both the EMP and mushroom cloud dissipate at the same time.  A tank hit directly by an NF, only at the point and time of impact with in a radius of a bullet, would die, just like being hit by a GM.  The EMP radiates up to a radius equal to maybe three times the SW radius and causes Radar Jamming on all tanks within the EMP radius. Radar Jamming Stops either when the EMP expires or when the tank exits the EMP radius.  The EMP would be invisible except for the fact that a tank within the EMP radius would see everything in the HUD as tinted the color of the tank that fired the NF, and the EMP would be marked on the radar of tanks outside the EMP as perhaps a black disk or a disk with the color of the firing tank.  A tank while within the radius of an existing EMP, would not be seen on the radar except by a Seer flag carrier outside the EMP radius, thus it would effectively be stealthy. If a tank is outside of the EMP but over or under it, the tank would appear superimposed over the disk as if the disk was not there.  Perhaps something similar could be done to the radar visibility of bullets.  Similarly, if a Tank comes into contact with the Mushroom cloud, the tank becomes blinded until either the Mushroom Cloud Expires or if the tank leaves the mushroom cloud.  The Mushroom cloud would be visible to everyone outside of the mushroom cloud, which would also be an out the window indication of the location of the epicenter of the NF.  A tank with seer would not see the mushroom cloud but see everything in it as opposed to someone without seer.  The Mushroom cloud Emanates from the point of impact and at the time of impact perhaps up to a height of 6 SW radii, the stem would be cylindrical and could expand to a radius of 1/4 of the SW radius, and the top of the cloud would look like a squashed sphere perhaps expand up to a short radius of 1/2 of the SW radius and a long radius of 1.5 SW radii.  These are only ideas, the exact shape, color, textures, and maximum dimensions would have to be thought out more thoroughly, but I would think that none of the adjustable properties of the NF would have to be based on too many more variables than that of the GM and the SW.  The NF could dissipate after it reaches its full dimensions, or it could linger for a set amount of time. Tanks carrying a Shield flag would be immune to the effect of both the EMP and mushroom cloud, however neither the EMP nor the mushroom cloud would cause a tank to drop its shield flag.  Although, if a tank carrying a shield flag while encountering a direct impact at the time of impact from the NF, it will drop the shield flag as if hit by a GM, but then it will be affected by the EMP and mushroom cloud.  A Seer flag is ineffective in the NF.  Just like GM, you can&#039;t lock onto a tank that has Stealth, using NF.  Reload time is twice as long. The NF, along with GM, can&#039;t lock onto a tank within the radius of a non-expired EMP.  Conversely a tank that has an NF or a GM within the radius of a non-expired EMP, can&#039;t lock onto another tank.   If it doesn&#039;t make this flag too powerful, perhaps an optional SW could emanate at the time and point of impact, having of course its usual properties except it could kill the tank that fires that NF if it impacts too closely.  Another concept to consider is to include a radiation wave that has the same radius as the SW, but instead of killing tanks within its radius, tanks within its radius automatically drops any flags it carries except the shield flag, either until exiting the radiation wave and/or perhaps until a preset time period has expired after the tank exits.  As an indication of being affected by a radiation wave, one would hear clicks like from a Geiger counter and maybe see small random flashes to simulate the way gamma rays affect one&#039;s eyes, while one still has radiation poisoning.  The radiation wave would last for the same amount of time as the overall NF.  I think the NF can really enhance strategy and action in this game, however if this flag seems too powerful, I hope that at least I have inspired spin offs.&lt;br /&gt;
|- &lt;br /&gt;
|SPinner (SP)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If you turn when you have this flag you can&#039;t stop turning. Optional: If you leave the tank turning it slowly gets faster and faster, but probably only to a set speed otherwise it would get too fast.&lt;br /&gt;
|- &lt;br /&gt;
|DoNuts (DN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too mean&#039;&#039;&lt;br /&gt;
|When you pick up this flag it has the affect of picking up SPinner and Don&#039;t Stop, which means the tank doesn&#039;t stop spinning and doesn&#039;t stop driving.  The tank is now driving around in circles like it is doing donuts. Mmmm... Donuts!!&lt;br /&gt;
|- &lt;br /&gt;
|Looking Around (LA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too mean &#039;&#039;&lt;br /&gt;
|This makes the camera view spin around but not the tank.  It&#039;s like you are sitting on the turret and the turret is spinning around, but of course the tank is still facing forward, but this flag WON&#039;T make the turret spin, only the camera you still have to fire forward. This could make the radar spin to the same way you are viewing, or leave the radar facing the same way.&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (AY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;too complex, needs aiming to work right&#039;&#039;&lt;br /&gt;
|The distance the warhead travels is in direct relation to how long fire button is held down. Projectile flies in an arc exiting from tank at 45 degrees (no vertical aim required). Range indicated above HUD as RANGE:### (counter advances as fire button is held down). &lt;br /&gt;
possible advantages:&lt;br /&gt;
-Very long range (though still finite unlike laser)&lt;br /&gt;
-shots may be fired over obstacles&lt;br /&gt;
-relatively large warhead, radius at 5%, 8%, or 10%, of normal bullet range though much less absolute than sw-perhaps the shot would be a cluster of 5 traditional bullets that travel together in an arc upon firing&lt;br /&gt;
-can function akin to anti aircraft guns against wg as well&lt;br /&gt;
 &lt;br /&gt;
Possible disadvantages: &lt;br /&gt;
-Tank becomes almost stationary except pivoting/rotation (maybe have some forward/backward motion, but at something like 5 or 3 units per second), or no jumping regardless of server (like with burrow)&lt;br /&gt;
-Shot travels slowly, has close minimum range, shot lands where machine gun terminates at minimum release (as such player can&#039;t immediately hurt self, which actually aids the learning process)&lt;br /&gt;
-very long reload time (does 15% sound reasonable?)&lt;br /&gt;
-rarity of flag, like geno?&lt;br /&gt;
-binocular view and radar only when used?&lt;br /&gt;
|-&lt;br /&gt;
|Blink (BK)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; complex, pick one &#039;&#039;&lt;br /&gt;
|Player alternates from stealth to cloak.  Radar signature alternates from stealth to cloak. Player with flag is always visible either in window or radar.  If a bad flag, player alternates from blindness and jamming for limited time.&lt;br /&gt;
|-&lt;br /&gt;
|Blink (BK)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; mean &#039;&#039;&lt;br /&gt;
|If a bad flag, player alternates from blindness and jamming for limited time. Primary preference is to use blink as super flag described above.&lt;br /&gt;
|-&lt;br /&gt;
|Tankochet&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; just a super shield, too powerfull &#039;&#039;&lt;br /&gt;
|bullets ricochet off your tank for a limited time&lt;br /&gt;
|-&lt;br /&gt;
|False Enemy (FE)&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|The opposite of MQ; when you pick up this flag, your teammates see you as from another team.&lt;br /&gt;
|-&lt;br /&gt;
|Campers Bullet (CP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; to specific&#039;&#039;&lt;br /&gt;
|Shots go through teleporters, without actually teleporting. Useful for hiding behind a teleporter and shooting through it, while being shielded by the teleporter.&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole (BH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too complex &#039;&#039;&lt;br /&gt;
|Your shots move slowly, shots within half a shockwave radius of yours aim towards yours, (double maximum turn/frame of guided missile,) your shots absorb any shots that hit them to increase their range. Black holes either can&#039;t absorb each other or if they collide, they instantly kill all tanks, including the shooter(s).&lt;br /&gt;
|-&lt;br /&gt;
|GalaGa (GG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; lame &#039;&#039;&lt;br /&gt;
|When this flag is held, your tank becomes 1.5 (to 2) times wider. However, you are able to shoot two bullets at the cost of one (like a dual fighter in Galaga).&lt;br /&gt;
|-&lt;br /&gt;
|Dome of Protection (DP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; shield&#039;&#039;&lt;br /&gt;
|Similar to SW, but instead the &amp;quot;shell&amp;quot; is a protective dome. All shots are simply absorbed or, if there is richochet, bounce off it. It can only be penetrated by SB and SW. Note: when the flag is held the player cannot fire normal shots. They can still fight by making the shots bounce back at them.&lt;br /&gt;
|-&lt;br /&gt;
|No Ricochet (NR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Shots don&#039;t ricochet.&lt;br /&gt;
|-&lt;br /&gt;
|Ricochet Guided missile (RG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;combo flag.&#039;&#039;&lt;br /&gt;
|Instead of exploding, the RG bounces off of surfaces and continues to track the target. Option 1: It loses velocity with each bounce. Option 2: When the RG bounces, it travels in a straight line for a certain distance before regaining lock. EDIT: Perhaps we keep it as a simple ricochet, without any lock loss. The GM keeps lock, it&#039; just takes longer to get there.&lt;br /&gt;
|-&lt;br /&gt;
|NearSight (NS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;complex&#039;&#039;&lt;br /&gt;
|All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.&lt;br /&gt;
|-&lt;br /&gt;
|Long Shot (LS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039;Maybe, not a bad idea.&#039;&#039;&lt;br /&gt;
|Bullets go twice as far but at a slower speed. Possibly N/2 extra bullets.\&lt;br /&gt;
|-&lt;br /&gt;
|Low Gravity(LG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039;Yes, done in 2.99&#039;&#039;&lt;br /&gt;
|Gravity is reduced to a large degree allowing the tank to jump very high in the air.&lt;br /&gt;
|-&lt;br /&gt;
|Long Reload (LR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Reloading weapon takes twice as long.&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Stop (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Tank always moves forward or backwards, it cannot stop.&lt;br /&gt;
|-&lt;br /&gt;
|BackFire (BF)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Shots fire to rear of tank instead of front.&lt;br /&gt;
|-&lt;br /&gt;
|FrienDly fire (FD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;no, a server mode.&#039;&#039;&lt;br /&gt;
|Your shots don&#039;t kill friendly tanks (Your own ricochets are harmless!).&lt;br /&gt;
[Additional suggestions: immune to friendly shots? This can also be a server-side setting, like ricochet.]&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Echo (SE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Maybe, not a bad idea.&#039;&#039;&lt;br /&gt;
|All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.&lt;br /&gt;
|-&lt;br /&gt;
|Delayed Shot (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Shot (ES)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Player gets an extra shot.&lt;br /&gt;
|-&lt;br /&gt;
|SlowMotion (SM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Tank moves and turns with half speed.&lt;br /&gt;
|-&lt;br /&gt;
|INcoming (IN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s very very close to a cheat.&#039;&#039;&lt;br /&gt;
|Bullets that will hit the tank are highlighted on radar/main view in some fashion as a warning system.&lt;br /&gt;
|-&lt;br /&gt;
|Flip Out (FO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No not really different from reverse controls.&#039;&#039;&lt;br /&gt;
|Out of window view is upside-down.&lt;br /&gt;
|-&lt;br /&gt;
|EarthQuake (EQ)&lt;br /&gt;
| + &lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, same as using a shockwave on landing.&#039;&#039;&lt;br /&gt;
|When landing after a jump, a shockwave will destroy tanks on the ground in the immediate vicinity of the landing tank. &lt;br /&gt;
|-&lt;br /&gt;
|DeFender (DF)&lt;br /&gt;
| + &lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Fires a short-range shot that projects a miniature shockwave to destroy enemy shots.&lt;br /&gt;
|-&lt;br /&gt;
|Retro (RE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, doesn&#039;t do ANYTHING&#039;&#039;&lt;br /&gt;
|View becomes green wireframe and otherwise looks like the  [http://en.wikipedia.org/wiki/Battlezone original Battlezone].&lt;br /&gt;
|-&lt;br /&gt;
|Velocity Shooting (VS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is a server option, not to be mixed for some players and not others.&#039;&#039;&lt;br /&gt;
|Shots keep Vertical-Velocity (as its set on some Servers for all players). If you jump; shots go up and when you fall; shots aim downward.&lt;br /&gt;
|-&lt;br /&gt;
|SQuishable (SQ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|The opposite of Steamroller. When you touch other tanks (including teammates), you die.&lt;br /&gt;
|-&lt;br /&gt;
|Judas (JD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|When you pick up the flag, you immediately become a player on a different (random) team (or rogue). You must play on that team for as long as you have the flag. If you kill one of your new teammates, you die. BUT you can kill your old teammates for as long as you hold the flag. When you drop the flag or are killed, you revert to your old color.&lt;br /&gt;
|-&lt;br /&gt;
|ANtagonize(AN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, can not be localized easily, and may anger people.&#039;&#039;&lt;br /&gt;
|This bad flag causes your tank to automatically send out mild insults and taunts to opposing players. Especially the good ones by name.&lt;br /&gt;
|-&lt;br /&gt;
|CoW launcher (CW)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, would require vertical aiming to work properly.&#039;&#039;&lt;br /&gt;
|(Goofy) Launches a cow along a parabolic trajectory.&lt;br /&gt;
|-&lt;br /&gt;
|ConFusion (CF)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to CB.&#039;&#039;&lt;br /&gt;
|Tank colors and names are shuffled around. Like colorblindness, but worse.&lt;br /&gt;
|-&lt;br /&gt;
|ShowOff(SO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, basically useless in gameplay.&#039;&#039;&lt;br /&gt;
|(Goofy) Tank is capable of doing tricks, back flips when jumping, riding on one tread, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Leash(LE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Tank is confined to a small radius for a set time period but can still jump.&lt;br /&gt;
|-&lt;br /&gt;
|BUckler (BU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, shield is enough.&#039;&#039;&lt;br /&gt;
|Give the player a 45 degree shield that reflects all shots. It should be located in the arc between 270-315 degrees. The shielded area should be visible but transparent.&lt;br /&gt;
|-&lt;br /&gt;
|PSychic (PS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful and makes ID pointless.&#039;&#039;&lt;br /&gt;
|Callsigns and flag names of all (visible?) tanks appear above the tank.&lt;br /&gt;
|-&lt;br /&gt;
|Full Reverse(FR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to HS and too limited in scope.&#039;&#039;&lt;br /&gt;
|Your tank can move full speed in reverse. A middle ground between high speed and normal.&lt;br /&gt;
|-&lt;br /&gt;
|All Terrain (AT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No slopes, never. No.&#039;&#039;&lt;br /&gt;
|Can drive over slopes and pyramids, (unless steeper than 45?) and perhaps up walls too.&lt;br /&gt;
|-&lt;br /&gt;
|Tac Nuke (TN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No too powerful.&#039;&#039;&lt;br /&gt;
|On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an &amp;quot;arming&amp;quot; range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized.&lt;br /&gt;
|-&lt;br /&gt;
|Glue Trail (GT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Leaves a trail that slows down other tanks behind it. fades after server-set number of seconds?&lt;br /&gt;
|-&lt;br /&gt;
|Oil Slick (OS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Leaves a trail that makes tanks behind skid/spin. Fades after server-set number of seconds?&lt;br /&gt;
|-&lt;br /&gt;
|Petrificus Totalus (PT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players, and rather lame.&#039;&#039;&lt;br /&gt;
|Paralyzes tank. Cannot move, turn or shoot for set number of seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Toy Gun (TG)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, pointless in game play, just use the Useless flag.&#039;&#039;&lt;br /&gt;
|When you shoot,the bullet that comes out is a fake bullet attached to a string which is attached to your tank.&lt;br /&gt;
|-&lt;br /&gt;
|Icy Treads (IT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just like momentum.&#039;&#039;&lt;br /&gt;
|Tank loses traction on the ground and on all objects, as if the friction setting was lowered for that particular tank.&lt;br /&gt;
|-&lt;br /&gt;
|ParaChute (PC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just like Wings.&#039;&#039;&lt;br /&gt;
|You can control your tank ONLY when falling down and you fall down slower.&lt;br /&gt;
|-&lt;br /&gt;
|ToRnado (TR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|You jump and spin uncontrollably.&lt;br /&gt;
|-&lt;br /&gt;
|GhostS (GS)/SPawn (SP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|2 or 3 mini bot tanks come out of your tanks and help you by providing cover ect. They die by being shot or after a certain period of time (45 secs?).&lt;br /&gt;
|-&lt;br /&gt;
|Death Ball (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|Tank morphs into a Death Ball and kills anyone who touches it. Faster than a normal tanks. Can be killed by being shot 5 times. You can&#039;t jump.&lt;br /&gt;
|-&lt;br /&gt;
|DiG (DG)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to burrow.&#039;&#039;&lt;br /&gt;
|Your tank goes completely underground upon picking up the flag, and you may then shoot up at tanks above you. Anybody may lock on you (as with GM) if they hold GM, SB, or even no flag. You are also in range of SW. Bullets will follow you underground.&lt;br /&gt;
|-&lt;br /&gt;
|RaM (RM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too poweful and complex.&#039;&#039;&lt;br /&gt;
|Tank travels at normal speed unless you fire. Firing causes your tank to accelerate forward quickly and only for a certain range. When you touch another tank, it has Steamroller effect, causing them to explode.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Teleport (AT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, too powerful, and looks too much like a cheat.&#039;&#039;&lt;br /&gt;
|With this flag a player can teleport to any place visible place on the radar by clicking the desired area on the radar. Only one teleport can be done per flag, otherwise you would be impossible to kill. Another way to make it harder is to put a reload time on it, so there would be at least some pause between teleports. If you teleport to an area occupied by a building, you go to the highest place on the specified area of the building.&lt;br /&gt;
|-&lt;br /&gt;
|Ice Laser (IL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players, just kill them.&#039;&#039;&lt;br /&gt;
|This laser does not kill players. Instead, it freezes them. They can&#039;t move, jump, or shoot, for 10 seconds. Players who are shot by normal bullets while they are frozen become unfrozen. When a tank is frozen, the tank becomes white, preventing other players from knowing which team the frozen tank is on.&lt;br /&gt;
|-&lt;br /&gt;
|Kamakazi Attack (KA)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|This can be a good and a bad flag. When picked up, starts a self-destruct timer, that, when runs out, will blow you up. But if the right button is pressed before the time is up, then you blow up on the click. This can be use to kill multiple tanks, and can also be used in mid-air. Moderate blast-radius?&lt;br /&gt;
|-&lt;br /&gt;
|Swallow Tanks (SW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too confusing.&#039;&#039;&lt;br /&gt;
|(GOOFY) If you touch another tank it disappears and becomes an observer to your tank. The more tanks you swallow the more obese you become. You can only swallow a limit of 3 tanks at a time, if you swallow more you pop. If you are killed all of the tanks you are carrying are set free. The tanks jump as they are set free to avoid multiple shots that may have been fired at the original tank. Swallow your own teammates and carry them deep into enemy territory!&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Bolt (EB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too powerful and confusing.&#039;&#039;&lt;br /&gt;
|Looks like thief shot when fired (Short range weapon) only when it hits a structure it kills everyone on it or touching it (or in it, players with OO). This would be handy for killing tanks sitting in hard to get to places!&lt;br /&gt;
|-&lt;br /&gt;
|Invisible Objects (IO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|All surface objects (pyramids, boxes, etc.) become invisible.&lt;br /&gt;
|-&lt;br /&gt;
|Meatloaf Launcher(ML) &lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Just move forward while jumping, unrelated name.&#039;&#039;&lt;br /&gt;
|Jumping propels your tank not only upwards but forwards as well.&lt;br /&gt;
|-&lt;br /&gt;
|Bent Turret (BT)&lt;br /&gt;
| -/+&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|All shots go out 30 degrees to the left/right (than a normal shot). Some people might call this a super flag because it helps dodging.&lt;br /&gt;
|-&lt;br /&gt;
|Tiny Bullet (TB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Perhaps.&#039;&#039;&lt;br /&gt;
|This bad flag causes your the bullets to shrink, making them hard for you to hit your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Missle Jammer (MJ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|Prevents a GM lock on your tank.  You can still be killed by normal shots, or unlocked shots.&lt;br /&gt;
|-&lt;br /&gt;
|Score Flags (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Maybe, a multi-player isn&#039;t a bad idea.&#039;&#039;&lt;br /&gt;
|Gives you more than one point for each kill. Maybe randomize between 2 and 5 points. (This could also be used as a handicap for beginners)&lt;br /&gt;
|-&lt;br /&gt;
|NearSight (NS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe, not too game breaking, but not relay that exciting.&#039;&#039;&lt;br /&gt;
|All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.&lt;br /&gt;
|-&lt;br /&gt;
|Black Death (BD)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too powerful and confusing&#039;&#039;.&lt;br /&gt;
|This flag is similar to a team flag only when it is captured it kills all other opposing teams (instead of just one specific team). This would make it so that multiple teams would be competing for one flag. (The color of the flag is black)&lt;br /&gt;
|-&lt;br /&gt;
|Colored Flag (CF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, would destroy CTF.&#039;&#039;&lt;br /&gt;
|CTF only flag. Other people see the CF as their own team flag (except own team?)&lt;br /&gt;
|-&lt;br /&gt;
|Punch (PU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just kill with steamroller.&#039;&#039;&lt;br /&gt;
|Hitting a tank at full speed throws it some appreciable distance away&lt;br /&gt;
|-&lt;br /&gt;
|Remote Mines (RM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no mines. They will seem to kill players for no reason.&#039;&#039;&lt;br /&gt;
|Firing places a mine, up to some predefined number. The next shot detonates all of them&lt;br /&gt;
|-&lt;br /&gt;
|Firewall (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too hard to sync, and somewhat confusing.&#039;&#039;&lt;br /&gt;
|Firing creates a temporary wall of flame that tanks cannot pass&lt;br /&gt;
|-&lt;br /&gt;
|Glue Bomb (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Shot would detonate in a big pile of glue, slowing down people in the blast radius&lt;br /&gt;
|-&lt;br /&gt;
|Corbomite Device (CD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing, and hard to sync.&#039;&#039;&lt;br /&gt;
|When the tank is shot, it generates a reciprocating shot to what killed it - these shots can be dodged normally, in most cases (SW, GM being impossible/difficult)&lt;br /&gt;
|-&lt;br /&gt;
|Clone (CN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing and too much like cheats.&#039;&#039;&lt;br /&gt;
|Tank emits a hologram clone at some offset from itself as a diversion.&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen (SC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, doesn&#039;t add much for gameplay.&#039;&#039;&lt;br /&gt;
|The tank emits a cloud of smoke behind it. This provides a visual wall, and perhaps cancels out GM locks as well.&lt;br /&gt;
|-&lt;br /&gt;
|Time Lapse (TL)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to blind and jamming combined.&#039;&#039;&lt;br /&gt;
|Holding this flag will cause the HUD &amp;amp; radar to refresh only every second or so.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bullet (BB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful, shots are computed as point hits.&#039;&#039;&lt;br /&gt;
|Bullets are twice (or more) as large. Tank feels a kick-back when firing&lt;br /&gt;
|-&lt;br /&gt;
|Gravity Well (GW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|One-shot fire, creates a gravity well at some distance away from the firing tank. This well pulls in all tanks around it - driving away from the well will slow the descent. Possible avoidance/negation flags include BU, OO, PZ, HS.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror (MI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just make CL deflect laser.&#039;&#039;&lt;br /&gt;
|Holding this flag will reflect a hit by laser. Flag is not dropped after a hit. The appearance of a tank holding this flag changes so that it reflects the surroundings. Or maybe appears pseudo-transparent, rather like the inside of structures viewed with Oscillation Overthruster, or of objects when in the PZ.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Ball (PB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limited, and just kinda weird.&#039;&#039;&lt;br /&gt;
|Shoots a large (8 unit) sphere that behaves exactly like a super bullet -- except it travels very, very slowly. It would travel as fast as a burrowed tank going in reverse, thus being easy to outrun in open areas, but hard to avoid on &amp;quot;indoor&amp;quot; maps. Because of the size, it would kill burrowed tanks when fired on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|Fake Bullets(FB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, and pointless.&#039;&#039;&lt;br /&gt;
|1) your bullets look, bounce, show up on radar, and seem real, but they pass right through tanks, causing no damage, and can&#039;t harm anyone. This can seem like a bad flag, but would be great to get the other team jumping and running while having zero chance of hitting your own team (and this is how I&#039;d like to use it). 2) Could be made a bad flag that requires you to hold it for a certain amount of time before dropping it. (Would be nice if there were a way to keep a bad flag if you choose.) 3) optional: fire rate is doubled, or unlimited&lt;br /&gt;
|-&lt;br /&gt;
|BulletInertia(BI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s a server setting.&#039;&#039;&lt;br /&gt;
|When a shot is fired it has the same motion as the tank when it was fired. So if the tank is falling the shots move downward towards the ground, and shots are accelerated or decelerated if the tank is going forward of backward.&lt;br /&gt;
|-&lt;br /&gt;
|Warp Engine (WE)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|Tank can hit newly-defined &amp;quot;Warp&amp;quot; key (perhaps jump key?) and, with a two-second delay, instantaneously be transported an amount in the direction of facing equal to the current warp power, which starts at a minimum value. Pushing the key during the delay period increases the power; increasing it past a certain amount causes the warp engine to overload and blow up. Warping into buildings or outside the world boundary causes a collision and blows up the tank. (A random chance of being dropped when used, depending on how much power is applied? Use a gradual teleporter fog during the about-to-warp delay? Signal about-to-warpness to the other players by turning the tank gradually bright glowing white? Use a new sound for when the warp occurs?)&lt;br /&gt;
|-&lt;br /&gt;
|Identify Friend/Foe (FF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just apply the setting to Masquerade.&#039;&#039;&lt;br /&gt;
|Masquerade for the radar. Tank shows up for everyone as their team on the radar.&lt;br /&gt;
|-&lt;br /&gt;
|Rotating Turret (RT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no turning turrets, ever.&#039;&#039;&lt;br /&gt;
|Turret can turn. Like GM, you can lock on people, and the turret always fires in their direction (horizontally, not vertically). May need some graphics changes (tank becomes bottom part - tank orientation + top part - turret orientation)&lt;br /&gt;
|-&lt;br /&gt;
|Boat (BO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too dependent on map features.&#039;&#039;&lt;br /&gt;
|Tank floats on water. Moats don&#039;t kill you. You move a bit slower on water though. You can still jump on water, but not as high.&lt;br /&gt;
|-&lt;br /&gt;
|MortarBomb (MB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, requires vertical aim to be any use.&#039;&#039;&lt;br /&gt;
|Shot has same trajectory as a jump. Vertical velocity alters trajectory. Should be very useful once mastered. Many applications e.g. stop-shoot-go to drop a shot on a pursuer. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|CriticalMass (CM)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, this is a server side plugin, not a flag.&#039;&#039;&lt;br /&gt;
|When killed you explode in a ShockWave (perhaps larger). Tanks with this flag should pulse on your radar. Suicide to kill at close range and dangerous to have near you. Points scored from explosion should accrue to the holder not the killer, otherwise not worth holding onto flag. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|ShortHop (SH)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to jump.&#039;&#039;&lt;br /&gt;
|Jump is half the normal height and takes half the time. (+) Good for jumping over bullets and regaining control quickly to return fire. (-) Unable to reach everywhere. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|1000 Tons Weight (TW)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just stupid&#039;&#039;&lt;br /&gt;
|Timer starts as soon as flag as picked up(30 sec timer? Server set?), and user cant drop it. When timer runs out, a 1000 ton weight falls out of the sky killing the owner. When you shoot someone the flag gets transfered over. Player 1 gets TW, 25 seconds go by, he shoots Player 2, then, 5 seconds time, BOOM. Make a nice CLLANNG sound, and tank stops, and other tanks see the weight fall on him. (Punkus)&lt;br /&gt;
|-&lt;br /&gt;
|Red Eye (RE)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex and somewhat pointless.&#039;&#039;&lt;br /&gt;
|First shot causes target tank out-of-window screen to become all white (like a red-eye flash). Out-of-window view stays white for a certain number of seconds (2? 3?). Within that time initial tanks shots are normal, other shooting tank causes white screen again. Radar works as normal, only out-of-window view is affected&lt;br /&gt;
|-&lt;br /&gt;
|SUbtle (SU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use CL&#039;&#039;&lt;br /&gt;
|Tank appears normal to friendlies - only outline visible to enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Klingon Cloak (KC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, to powerful.&#039;&#039;&lt;br /&gt;
|A super cloak, combining stealth and cloak to render you totally invisible to others (though not untouchable). You&#039;re not invincible though because, just like with the cloaks used by the Klingons, your tank cannot fire while you have this flag and there is a couple second delay between dropping cloak and being able to fire. Not much for fighting, but great for sneaking up on campers.&lt;br /&gt;
|-&lt;br /&gt;
|Team Invulnerable(TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use Friendly Fire.&#039;&#039;&lt;br /&gt;
|Can&#039;t be killed by a teammate, except maybe superbullet, genocide.&lt;br /&gt;
|-&lt;br /&gt;
|TagYourit (TY)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, should be a game mode, not a flag.&#039;&#039;&lt;br /&gt;
|Your tank can&#039;t fire and the only way to drop the flag is to get within a certain radius of another tank. The flag is automatically transferred to the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|SwiM (SM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex.&#039;&#039;&lt;br /&gt;
|In short: Can get into building. while in building can:&lt;br /&gt;
* raise slowly while the jump-key is pressed. fall slowly otherwise.&lt;br /&gt;
* get to the almost top of the building. from the top can shoot and be shot - while holding the jump key(otherwise he&#039;ll fall-in)&lt;br /&gt;
* and can die if the countdown reaches zero. a countdown will be started when he gets to a building, and stopped when he gets out.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity Drop (PD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for the other players.&#039;&#039;&lt;br /&gt;
|When driving close to opposing tanks (say 3 tank lengths) you cause them to lose their flags.&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Bolt (LB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, lame munchkin flag. Too limited in use.&#039;&#039;&lt;br /&gt;
|A lightning bolt descends from the sky and hits the highest object above the tank (possibly passing through everything on it&#039;s way down?), destroying people above you. Harmless to your own tank. Effective against tanks with GM sniping from high places. Completely useless against almost everything else.&lt;br /&gt;
|-&lt;br /&gt;
|ThrUster (TU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, We have Wings.&#039;&#039;&lt;br /&gt;
|Clicking causes thrusters to fire up underneath your tank. Holding the left mouse button keeps the rockets on (for a time, until they burn out and you plummet to the ground). Landing on other tanks destroys, unless the thrusters used up. Rockets must recharge (especially after being burnt out) like any offensive weapon. A bit like the tank in StarFox64 - yes, I know, sinful console game.&lt;br /&gt;
|-&lt;br /&gt;
|Ostrich (OS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, we have burrow.&#039;&#039;&lt;br /&gt;
|(Goofy) Your tank becomes an ostrich. Clicking causes you to bury your head (and the rest of your body) underground, making it impervious to attack for a very short period, but completely unable to move. Any tanks in the way of it diving underground are destroyed. Weak against lasers, because there would be no time to duck.&lt;br /&gt;
|-&lt;br /&gt;
|LaZarus(LZ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shield.&#039;&#039;&lt;br /&gt;
|When killed holding this flag, after being exploded your tank magically combines, and you are not dead.&lt;br /&gt;
|-&lt;br /&gt;
|WaveFront (WF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shockwave.&#039;&#039;&lt;br /&gt;
|Like shockwave, but only, say, 30 degrees high and wide, but has longer range&lt;br /&gt;
|-&lt;br /&gt;
|Dud Shot (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s kinda mean. And you could not shake it on servers with shake kills.&#039;&#039;&lt;br /&gt;
|Not all of your bullets work&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Just use shockwave.&#039;&#039;&lt;br /&gt;
|Shoots all bullets available in a circular pattern from the tank.&lt;br /&gt;
|-&lt;br /&gt;
|COlumn(CO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, very limited in use.&#039;&#039;&lt;br /&gt;
|All of your (currently loaded) shots are fired at once, on top of each other, making a vertical column.&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle (SR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use laser.&#039;&#039;&lt;br /&gt;
|Your Tank&#039;s shots have infinite range, think of the good, and the bad.&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bang (FB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, redefines too many existing behaviors, and far too complex.&lt;br /&gt;
|A few possible implementations. 1) Right-click fires non-lethal shots which travel until a second right-click upon which they explode (similar to SW radius, perhaps bigger) and blind tanks within blast. 2) Could be semi-bad flag where normal shots don&#039;t kill but temporarily blind tanks that are hit to allow escape (or kill by teammate). 3) Right click flashes all opponents within line-of-sight of tank w/flag. If tanks are turned such that they can see tank w/flag, they are temporarily blinded.&lt;br /&gt;
|-&lt;br /&gt;
|Freeze Wave (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just kill them.&#039;&#039;&lt;br /&gt;
|Similar to Shock Wave, except that instead of destroying other tanks within the shock radius, it freezes other tanks within the freeze radius for a certain time, so they cannot move or fire (even in mid-air). When the other tanks re-awaken, they are immune to freezing for a certain time. Dropping the flag forces a reload time (like Thief). This flag encourages team play. An alternate implementation would freeze yourself if any team tanks get frozen.&lt;br /&gt;
|-&lt;br /&gt;
|ARchitect(AR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Your tank can move buildings by driving into them.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity Bullet (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, requires vertical aim to work well.&#039;&#039;&lt;br /&gt;
|Your bullets are affected by gravity. This obviously reduces the range when fired on the ground, but a tank sitting on a building or jumping has the ability to hit people below them... if they time their shots right.&lt;br /&gt;
|-&lt;br /&gt;
|RubberTank (RT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, use shield.&#039;&#039;&lt;br /&gt;
|I&#039;m rubber and you&#039;re glue, whatever you shoot bounces off me and kills you! Regular shots ricochet off your tank back in the direction they came, if shooter is still there or close then he gets hit by his own shot. GMs explode without killing or cause rubber damage (flag drop). Super bullet and shock wave kill. Steam roller bounces off you, maybe causing his death or both your flags to drop.&lt;br /&gt;
|-&lt;br /&gt;
|MagNet (MN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s just mean.&#039;&#039;&lt;br /&gt;
|Bullets are attracted to player&#039;s tank.&lt;br /&gt;
|-&lt;br /&gt;
|Force Field (FF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Just use Shield.&#039;&#039;&lt;br /&gt;
|Pushes bullets away. Well aimed shots do not get pushed away&lt;br /&gt;
|-&lt;br /&gt;
|Boomerang Bullet (BB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limiting.&#039;&#039;&lt;br /&gt;
|Shots move in a curved path that includes the point of firing&lt;br /&gt;
|-&lt;br /&gt;
|ZigZag (ZZ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limiting. &#039;&#039;&lt;br /&gt;
|Shots don&#039;t fly straight. Instead they fly in a sine wave or a zigzag pattern. Probably no reasonable expectation of hitting what you want.&lt;br /&gt;
|-&lt;br /&gt;
|FReeze (FR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No Too limiting.&#039;&#039;&lt;br /&gt;
|Tank can&#039;t move, only jump and fire.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ring (??)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shockwave.&#039;&#039;&lt;br /&gt;
|Shockwave in a horizontal ring pattern&lt;br /&gt;
|-&lt;br /&gt;
|RemoteControl (RC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Player can take control of another player&#039;s tank, steer and/or fire it, causing the other player to become vulnerable and/or kill himself or others. Offensive and defensive uses, especially if gm or laser campers are around. Automatically dropped after use.&lt;br /&gt;
|-&lt;br /&gt;
|TransLocate (TL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Identify a player, then switch places (perhaps N times use)&lt;br /&gt;
|-&lt;br /&gt;
|Clone (CN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Takes on the properties of the nearest player&#039;s flag&lt;br /&gt;
|-&lt;br /&gt;
|Lemur mode (LM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Walk on walls. (maybe parallel to ground only, from however high you touched it, and then jump to get off?)&lt;br /&gt;
|-&lt;br /&gt;
|Cattle Prod (CP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Steamroller!?!?!&#039;&#039;&lt;br /&gt;
|(Goofy) A cattle prod sticks out some fixed distance in front of the bearer&#039;s tank. Anyone who touches the prod dies. Clicking while the flag is in effect does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|MiRage (MR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Player sees tanks and shots where they shouldn&#039;t be.&lt;br /&gt;
|-&lt;br /&gt;
|Wormhole Bullet(WB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Bullets that hit other tanks send them to a random link/teleporter instead of killing them. (If there are no teleporters, don&#039;t create flags?).&lt;br /&gt;
|-&lt;br /&gt;
|INflate(IN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Your bullets cause tiny tanks to become normal sized, normal tanks to become obese, and obese tanks to explode.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity Fuse (PF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Shells explode with a small shock wave when they pass within range of a tank (even a friendly one).&lt;br /&gt;
|-&lt;br /&gt;
|Laser Cloud(LC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Firing this causes a x amount (x = amount of shots available) of short laser beams to project from the tank, killing all GM, bullets, and tanks they meet. It can aim up and down, and has the range of a Shockwave. Can be over driven by a greater amount of shots than the tank has lasers for. Right clicking causes one single laser beam twice as long as usual, it uses all the shots available, and takes twice as long to recover (optional)&lt;br /&gt;
|-&lt;br /&gt;
|French Fries (FF)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, kinda lame.&#039;&#039;&lt;br /&gt;
|(Goofy) Other tanks are attracted to the french fry and will turn to it if they are facing it within 90 degrees.It automatically moves toward it. Other tanks can still turn around (slowly) until it gets out of the magical 90 degrees.&lt;br /&gt;
|-&lt;br /&gt;
|Time Displacement(TD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Employing this causes the whole world to freeze for a short period of time. Except you, and perhaps PZ. You loose your flag after this. You can&#039;t shoot while the world is frozen.&lt;br /&gt;
|-&lt;br /&gt;
|Ugly&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|When opposing tanks have you in there lock angle, their tanks automatically turn away from you. This can be compensated for by turning against it.&lt;br /&gt;
|-&lt;br /&gt;
|Fly by Wire (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, though adding this to GM might be nice.&#039;&#039;&lt;br /&gt;
|Missile flies with built-in camera; player&#039;s tank stands still until missile flight is over.&lt;br /&gt;
|-&lt;br /&gt;
|KamikaZe (KZ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Tank drives fast, explodes with a large radius when it collides with another tank or obstacle&lt;br /&gt;
|-&lt;br /&gt;
|Random Teleport (RT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Can&#039;t control when or where it teleports you&lt;br /&gt;
|-&lt;br /&gt;
|Air Burst (AB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Flag explodes when it reaches its apex when dropped. Apex is especially high. Explosion is large (bigger than shock wave). Being in or behind a building should protect you. Being behind (or through!) a teleporter should not.&lt;br /&gt;
|-&lt;br /&gt;
|Heat Seeker (HS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never, same as GM.&#039;&#039;&lt;br /&gt;
|Missile is fire-and-forget; heads toward nearest &amp;quot;heat source&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|HoloGram (HG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Player&#039;s tank appears off to one side from where it really is.&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Beam (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Clicking fires a laser-like beam that travels at the same speed as bullets, and does the same thing to enemy tanks if they are hit. If the beam hits a pyramid or a box, however, the tank gets pulled rapidly to the object that was hit (like a grappling hook).&lt;br /&gt;
|-&lt;br /&gt;
|ILlusion (IL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Opposing players see 2(?) fake copies of your tank at constant random offsets from your real position (if they are shot, either nothing happens or the fakes disappear?).&lt;br /&gt;
|-&lt;br /&gt;
|SNake (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) Becomes like a game of Nibbles for the bearer of the flag; a laser-looking barrier comes out behind the tank, and stays there (possibly for only a fixed length). Any player that touches the barrier dies.&lt;br /&gt;
|-&lt;br /&gt;
|Kill or be Killed (KK)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Player has to make kills within a certain time, or risk blowing him/herself up. {abbrev should be changed for obvious reasons}&lt;br /&gt;
|-&lt;br /&gt;
|ShotGun (SG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Shots split and go off in different directions.&lt;br /&gt;
|-&lt;br /&gt;
|Interdimensional Teleport (IT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never, no &amp;quot;on drop&amp;quot; actions.&#039;&#039;&lt;br /&gt;
|Teleports to a random location when dropped&lt;br /&gt;
|-&lt;br /&gt;
|Rear Shot (RS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Shoots both in front and behind (if available shots)&lt;br /&gt;
|-&lt;br /&gt;
|LLama (LL)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) Involuntarily charges all visible tanks, starting with the closest, including teammates. Has the same effect as SR on impact. Other tanks see an amusing llama. graphic.&lt;br /&gt;
|-&lt;br /&gt;
|SuperDrop(SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|When killed holding this flag, all tanks loose their flags, and they are sucked into the ether.&lt;br /&gt;
|-&lt;br /&gt;
|George Bush (GB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) All game and player messages are sent through a filter translating them into George W. Bush speak. Because he knows how difficult it is to put code on your project.&lt;br /&gt;
|-&lt;br /&gt;
|Turbo Boost (TB) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Right click makes you faster than high speed briefly. Flag can be used multiple times, maybe with a recharge time.&lt;br /&gt;
|-&lt;br /&gt;
|ReFlect (RF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|When you get hit, you die as usual, but shot isn&#039;t stopped, it is reflected back in the direction it came from.&lt;br /&gt;
|-&lt;br /&gt;
|MirroR (MR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|See reflections of other tanks on the walls for aiming ricochet bullets&lt;br /&gt;
|-&lt;br /&gt;
|SubterFuge (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Similar to Antagonize. Players near you or those you id are sent deceptive messages purportedly from other players or teammates. These would be stock messages such as: watch out, [callsign] is behind you... let&#039;s go after [callsign]... boo... where callsign is a player on a team other than theirs or a rogue.&lt;br /&gt;
|-&lt;br /&gt;
|MagShield(MS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, need to shoot.&#039;&#039;&lt;br /&gt;
|A defense only flag. Fire and you envelope yourself with a brief magnetic shield that looks like or similar to shock wave, only this shield acts like a wall stopping or causing shots to rico as appropriate. Put up your shield soon enough and you&#039;re safe, but wait too long and a shot&#039;s ricocheting around inside with you. Tanks can drive thru the shield, both to fire at you or to be protected by you as you approach a target (camper). To fire yourself you have to drop the flag.&lt;br /&gt;
|-&lt;br /&gt;
|Tether Ball(TB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. too many changes.&#039;&#039;&lt;br /&gt;
|A ball appears behind the tank attached by a tether and can be swung along the ground by sharp turns. If a tank (even your own) hits either the tether or the ball it is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Dumbfire Missile (DM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|A missile that can not be locked on, but has an actual blast area (miniature shock-wave, but without affecting PZ players). Possible alternative: Full size SW, but flag is &#039;used&#039; (dropped for a long time, like the shield flag) when fired.&lt;br /&gt;
|-&lt;br /&gt;
|MultiFlag (MF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Tank can hold two other flags at the same time.&lt;br /&gt;
|-&lt;br /&gt;
|OIl (OI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. large engine change.&#039;&#039;&lt;br /&gt;
|Tank leaves an oil trail behind which steers people off course.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Launcher(FL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. No multiple flags.&#039;&#039;&lt;br /&gt;
|Gives tank the same attributes as TH but can pick up a second flag without being affected, and fire it at another tank. If it misses you keep the flag but if it hits the tank is forced to give up any currently held flags and pick up the launched flag. Good with LE.&lt;br /&gt;
|-&lt;br /&gt;
|Radar Scout (RS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, confusing.&#039;&#039;&lt;br /&gt;
|Your tank becomes a radar-equipped scout (you can still shoot). In a certain radius around you, all tanks (except you) look obese (due to increased radar) and can be shot like obese tank (hitting is easier); they still fit through teleporters. In addition, cloaked and stealthed tanks and shots also become visible. Every tank on the play field can see and shoot the obese and cloaked tanks, so you have the advantages that&lt;br /&gt;
 &lt;br /&gt;
Tanks are more likely to shoot at each other, since you are normal in size, the others are obese&lt;br /&gt;
Others will think twice before destroying you since you provide them with a targeting aid&lt;br /&gt;
|-&lt;br /&gt;
|TurreT (TT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Turns your tank into a turret. Same as Burrow + Machine Gun + Angular Velocity, but your tank can&#039;t move at all.&lt;br /&gt;
|-&lt;br /&gt;
|AnnoYance (AY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too easy to camp by a flag.&#039;&#039;&lt;br /&gt;
|Tank is very large and fast, can&#039;t shoot, and invincible. Can distract enemies while friendlies go in for the kill.&lt;br /&gt;
|-&lt;br /&gt;
|AntiMatter (AM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, needs more thought for vertical worlds.&#039;&#039;&lt;br /&gt;
|Tank cannot be hit except for SB/SW. 50% increased reload time, can be steamrolled by any tank, colliding with buildings results in death too&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Computer (TC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, a lag nightmare.&#039;&#039;&lt;br /&gt;
|HUD shows where to aim for lead-ahead based on dead reckoning&lt;br /&gt;
|-&lt;br /&gt;
|StraFe (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, will not be a flag feature if ever implemented.&#039;&#039;&lt;br /&gt;
|Modifier key makes turning strafe&lt;br /&gt;
|-&lt;br /&gt;
|ECCM (um...)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|When firing from ECCM equipped tank, other tanks in front of it, 20/30 degrees, have for a while both not working radar and communication (excluding admins).&lt;br /&gt;
|-&lt;br /&gt;
|HeadAche (HA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|All colors (not just tank colors) are inverted. Causes confusion for player, should have time limit. Submitted by ThatGuySpencer&lt;br /&gt;
|-&lt;br /&gt;
|Double Shot (DS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, see backfire.&#039;&#039;&lt;br /&gt;
|Shots come out of both ends of your tank, shoting backwards and fowards (maybe your bullets run out twice as fast) - Terminator&lt;br /&gt;
|-&lt;br /&gt;
|X-ray Vision(XV)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, difficult to portray with complex worlds.&#039;&#039;&lt;br /&gt;
|Can see through buildings, but not drive through them. Either they are completely invisible (making out-the window driving fun) or they show up like with OO. Makes it possible to surprise others who are behind objects, and who are depending only on radar to know where you are.&lt;br /&gt;
|-&lt;br /&gt;
|SNiper (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, to much like laser.&#039;&#039;&lt;br /&gt;
|Tank has one, invisible, shot that lasts until it hits something/someone. Never ricochets. Blam!&lt;br /&gt;
|-&lt;br /&gt;
|PariaH (PH)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Tank is identified in all ways as each other player&#039;s nemesis.&lt;br /&gt;
|-&lt;br /&gt;
|NeMesis (NM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, not a good flag feature.&#039;&#039;&lt;br /&gt;
|HUD indicates direction (but not distance) to last person to kill you, even if under stealth.&lt;br /&gt;
|-&lt;br /&gt;
|Rear Window (RW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|View is split horizontally, bottom half is view out the back.&lt;br /&gt;
|-&lt;br /&gt;
|Collector (CO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No holding multiple flags, unproductive&#039;&#039;&lt;br /&gt;
|Or cleaner (CR). Everything is normal except this tank can collect all the flags, without being able to use them. The moment he presses spacebar or dies all flags he holds return to the world.&lt;br /&gt;
|-&lt;br /&gt;
|Bomber (BM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No we don&#039;t do splash damage&#039;&#039;&lt;br /&gt;
|Like WG, but all shots go downwards. Speed is determined by _gravity. Useful for flying servers. When flying with BM the speed is slower than that of WG, but bombs shot will have a larger radius (can kill more things around them).&lt;br /&gt;
|- &lt;br /&gt;
|Pole-aXed (PX)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No may as well just kill him, and we don&#039;t kill for a bad flag&#039;&#039;&lt;br /&gt;
|Tank cannot move forwards or backwards, can steer and jump (even on no jump servers,to be more fair). It&#039;s like being stuck on a pole.&lt;br /&gt;
|- &lt;br /&gt;
|Splash-Damage (SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No we don&#039;t do splash damage&#039;&#039;&lt;br /&gt;
|When one of your bullets hits an enemy, he explodes in a shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|PHase shift (PH)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Combines OO, SB and more -- too powerful.&#039;&#039;&lt;br /&gt;
|Oscillation Overthruster, but can backup, jump and shoot in walls. Shoots Super Bullets, and can be killed by Phantom Zone.}&lt;br /&gt;
|-&lt;br /&gt;
|ASsassin (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, too powerfull&#039;&#039;&lt;br /&gt;
|As small, fast and short-ranged as thief. Fatal and can&#039;t steal flags. Stealth and Cloaking in effect when someone is not in range, and cloaking in effect when you can&#039;t see them. (partial cloaking in effect when you can see part of them, that is, they&#039;re on the side of your view.) Can be steamrolled by anyone. Longer reload time than Thief. Can only kill once (but maybe you still keep the flag?).&lt;br /&gt;
|-&lt;br /&gt;
|BoMb (BM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, rather pointless&#039;&#039;&lt;br /&gt;
|Can be transferred to someone by shooting them, also transfers the timer. When the bad flag timer (or another timer) is up, the holder dies and creates a shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Immunity (TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too map specific&#039;&#039;&lt;br /&gt;
|User is invulnerable to, and can walk through, terrain hazards such as stuff that would normally be fatal to touch and conveyor belts.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaked Bullet (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Same as Cloaked Shot, implemented in 2.99&#039;&#039;&lt;br /&gt;
|Your bullets are invisible out-the-window.&lt;br /&gt;
|-&lt;br /&gt;
|Charge Beam (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use multiple shots from a regular laser&#039;&#039;&lt;br /&gt;
|Hold mouse button to charge. Releasing shoots a laser that keeps firing for as long as you charged the beam for. (Maybe a limit on charge time, so there&#039;s a limit on how long you fire a laser for?)&lt;br /&gt;
|-&lt;br /&gt;
|Gravitational Field (GF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;BZFlag is not a physics engine. Possible lag and sync nightmare.&#039;&#039;&lt;br /&gt;
|Attracts nearby tanks and bullets towards you. You are also afected by Newton&#039;s third law, with a resulting force pushing you in the opposite direction of the sum of all the force vectors of  all the tanks and bullets you attract.  It can be good and bad.  With skill you can use this flag to alter bullet paths and tank motion to your/your teammate&#039;s advantage, or to your enemy&#039;s disadvantage.  An example of the effect might be if a tank w/ WG is nearby you could be pulled aloung in flight,although flight would be more difficult for the tank w/ WG. There is a higher risk of being hit and higher difficulty in moving.&lt;br /&gt;
|-&lt;br /&gt;
|Destroy Buildings (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, significantly difficult to implement, and allows for to much abbuse&#039;&#039;&lt;br /&gt;
|When your shot hits an object (such as a building) it causes that object to disappear temporarily. Still ricochets off.&lt;br /&gt;
|-&lt;br /&gt;
|PLane (PL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No multiple flags, no vertical shots, no weird [http://en.wikipedia.org/wiki/Royal_Flying_Corps flying] stuff. This probably won&#039;t be implemented.&#039;&#039;&lt;br /&gt;
|Turns your tank into a plane. Planes have two guns, one on each wing. You can accelerate or decelerate by using scroll wheel up to accelerate, down to decelerate. Point the mouse in the direction you want to turn. If you are shot or touch a wall you turn back into a tank. ENEMY tanks get vertical lock-on on you, meaning if they shoot while you are within their view, then their shot is at an angle upward or downward so that it might hit you. You can get some flags as a plane. Shock wave drops a bomb straight down with the velocity of a shot, plus your velocity; Laser shoots a laser from your nose-cone; Rapid Fire, Super Bullet, Machine Gun, GM are the same as normal (but you still have wing guns); Cloaking, Stealth, and Masquerade are the same; Thief shoots from nose-cone; Black Hole shoots from nose-cone; OO lets you fly through walls (except floor and the surrounding wall, of course); PZ is same as normal; Galaga makes you wider, but you can shoot more shots; Charge Beam from nose-cone; Sensor Package is same as normal; No Ricochet prevents ricochet; etc.. If you drop a flag as a plane, it drops first the grabbed flag, then once you have no grabbed flag, turns you back into a tank. I realize this probably won&#039;t be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Package (SP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful&#039;&#039;&lt;br /&gt;
|In-game description: &amp;quot;Tank has upgraded sensors and can send locks to guided missiles and allies.&amp;quot; Description here: You can see what flag an enemy has, you get those arrow things for enemy team flags as well as your own (and also vertical ones), all walls show up as green wireframe on black background; you get those &amp;quot;enemy in range, enemy to left/right&amp;quot; from Battle Zone when an enemy is in your range; you can lock on to enemies (but not allies) (as you do, all ENEMY missiles within the radius of a SW lock onto them, all ALLIES with GM lock onto them, but not their fired missiles), you also get notifications when you are within an enemy&#039;s line of sight and range, especially when you are within the blast radius of someone with shockwave, you can see what flag somebody has on the radar and HUD (letters over their head). &lt;br /&gt;
|-&lt;br /&gt;
|Flak (FK)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|Your tank shoots debris (or oval shaped sheilds or whatever they may look like) that collide and disintegrate regular type bullets instantly when the two come in contact.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Masquerade (IM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no on shot changes, and too complex&#039;&#039;&lt;br /&gt;
|Your tank appears on the Radar and through the view finder as a friendly tank to the enemy, but not to right-clicks and identification through targeting. However, this lasts until your fire. When you fire, you immediately lose the flag. This is good for infiltrating another side, but as soon as someone right-clicks you in his targeting reticule, your identity is displayed.&lt;br /&gt;
|-&lt;br /&gt;
|Kick back (KB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no advantage to the flag, just make it a server option for all shots&#039;&#039;&lt;br /&gt;
|When shot your tanks goes backwards a certain distance. This lasts for a server set # of seconds&lt;br /&gt;
[Note: How is this a positive flag? This is also too similar to Big Bullet.]&lt;br /&gt;
|-&lt;br /&gt;
|Oldschool (OS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is not general enough, depends on other map setup&#039;&#039;&lt;br /&gt;
|Immune to super bullets, missiles, laser beams, shock waves, and steamrolls. Tanks with other flags can still hit you, and theives can steal your flag; in other words, business as usual. Make others drop their precious flags.&lt;br /&gt;
|-&lt;br /&gt;
|New Age (NA)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is not general enough, depends on other map setup&#039;&#039;&lt;br /&gt;
|Immune to regular bullets; can only be killed by lasers, missiles, super bullets, steamrolls, and shock waves. Opposite of Oldschool. Probably disabled on maps without easily accessible superweapon flags.&lt;br /&gt;
|-&lt;br /&gt;
|Entanglement (QE)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No&#039;&#039;&lt;br /&gt;
|Whoever kills you gets destroyed by the server.&lt;br /&gt;
|-&lt;br /&gt;
|Laser Tripwire (LT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|Shot travels until it strikes a wall, then generates a (non-ricocheting) laser beam along the direction of the surface normal until it reaches another surface. Beam remains until touched by a tank, which is destroyed. If player fires another tripwire, the existing tripwire is deleted.  Player may drop the flag to leave the most recent tripwire in place. Shockwave will delete any tripwire it touches (if not too difficult to code).&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun (SG) (Different to other one)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too much like MG, same as the other ShotGun suggestion&#039;&#039;&lt;br /&gt;
|All available shots are fired at once (set # by server), 1 straight, the next a set # of degrees left of the first, then the next # of degress right of the first and so on creating dispersed shots. Fast bullets but reduced range, no ricochet and very slow reload time. Good against multiple enemies in range and provides strategic usage of walls for cover while reloading. Useless against laser and guided missle and good players can jump/avoid and shoot you while reloading which is why shots travel faster. Good for short range but useless in long range.&lt;br /&gt;
|-&lt;br /&gt;
|Air Safe (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, GM already has a counter flag: ST&#039;&#039;&lt;br /&gt;
|Countermeasure for guided missle. Guided missles that come within sw radius of the player are destroyed but all other shots unaffected. Dampens power of guided missle.&lt;br /&gt;
|-&lt;br /&gt;
|SHort tank (SH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, simply make a server option to make burrow jump&#039;&#039;&lt;br /&gt;
|Makes tank short. Exactly like burrow except that it allows you to be on buildings and jump.&lt;br /&gt;
|-&lt;br /&gt;
|Communications Disruption (CD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too specific to a play style&#039;&#039;&lt;br /&gt;
|You cannot send team messages. You can still send PMs, Admin messages and public messages.&lt;br /&gt;
|- &lt;br /&gt;
|Double Shot (DS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, with not enough added benefit. Shots would have to bounce in non physical ways to seperate.&#039;&#039;&lt;br /&gt;
|Every time a player with this flag fires and the shots bounce off a wall (or other object) it splits the shot into 2 shots. Can only happen once (split shots cannot split again).&lt;br /&gt;
|- &lt;br /&gt;
|Super Shield (SS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|You have to be shot a set amount of times to die. A bit like shield BUT different types of shots damage the tank more. (Say a tanks picks up the SS flag and he/she has to be hit 5 times to die, but SW takes off 4 hits so he only has to be hit 2 times with SW to die).  This could also work with Double Shot (DS) where when the shot splits it only makes half the damage of a normal shot. (He/she would now have to be hit 10 times with split bullets to die). Maybe put a health bar over the players tank that shows how many times YOU have to hit the tank with your bullets. (P1 gets SS flag and has to be hit 4 times to die, P2 gets GM (which takes off 2 hits) and he looks at P1 and it has the health bar and a number saying 2 (P2 has to hit P1 with the GM that he has 2 times) then P3 gets a SW flag and the health bar says 1 (because SW takes off 4 points and P1 only has 4 health points).  If the health bar is too hard then i think that you could just have the SS without a health bar.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Magnet (FM)&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|When you shoot this, all nearby flags get pulled into it and disappear (Go to phantom zone?)&lt;br /&gt;
|-&lt;br /&gt;
|Flag Changer (FC)&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|You can give/take somebody bad/good flags. (Zoned flags too?) Dontkillmyimabeg.&lt;br /&gt;
|-&lt;br /&gt;
[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4696</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4696"/>
		<updated>2008-06-04T13:16:07Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* pruning stray edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc0000&amp;quot;&amp;gt;READ THIS FIRST&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* First, check that your idea isn&#039;t already here. Chances are someone else has already come up with your flag.&lt;br /&gt;
* Next, think carefully about your flag. Come up with a short and succinct description. Not only will a short description will make it easier for the project management team to make a decision about the flag, but it usually also indicates the quality of the idea. Chances are if a flag requires more than a short sentence or two, it&#039;s too complicated for the game.&lt;br /&gt;
* Make sure your flag idea isn&#039;t overpowered or stupid.&lt;br /&gt;
* Finally, add your flag to the &#039;&#039;&#039;top&#039;&#039;&#039; of the section with the blank &#039;status&#039; field. Use the teal background color and leave the status blank!&lt;br /&gt;
* Note that  your flag approved to a &amp;amp;quot;yes&amp;amp;quot; does not mean it will happen. Everything done is what the developers want to do - if a flag requires significant changes to the codebase and isn&#039;t the most brilliant idea ever, it&#039;ll probably sit here for quite some time before being implemented, if ever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is NOT a list of flags that are being considered. Discussion/implementation of these is encouraged, but does not mean any of these flags are going into the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do implement a flag keep these things in mind:&lt;br /&gt;
* All powerful flags aren&#039;t fun.&lt;br /&gt;
* Flags that ensure your immediate destruction aren&#039;t fun.&lt;br /&gt;
* Flags that aren&#039;t useful aren&#039;t fun.&lt;br /&gt;
* Flags boost/modulate tactical trait of tanks&lt;br /&gt;
&lt;br /&gt;
Based on these observations we have the following rules:&lt;br /&gt;
&lt;br /&gt;
;Flag power must be limited&lt;br /&gt;
:For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can&#039;t lose.&lt;br /&gt;
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. You&#039;ve gotta be good, but it can be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Flag powers can counteract/balance each other.&lt;br /&gt;
:Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.&lt;br /&gt;
:Consider adding counterbalancing flags together. Or consider adding a flag that acts as a counterbalance to an existing flag or flags. Also consider making your new flag counterbalanced by an existing flag; superbullet is often a good choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Don&#039;t add flags that (almost) instantly kill the owner.&lt;br /&gt;
:I considered adding a Death flag that would instantly kill the tank that grabbed it. I changed my mind because that&#039;s not fun and seriously dampens interest in picking up flags. Mines are similar. You&#039;re driving around and *boom* you&#039;re dead. Nothing you could&#039;ve done to avoid it, no mistake you made. You&#039;re just dead. People don&#039;t mind losing so much if they know it was because they did something wrong.&lt;br /&gt;
:Even worse is a flag that disables your radar and vision. You&#039;re basically dead. You can shoot at random and hope to get lucky, but no amount of skill can save you. And what&#039;s worse than the Death flag is that you have to stagger around waiting for someone to kill you.&lt;br /&gt;
:A flag that seriously disables a tank is not as bad because the player can still use skill to defeat as many enemies as possible before getting shot. Thus we have flags like left turn only and obesity.&lt;br /&gt;
&lt;br /&gt;
;Flags should require new skills&lt;br /&gt;
:Flags that require new skills keep the game interesting. If there&#039;s still more to learn about using ricochet or guided missile, or more to learn about fighting against them, then people will keep playing.&lt;br /&gt;
:Some flags seem pretty dull to some players. The steamroller and the phantom zone come to mind, or quick turn. These aren&#039;t the most powerful flags, but they do have their uses and some people enjoy them. However, I think I should have removed SR and PZ. Steamroller&#039;s usefulness is very limited and looks pretty weak compared to shock wave. PZ tends to encourage very defensive play, which slows the game down. But quick turn can be very effective when used well; put it in a tight furball and it&#039;ll do serious damage. You just have to learn how to take full advantage of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of suggested flags: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+align=&amp;quot;bottom&amp;quot; style=&amp;quot;color:#e76700;&amp;quot;|&#039;&#039;Legend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|To be Approved&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Approved as a not bad idea, but needs research&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#41a141;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Claimed (Implementing)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|SVN (Implemented, and going to be in the release)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Maybe but there are issues&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!+/-&lt;br /&gt;
!Status&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Mass Driver (MD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Fires a fast bullet that can go through multiple targets and shields. No ricochet.&lt;br /&gt;
&lt;br /&gt;
Description here: The bullet moves about twice as fast as a normal bullet, and has 1.5x range by default, and corresponding reduction in reload time. It kills shielded tanks, and keeps going if it hits a tank to hit other tanks. However, it never ricochets.&lt;br /&gt;
&lt;br /&gt;
Possible addition: A server variable (binary/true or false/trinary) sets whether it shoots one shot from the tank&#039;s barrel, one shot alternating between left and right of the tank, or two shots from the left and right of the tank at once, in reference to the Canderous-class Assault Tank from Star Wars: Empire at War: Forces of Corruption.&lt;br /&gt;
|-&lt;br /&gt;
|Shield (SH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Description: It&#039;s an idea for the improvement of Shield, not a new flag entirely. The idea is that if a person with Shield is hit, they are briefly invincible, and possibly flicker and/or be unable to shoot. This would really help; I remember numerous times when I was hit while equipped with Shield, and was immediately killed anyway because the other guy launched a cluster of shots.&lt;br /&gt;
|-&lt;br /&gt;
|Score Drain (SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Drains score continuously. Does not kill.&lt;br /&gt;
&lt;br /&gt;
Description here: Shoots a normal bullet with a line (laser sprite) between it and the user tank. When it hits someone, the line attaches to them instead. The bullet vanishes. Then score goes continuously from the tank with higher score to the one with the lower score at a speed determined by the size of the difference of the scores (the larger the difference, the faster the score drains, and obviously it slows down as time passes) as well as server variables; it stops draining when the scores are equal. The tanks have full freedom of movement, but if they get out of range of each other (&amp;quot;range&amp;quot; being the range of a standard shot), or something (either a wall or a tank) gets between them, the line will disappear and the drainage will stop. The tank firing can only have one line out at once, even if it hasn&#039;t hit something yet. The range is reduced if the firing tank moves backward or to the side; the line cannot be longer than the range of a shot.&lt;br /&gt;
|-&lt;br /&gt;
|ShotGun (SG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Shoots a large bullet that explodes into smaller ones on contact.&lt;br /&gt;
&lt;br /&gt;
Description here: What this does is shoots a single abnormally large shot using all of your shots. It has reduced range and speed and does not ricochet. When it hits anything, it does not do damage; it releases as many bullets as you have shots; they fly in random directions and are normal range. Server variables control whether they go out in set angles or random, and if they go at random/set/no vertical angles. Note that the big shot does NOT do damage directly; it explodes on contact, but does not kill, but the target usually dies from bursts.&lt;br /&gt;
|-&lt;br /&gt;
|Basic Invulnerability (BI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Immune to normal shots[ and shots from Rogues]. Any altered shot[ from a team] can kill. [Can&#039;t kill Rogues.]&lt;br /&gt;
&lt;br /&gt;
Description here: It&#039;s immunity to normal shots. ANY other shot, be it GM, SW, from PZ, or even RF, MG, or even ricochet in a non-ricochet map, (but not Burrow, Wings, or vertical velocity shots or similar) can kill the user. This is designed to counter non-shot flag users, non-flag users, and rogues. Some binary switch on the server makes the stuff in [] square brackets appear and immunity to rogues take effect.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Shield (FS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Creates fog nearby for decreased visibility nearby and deflection of Shock Wave and Super Bullet.&lt;br /&gt;
&lt;br /&gt;
Description here: A sphere with extremely thick gray fog. If Super Bullet hits it will bounce off; if Shock Wave hits it the shock wave will cease to exist in the area or bounce off or just totally disappear. Designed as a counter for Shock Wave and Super Bullet.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaking Shield (CS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Causes everything non-permanent nearby to be invisible out-the-window; still visible on radar and Phantom Zone. Blocks OO, PZ, and Laser.&lt;br /&gt;
&lt;br /&gt;
Description here: The in-game description is pretty effective. It generates a sphere of tank and shot invisibility that blocks Oscillation Overthruster, Phantom Zone, and Laser, and is specifically designed to counter Laser. The downside is the double-blindness of those in the shield; they can&#039;t see tanks or shots out-the-window. Radius defined by /set variable.&lt;br /&gt;
|-&lt;br /&gt;
|RepulsorLift (RL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Tank floats over the ground. Immune to steamroller. Good for avoiding burrowers and climbing stairs or ramps.&lt;br /&gt;
&lt;br /&gt;
Description here: The tank will lose its treads for a wider hull, hover in the air, and appear to be constantly activating its jump thrusters. If possible, also make it so it moves up and down. Due to this, it is over the heads of those tanks that use burrow, and it can&#039;t steamroll them; it can&#039;t be shot by them either, but it may be able to shoot them with vertical velocity shots and the up-down automatic movement, and if it jumps and gets close to the ground as it lands. It can change direction in midair, and go up ramps of steepness less than a value (in degrees) defined at the server. Also, it&#039;s immune to steamrollering because it floats; it can possibly be squished (if you decide to implement it) only by landing directly on it. Can&#039;t multi-jump.&lt;br /&gt;
|-&lt;br /&gt;
|Jamming Shield (JS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Jams radar, communications, and guided missiles nearby.&lt;br /&gt;
&lt;br /&gt;
Description here: Within a radius around the tank, no tank (not even allies or the user) can see on radar. Within this area, communications do not exist; if someone (except the server or observers, or using a non-/me command) says something, no tank in the area will hear it; and if one within the field chats, no one will hear it (except observers and loggers). Projectiles that can be guided (even when not guided as they enter the field) within the field will constantly lock on to random points and therefore be ineffective; but if they leave the field, they will return to their original targeting; if they weren&#039;t guided, they will just go straight.&lt;br /&gt;
|-&lt;br /&gt;
|Point Defense (PD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description: Automatically shoots down incoming missiles.&lt;br /&gt;
&lt;br /&gt;
Description here: When a missile that has a lock (any team&#039;s missile, even allied, but not ones fired without locking on first) gets within a certain range of the tank, a laser shoots from the tank (preferably from the top of the tank, under the flag, but if that&#039;s too hard to implement, from the main muzzle) to the missile for exactly one frame and destroys the missile. There is a brief reload time between shots, say about double the reload time of MG. This flag is the perfect counter-flag to GM. And don&#039;t say Stealth is the counter to GM; it&#039;s NOT, it&#039;s only as effective against GM as anything else.&lt;br /&gt;
|-&lt;br /&gt;
|AirStrike (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#transparent;&amp;quot;|&#039;&#039; Too complex and confusing for players, too powerful &#039;&#039;&lt;br /&gt;
|Lock onto a player using right click; firing drops a bullet from the sky onto target. Similar to GM, but useful against people who camp on towers and can&#039;t be hit by normal means. (dim3wit)&lt;br /&gt;
|-&lt;br /&gt;
|Shoot Different (SD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Your tank leaves a “trail” behind about 20 world units long that, if shot, will result in your tank being destroyed by the next shot that travels over the trail. If any tank runs over the trail you will also die. The trail is not visible, but emits a glow that is seen around the borders. The trail is the same width as the tank. When you shoot a tank, it results in that tank killing you. I don’t think you’d want to get this flag because it is BAD, which means you can’t drop it.  &lt;br /&gt;
|-&lt;br /&gt;
|Bad Thief (BT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When you shoot a tank with this flag, the flag is transferred to that tank while a random flag (including bad flags) is transferred to you. If you don’t shoot someone in 1 minute, you die. You can only be killed by SB, L, SW, and GM with this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Evil Tunneler (ET) (mind the abbreviation)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|With this flag, you tunnel completely under the ground and you can go up or down as well by pressing V or C, respectively. When you pick up the flag, you go below the ground to a default 50 world units and generates a 100 world units force field for 3 seconds that allows you to go below safely. Your shots travel straight up and if you are in a position that lets your shot travel above the ground (your shots underground have the same range as a regular bullet), you can shoot, and your shots travel straight upwards at a velocity equal to that of a normal bullet, pausing 20 world units above the ground or building it passes through, then traveling downwards at a speed equal to a Burrow tank going forward, and expiring when it hits the ground. You can’t be steamrolled while you have this flag but if a SB or L passes above you at any altitude you die. You can be shot by other ET tanks, if their shots pass within 10 world units of you, you die, and when a GM is fired within 100 world units of you, it goes underground towards you and expires normally, however, if that explodes below any tank, including teammates they die. Your shots show up on radar but they appear a stationery dot with altitude, if the altitude is below ground the entire square is colored purple or some other color like that. You cannot kill PZ or tanks with Wings. The maximum depth you can descend to is 3000 world units, so if you go any lower, you self-destruct. The maximum altitude (literally) you can reach is the same as a burrow tank and in that altitude you can be steamrolled, and as long as your muzzle is above ground you fire normal shots and can be steamrolled. PZ tanks can steamroll you at any altitude. When your shots expire, they explode in a cloud that tags all tanks caught in it with a 20-second time bomb and when the time’s up, the points go to you but only ½ rounded to the nearest even number, excluding 1. You can only fire half the shots allowed between reloads but reload is ½ server set time. Your tank controls are normal and normal speed. When you jump you go downwards instead of up at the server-set jump height, except reversed.&lt;br /&gt;
|-&lt;br /&gt;
|Ghost (GH)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#transparent;&amp;quot;|&#039;&#039; no flag combos &#039;&#039;&lt;br /&gt;
|Combines Stealth and Cloak, but the player who picks up this flag will die in around 20-30 seconds, even if he drops the flag. Only useful if applied well. (dim3wit)&lt;br /&gt;
|- &lt;br /&gt;
|Shot Shockwave (SS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Like SP, but you can only have one shot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Dangerous Debris (DD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When you shoot a tank, their “debris” destroys all tanks they touch on the ground or in the air.&lt;br /&gt;
|-	&lt;br /&gt;
&lt;br /&gt;
|RaDiation (RD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|For 10 seconds, your tank emits a “radiation” that kills all tanks within a 5 world unit radius.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Wind Shot (WS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Your shots deflect away from enemies when you have this flag. You cannot be shot by regular shots with this flag, and cannot kill any tanks (except PZ). &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|BadBullet (BB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|Your bullets become guided missiles that loop around and hit you, if there are no enemies in the way (if they get hit they die). Does not kill teammates. Goes slow enough for you to outrun but goes through buildings. Has very long range and cannot travel out of the world. Stops after 3 minutes. Has large turning circle and ricochets off world borders and teleporters. Bad flag.&lt;br /&gt;
|-&lt;br /&gt;
|Jump and Stay (JS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|You jump and when you reach the top of the jump, you stay at that level, but cannot jump further. You can still move and shoot. &lt;br /&gt;
|-&lt;br /&gt;
|Crazy Color (CC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|Your tank looks like a rogue on the hud, radar and scoreboard, but isn&#039;t. Prevents teams from knowing which side you&#039;re on. Bad flag.&lt;br /&gt;
|-&lt;br /&gt;
|CanYon (CY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|Causes a deep gorge to spread in front and behind you, killing all tanks that fall in. Teammates are not affected. You can&#039;t shoot while you have this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Plane(QP)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Basically the bullet behaves like a quantum, where it starts off like a wave and has multiple locations, has the capability of tunneling through boundaries, and when encountered by  a tank collapses into a particle resulting in that tank collapsing into a reality where that tank may or may not be killed (like Schrödinger&#039;s Cat). When a tank shoots, the shot does not have a specific location, but rather a probability distribution along a plane parallel to the ground at the same altitude the shot was made.  This &amp;quot;quantum plane&amp;quot; would have the same color as a bullet, however it would be brighter and more opaque where the probability of the bullet&#039;s location is higher, and more translucent and not as bright where the probability is less, in other words it would look like a flat electron cloud.  The Bullet would have zero probability of being in an object, so OO tanks are safe, however the bullet can be inside hollow areas closed off from the area where the tank shot the bullet (i.e. rooms), this allows for quantum tunneling.  The probability distribution is determined by the boundaries formed from the cross section of the map in the quantum plane, in other words the wave has to be a standing wave that resonates within the boundaries, thus the particular probability distribution would be found by a partial differential equation.  When a tank intersects the plane, the probability of that tank being hit by the bullet is calculated by a double integral, where the tank&#039;s cross section is the boundary.  Then a random number generator determines if that tank is shot or not shot, and the chances of either way is determined by the the tank&#039;s probability of being shot. Once it is determined either way, that particular plane collapses for the tank that intersected with it, thus the plane does not affect that particular tank anymore nor does that tank see it, so to that tank the plane doesn&#039;t exist anymore, however it can still affect other tanks that have not collapsed the wave function.  The Quantum Plane exists until all the tanks intersect with it, or until it expires after the amount of time it takes to reload a regular bullet.  It is possible for more than one tank to be killed by the same Quantum Plane, however it is also possible for the QP holder&#039;s teamates and even the QP holder itself to be killed.  In fact as soon as the QP holder fires, it collapses the Quantum Plane in its perspective, because the holder automatically intersects with the plane.&lt;br /&gt;
|- &lt;br /&gt;
|Teleport Shot&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039;No, no on drop flags, and too complex&lt;br /&gt;
UPDATE: It&#039;s not on-drop, it means that only one shot is allowed. I clarified the description.&#039;&#039;&lt;br /&gt;
|You can only shoot one shot with this flag. When your shot expires, you appear where it expired. Shots don&#039;t kill.&lt;br /&gt;
|-&lt;br /&gt;
|Switched Laser? (SL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; Not different enough &#039;&#039;&lt;br /&gt;
|Like Laser, but it doesn&#039;t ricochet on servers with ricochet on. Maybe a server option or plugin to make &amp;lt;flag-type&amp;gt; not ricochet instead?&lt;br /&gt;
|-&lt;br /&gt;
|Flame Thrower (FT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; shockwave does the same thing beter&#039;&#039;&lt;br /&gt;
|Firing a shot emits a short length of flame, which never ricochets.  It should get wider as it leaves the barrel, have a duration of half a second or so and have a long reload time. If it could &amp;quot;snake&amp;quot; as the turret turns, even better!  There should be a new sound to accompany the firing and some nice graphics for the flame.&lt;br /&gt;
|-&lt;br /&gt;
|Air Strike (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; no flag combos &#039;&#039;&lt;br /&gt;
|Tank can drive in air (like Wings). Right-click to lock on to target like GM, except that a) your shots may only aim down and b) your shots travel in straight lines.&lt;br /&gt;
|-&lt;br /&gt;
|Grenade (GN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too deadly/complex &#039;&#039;&lt;br /&gt;
|When your shots die (i.e. hit wall when no ricochet, or expire in air or killing somebody) they explode in a SW. (I don&#039;t know if this is possible in 3.0.)&lt;br /&gt;
|-&lt;br /&gt;
|Ball (BA)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; dosn&#039;t  need to be a flag, is more of a game mode with plugins&#039;&#039;&lt;br /&gt;
|BA is for maps with a sport structure in CTF mode.  Shots are like a reverse thief, where BA is passed to a tank that is hit by a BA shot.  A tank with BA can only shoot one shot at a time.  Instead of looking like a thief beam, it could resemble a regular shot with a distinguished color.  A Thief can steal a BA only if the BA tank is fully loaded, that is there aren&#039;t any BA shots on the map from the corresponding BA tank.  If a tank with BA makes a shot, and is killed before that shot expires, the BA flag doesn&#039;t respawn until that shot expires.  It would have to be determined where the BA flag respawns in such a situation (i.e. at the location where the recently deceased BA carrier died, at the location where the BA bullet expired, or at the BA reset point).  When a tank is on top of its own team base and is holding a BA flag, that tank&#039;s team&#039;s score is increased by one and the BA flag is reset, just like a capture.&lt;br /&gt;
|-&lt;br /&gt;
|Steerable Shot (SS) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too complex&#039;&#039;&lt;br /&gt;
|Shots can be steered using keyboard or mouse. HUD follows shot. Cannot move tank while a shot is active.&lt;br /&gt;
|-&lt;br /&gt;
|Player Distance (PD) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; not a flag, but a mode for auto id.&#039;&#039;&lt;br /&gt;
|Right-clicking or pressing I to identify a player shows the distance to that player as well.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Drop (FD) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; flags generally kill &#039;&#039;&lt;br /&gt;
|Firing causes all tanks nearby to drop their flags. Cannot kill with this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaked Shot (CS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039;Yes, done in 2.99&#039;&#039;&lt;br /&gt;
|Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!&lt;br /&gt;
|-&lt;br /&gt;
|Shot Protection (SP) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too powerful, shield does a more fair job&#039;&#039;&lt;br /&gt;
|Firing destroys all shots nearby. Cannot kill with this flag. Does not affect Laser or Super Bullet.&lt;br /&gt;
|-&lt;br /&gt;
|Camouflage (C) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; just use cloak&#039;&#039;&lt;br /&gt;
|The tank has the same color/texture as the nearest object within a specified range, if there isn&#039;t an object within that range then it has the same color/texture as the ground. The Tank can be killed by a Laser.  Camouflage is a weaker form of Cloak. If Stealth properties are included, it is a stronger form of Stealth.&lt;br /&gt;
|-&lt;br /&gt;
|Snipper (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; no super powerfull combo flags &#039;&#039;&lt;br /&gt;
|Tank is Stealthed and Camouflaged(i.e. the tank has the same color/texture as the nearest object within a specified range, if there isn&#039;t an object within that range then it has the same color/texture as the ground).  It has 4 times the range and speed of a normal shot.  Reload time takes 4 times longer than a normal shot.  SN has a shot # limit of 1 before requiring reload.  SN can be killed by a laser. Binoculars are magnified twice as much as   usual. SN is not too practical for short range use.&lt;br /&gt;
|-&lt;br /&gt;
|SCaler (SC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, basically the same as All Terain&#039;&#039;&lt;br /&gt;
|This flag enables the ability to climb the walls of a pyramid, box or any other object. A BZDB variables I thought of for it might be _scalerSpeed or maybe the speed should be the same as _tankSpeed. MDSKPR&lt;br /&gt;
|-&lt;br /&gt;
|BlinkMine (BM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; no mines&#039;&#039;&lt;br /&gt;
|This flag is shot and lays a mine that blinks very rapidly, if runover it disables shooting until BZDB variable _mineTimeLimit kicks in and enables shooting again. also another BZDB variable could be added _mineDeactivateTime setting how long a mine can remain dangerous. yet another BZDB variable could be added specifying the mine size. maybe BZDb variable _mineLimit could specify how many mines a player could have or it could be just based on the shot limit. this flag is useful if being chased and many other uses   MDSKPR&lt;br /&gt;
|-&lt;br /&gt;
|Unsteady (US)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When jumping, the tank gets a random angular momentum, like you accidently moved your move while pressing jump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(This is a resubmit: I submitted this flag along with others quite some time ago, but, unlike the others, this just vanished from the Wiki)&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Tesla Coil (TC)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;too complex &#039;&#039;&lt;br /&gt;
|Zaps all tanks (including ST) that come within a SW radius of the TC carrier tank.  Only works if TC carrier is grounded (i.e. it is touching the ground or touching something else that is touching the ground).  Once a tank is zapped it becomes charged. If a charged tank is or becomes grounded it dies, unless the zapped tank has SH in which case it just becomes discharged and loses its SH flag.  If a charged tank is not grounded and touches an uncharged tank, the charge is transfered.  A TC carrier is by default uncharged, however, it can become charged from a transfer or from being zapped by another TC carrier.  A tank that dies from the zap, either directly or from 1 or more charge transfers adds a point to the TC carrier&#039;s score, unless the killed tank is a teammate in which case the TC carrier looses a point and dies as normal. Charged tanks are indicated by corona discharge.&lt;br /&gt;
|- &lt;br /&gt;
|Nuclear Fallout (NF)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; far far far too complex&#039;&#039;&lt;br /&gt;
|A modified version of GM. NF fires, locks on, and flies like GM except at the point and right after the time of impact, a Mushroom cloud and Electromagnetic Pulse (EMP) emerges as a residual effect.  To sum up what the effect of this weapon might look like: You start off by ideally locking on to an enemy tank, and then launch the NF.  The NF soars through the sky like a gm and then impacts. At the time and from the point of impact a very short lived but extremely bright white flash is seen, considering the speed of sound, it is followed by a loud/dull roar that is heard until the NF expires, and whose amplitude is inversely proportional to the distance from the NF&#039;s epicenter.  The EMP should propagate faster than a SW, lets say three times. The mushroom cloud should propagate slower than a SW, lets say 1/3 the SW&#039;s speed.  However both the EMP and mushroom cloud dissipate at the same time.  A tank hit directly by an NF, only at the point and time of impact with in a radius of a bullet, would die, just like being hit by a GM.  The EMP radiates up to a radius equal to maybe three times the SW radius and causes Radar Jamming on all tanks within the EMP radius. Radar Jamming Stops either when the EMP expires or when the tank exits the EMP radius.  The EMP would be invisible except for the fact that a tank within the EMP radius would see everything in the HUD as tinted the color of the tank that fired the NF, and the EMP would be marked on the radar of tanks outside the EMP as perhaps a black disk or a disk with the color of the firing tank.  A tank while within the radius of an existing EMP, would not be seen on the radar except by a Seer flag carrier outside the EMP radius, thus it would effectively be stealthy. If a tank is outside of the EMP but over or under it, the tank would appear superimposed over the disk as if the disk was not there.  Perhaps something similar could be done to the radar visibility of bullets.  Similarly, if a Tank comes into contact with the Mushroom cloud, the tank becomes blinded until either the Mushroom Cloud Expires or if the tank leaves the mushroom cloud.  The Mushroom cloud would be visible to everyone outside of the mushroom cloud, which would also be an out the window indication of the location of the epicenter of the NF.  A tank with seer would not see the mushroom cloud but see everything in it as opposed to someone without seer.  The Mushroom cloud Emanates from the point of impact and at the time of impact perhaps up to a height of 6 SW radii, the stem would be cylindrical and could expand to a radius of 1/4 of the SW radius, and the top of the cloud would look like a squashed sphere perhaps expand up to a short radius of 1/2 of the SW radius and a long radius of 1.5 SW radii.  These are only ideas, the exact shape, color, textures, and maximum dimensions would have to be thought out more thoroughly, but I would think that none of the adjustable properties of the NF would have to be based on too many more variables than that of the GM and the SW.  The NF could dissipate after it reaches its full dimensions, or it could linger for a set amount of time. Tanks carrying a Shield flag would be immune to the effect of both the EMP and mushroom cloud, however neither the EMP nor the mushroom cloud would cause a tank to drop its shield flag.  Although, if a tank carrying a shield flag while encountering a direct impact at the time of impact from the NF, it will drop the shield flag as if hit by a GM, but then it will be affected by the EMP and mushroom cloud.  A Seer flag is ineffective in the NF.  Just like GM, you can&#039;t lock onto a tank that has Stealth, using NF.  Reload time is twice as long. The NF, along with GM, can&#039;t lock onto a tank within the radius of a non-expired EMP.  Conversely a tank that has an NF or a GM within the radius of a non-expired EMP, can&#039;t lock onto another tank.   If it doesn&#039;t make this flag too powerful, perhaps an optional SW could emanate at the time and point of impact, having of course its usual properties except it could kill the tank that fires that NF if it impacts too closely.  Another concept to consider is to include a radiation wave that has the same radius as the SW, but instead of killing tanks within its radius, tanks within its radius automatically drops any flags it carries except the shield flag, either until exiting the radiation wave and/or perhaps until a preset time period has expired after the tank exits.  As an indication of being affected by a radiation wave, one would hear clicks like from a Geiger counter and maybe see small random flashes to simulate the way gamma rays affect one&#039;s eyes, while one still has radiation poisoning.  The radiation wave would last for the same amount of time as the overall NF.  I think the NF can really enhance strategy and action in this game, however if this flag seems too powerful, I hope that at least I have inspired spin offs.&lt;br /&gt;
|- &lt;br /&gt;
|SPinner (SP)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If you turn when you have this flag you can&#039;t stop turning. Optional: If you leave the tank turning it slowly gets faster and faster, but probably only to a set speed otherwise it would get too fast.&lt;br /&gt;
|- &lt;br /&gt;
|DoNuts (DN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too mean&#039;&#039;&lt;br /&gt;
|When you pick up this flag it has the affect of picking up SPinner and Don&#039;t Stop, which means the tank doesn&#039;t stop spinning and doesn&#039;t stop driving.  The tank is now driving around in circles like it is doing donuts. Mmmm... Donuts!!&lt;br /&gt;
|- &lt;br /&gt;
|Looking Around (LA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too mean &#039;&#039;&lt;br /&gt;
|This makes the camera view spin around but not the tank.  It&#039;s like you are sitting on the turret and the turret is spinning around, but of course the tank is still facing forward, but this flag WON&#039;T make the turret spin, only the camera you still have to fire forward. This could make the radar spin to the same way you are viewing, or leave the radar facing the same way.&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (AY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;too complex, needs aiming to work right&#039;&#039;&lt;br /&gt;
|The distance the warhead travels is in direct relation to how long fire button is held down. Projectile flies in an arc exiting from tank at 45 degrees (no vertical aim required). Range indicated above HUD as RANGE:### (counter advances as fire button is held down). &lt;br /&gt;
possible advantages:&lt;br /&gt;
-Very long range (though still finite unlike laser)&lt;br /&gt;
-shots may be fired over obstacles&lt;br /&gt;
-relatively large warhead, radius at 5%, 8%, or 10%, of normal bullet range though much less absolute than sw-perhaps the shot would be a cluster of 5 traditional bullets that travel together in an arc upon firing&lt;br /&gt;
-can function akin to anti aircraft guns against wg as well&lt;br /&gt;
 &lt;br /&gt;
Possible disadvantages: &lt;br /&gt;
-Tank becomes almost stationary except pivoting/rotation (maybe have some forward/backward motion, but at something like 5 or 3 units per second), or no jumping regardless of server (like with burrow)&lt;br /&gt;
-Shot travels slowly, has close minimum range, shot lands where machine gun terminates at minimum release (as such player can&#039;t immediately hurt self, which actually aids the learning process)&lt;br /&gt;
-very long reload time (does 15% sound reasonable?)&lt;br /&gt;
-rarity of flag, like geno?&lt;br /&gt;
-binocular view and radar only when used?&lt;br /&gt;
|-&lt;br /&gt;
|Blink (BK)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; complex, pick one &#039;&#039;&lt;br /&gt;
|Player alternates from stealth to cloak.  Radar signature alternates from stealth to cloak. Player with flag is always visible either in window or radar.  If a bad flag, player alternates from blindness and jamming for limited time.&lt;br /&gt;
|-&lt;br /&gt;
|Blink (BK)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; mean &#039;&#039;&lt;br /&gt;
|If a bad flag, player alternates from blindness and jamming for limited time. Primary preference is to use blink as super flag described above.&lt;br /&gt;
|-&lt;br /&gt;
|Tankochet&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; just a super shield, too powerfull &#039;&#039;&lt;br /&gt;
|bullets ricochet off your tank for a limited time&lt;br /&gt;
|-&lt;br /&gt;
|False Enemy (FE)&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|The opposite of MQ; when you pick up this flag, your teammates see you as from another team.&lt;br /&gt;
|-&lt;br /&gt;
|Campers Bullet (CP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; to specific&#039;&#039;&lt;br /&gt;
|Shots go through teleporters, without actually teleporting. Useful for hiding behind a teleporter and shooting through it, while being shielded by the teleporter.&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole (BH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too complex &#039;&#039;&lt;br /&gt;
|Your shots move slowly, shots within half a shockwave radius of yours aim towards yours, (double maximum turn/frame of guided missile,) your shots absorb any shots that hit them to increase their range. Black holes either can&#039;t absorb each other or if they collide, they instantly kill all tanks, including the shooter(s).&lt;br /&gt;
|-&lt;br /&gt;
|GalaGa (GG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; lame &#039;&#039;&lt;br /&gt;
|When this flag is held, your tank becomes 1.5 (to 2) times wider. However, you are able to shoot two bullets at the cost of one (like a dual fighter in Galaga).&lt;br /&gt;
|-&lt;br /&gt;
|Dome of Protection (DP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; shield&#039;&#039;&lt;br /&gt;
|Similar to SW, but instead the &amp;quot;shell&amp;quot; is a protective dome. All shots are simply absorbed or, if there is richochet, bounce off it. It can only be penetrated by SB and SW. Note: when the flag is held the player cannot fire normal shots. They can still fight by making the shots bounce back at them.&lt;br /&gt;
|-&lt;br /&gt;
|No Ricochet (NR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Shots don&#039;t ricochet.&lt;br /&gt;
|-&lt;br /&gt;
|Ricochet Guided missile (RG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;combo flag.&#039;&#039;&lt;br /&gt;
|Instead of exploding, the RG bounces off of surfaces and continues to track the target. Option 1: It loses velocity with each bounce. Option 2: When the RG bounces, it travels in a straight line for a certain distance before regaining lock. EDIT: Perhaps we keep it as a simple ricochet, without any lock loss. The GM keeps lock, it&#039; just takes longer to get there.&lt;br /&gt;
|-&lt;br /&gt;
|NearSight (NS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;complex&#039;&#039;&lt;br /&gt;
|All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.&lt;br /&gt;
|-&lt;br /&gt;
|Long Shot (LS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039;Maybe, not a bad idea.&#039;&#039;&lt;br /&gt;
|Bullets go twice as far but at a slower speed. Possibly N/2 extra bullets.\&lt;br /&gt;
|-&lt;br /&gt;
|Low Gravity(LG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039;Yes, done in 2.99&#039;&#039;&lt;br /&gt;
|Gravity is reduced to a large degree allowing the tank to jump very high in the air.&lt;br /&gt;
|-&lt;br /&gt;
|Long Reload (LR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Reloading weapon takes twice as long.&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Stop (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Tank always moves forward or backwards, it cannot stop.&lt;br /&gt;
|-&lt;br /&gt;
|BackFire (BF)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Shots fire to rear of tank instead of front.&lt;br /&gt;
|-&lt;br /&gt;
|FrienDly fire (FD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;no, a server mode.&#039;&#039;&lt;br /&gt;
|Your shots don&#039;t kill friendly tanks (Your own ricochets are harmless!).&lt;br /&gt;
[Additional suggestions: immune to friendly shots? This can also be a server-side setting, like ricochet.]&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Echo (SE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Maybe, not a bad idea.&#039;&#039;&lt;br /&gt;
|All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.&lt;br /&gt;
|-&lt;br /&gt;
|Delayed Shot (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Shot (ES)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Player gets an extra shot.&lt;br /&gt;
|-&lt;br /&gt;
|SlowMotion (SM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Tank moves and turns with half speed.&lt;br /&gt;
|-&lt;br /&gt;
|INcoming (IN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s very very close to a cheat.&#039;&#039;&lt;br /&gt;
|Bullets that will hit the tank are highlighted on radar/main view in some fashion as a warning system.&lt;br /&gt;
|-&lt;br /&gt;
|Flip Out (FO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No not really different from reverse controls.&#039;&#039;&lt;br /&gt;
|Out of window view is upside-down.&lt;br /&gt;
|-&lt;br /&gt;
|EarthQuake (EQ)&lt;br /&gt;
| + &lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, same as using a shockwave on landing.&#039;&#039;&lt;br /&gt;
|When landing after a jump, a shockwave will destroy tanks on the ground in the immediate vicinity of the landing tank. &lt;br /&gt;
|-&lt;br /&gt;
|DeFender (DF)&lt;br /&gt;
| + &lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Fires a short-range shot that projects a miniature shockwave to destroy enemy shots.&lt;br /&gt;
|-&lt;br /&gt;
|Retro (RE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, doesn&#039;t do ANYTHING&#039;&#039;&lt;br /&gt;
|View becomes green wireframe and otherwise looks like the  [http://en.wikipedia.org/wiki/Battlezone original Battlezone].&lt;br /&gt;
|-&lt;br /&gt;
|Velocity Shooting (VS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is a server option, not to be mixed for some players and not others.&#039;&#039;&lt;br /&gt;
|Shots keep Vertical-Velocity (as its set on some Servers for all players). If you jump; shots go up and when you fall; shots aim downward.&lt;br /&gt;
|-&lt;br /&gt;
|SQuishable (SQ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|The opposite of Steamroller. When you touch other tanks (including teammates), you die.&lt;br /&gt;
|-&lt;br /&gt;
|Judas (JD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|When you pick up the flag, you immediately become a player on a different (random) team (or rogue). You must play on that team for as long as you have the flag. If you kill one of your new teammates, you die. BUT you can kill your old teammates for as long as you hold the flag. When you drop the flag or are killed, you revert to your old color.&lt;br /&gt;
|-&lt;br /&gt;
|ANtagonize(AN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, can not be localized easily, and may anger people.&#039;&#039;&lt;br /&gt;
|This bad flag causes your tank to automatically send out mild insults and taunts to opposing players. Especially the good ones by name.&lt;br /&gt;
|-&lt;br /&gt;
|CoW launcher (CW)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, would require vertical aiming to work properly.&#039;&#039;&lt;br /&gt;
|(Goofy) Launches a cow along a parabolic trajectory.&lt;br /&gt;
|-&lt;br /&gt;
|ConFusion (CF)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to CB.&#039;&#039;&lt;br /&gt;
|Tank colors and names are shuffled around. Like colorblindness, but worse.&lt;br /&gt;
|-&lt;br /&gt;
|ShowOff(SO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, basically useless in gameplay.&#039;&#039;&lt;br /&gt;
|(Goofy) Tank is capable of doing tricks, back flips when jumping, riding on one tread, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Leash(LE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Tank is confined to a small radius for a set time period but can still jump.&lt;br /&gt;
|-&lt;br /&gt;
|BUckler (BU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, shield is enough.&#039;&#039;&lt;br /&gt;
|Give the player a 45 degree shield that reflects all shots. It should be located in the arc between 270-315 degrees. The shielded area should be visible but transparent.&lt;br /&gt;
|-&lt;br /&gt;
|PSychic (PS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful and makes ID pointless.&#039;&#039;&lt;br /&gt;
|Callsigns and flag names of all (visible?) tanks appear above the tank.&lt;br /&gt;
|-&lt;br /&gt;
|Full Reverse(FR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to HS and too limited in scope.&#039;&#039;&lt;br /&gt;
|Your tank can move full speed in reverse. A middle ground between high speed and normal.&lt;br /&gt;
|-&lt;br /&gt;
|All Terrain (AT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No slopes, never. No.&#039;&#039;&lt;br /&gt;
|Can drive over slopes and pyramids, (unless steeper than 45?) and perhaps up walls too.&lt;br /&gt;
|-&lt;br /&gt;
|Tac Nuke (TN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No too powerful.&#039;&#039;&lt;br /&gt;
|On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an &amp;quot;arming&amp;quot; range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized.&lt;br /&gt;
|-&lt;br /&gt;
|Glue Trail (GT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Leaves a trail that slows down other tanks behind it. fades after server-set number of seconds?&lt;br /&gt;
|-&lt;br /&gt;
|Oil Slick (OS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Leaves a trail that makes tanks behind skid/spin. Fades after server-set number of seconds?&lt;br /&gt;
|-&lt;br /&gt;
|Petrificus Totalus (PT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players, and rather lame.&#039;&#039;&lt;br /&gt;
|Paralyzes tank. Cannot move, turn or shoot for set number of seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Toy Gun (TG)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, pointless in game play, just use the Useless flag.&#039;&#039;&lt;br /&gt;
|When you shoot,the bullet that comes out is a fake bullet attached to a string which is attached to your tank.&lt;br /&gt;
|-&lt;br /&gt;
|Icy Treads (IT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just like momentum.&#039;&#039;&lt;br /&gt;
|Tank loses traction on the ground and on all objects, as if the friction setting was lowered for that particular tank.&lt;br /&gt;
|-&lt;br /&gt;
|ParaChute (PC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just like Wings.&#039;&#039;&lt;br /&gt;
|You can control your tank ONLY when falling down and you fall down slower.&lt;br /&gt;
|-&lt;br /&gt;
|ToRnado (TR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|You jump and spin uncontrollably.&lt;br /&gt;
|-&lt;br /&gt;
|GhostS (GS)/SPawn (SP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|2 or 3 mini bot tanks come out of your tanks and help you by providing cover ect. They die by being shot or after a certain period of time (45 secs?).&lt;br /&gt;
|-&lt;br /&gt;
|Death Ball (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|Tank morphs into a Death Ball and kills anyone who touches it. Faster than a normal tanks. Can be killed by being shot 5 times. You can&#039;t jump.&lt;br /&gt;
|-&lt;br /&gt;
|DiG (DG)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to burrow.&#039;&#039;&lt;br /&gt;
|Your tank goes completely underground upon picking up the flag, and you may then shoot up at tanks above you. Anybody may lock on you (as with GM) if they hold GM, SB, or even no flag. You are also in range of SW. Bullets will follow you underground.&lt;br /&gt;
|-&lt;br /&gt;
|RaM (RM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too poweful and complex.&#039;&#039;&lt;br /&gt;
|Tank travels at normal speed unless you fire. Firing causes your tank to accelerate forward quickly and only for a certain range. When you touch another tank, it has Steamroller effect, causing them to explode.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Teleport (AT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, too powerful, and looks too much like a cheat.&#039;&#039;&lt;br /&gt;
|With this flag a player can teleport to any place visible place on the radar by clicking the desired area on the radar. Only one teleport can be done per flag, otherwise you would be impossible to kill. Another way to make it harder is to put a reload time on it, so there would be at least some pause between teleports. If you teleport to an area occupied by a building, you go to the highest place on the specified area of the building.&lt;br /&gt;
|-&lt;br /&gt;
|Ice Laser (IL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players, just kill them.&#039;&#039;&lt;br /&gt;
|This laser does not kill players. Instead, it freezes them. They can&#039;t move, jump, or shoot, for 10 seconds. Players who are shot by normal bullets while they are frozen become unfrozen. When a tank is frozen, the tank becomes white, preventing other players from knowing which team the frozen tank is on.&lt;br /&gt;
|-&lt;br /&gt;
|Kamakazi Attack (KA)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|This can be a good and a bad flag. When picked up, starts a self-destruct timer, that, when runs out, will blow you up. But if the right button is pressed before the time is up, then you blow up on the click. This can be use to kill multiple tanks, and can also be used in mid-air. Moderate blast-radius?&lt;br /&gt;
|-&lt;br /&gt;
|Swallow Tanks (SW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too confusing.&#039;&#039;&lt;br /&gt;
|(GOOFY) If you touch another tank it disappears and becomes an observer to your tank. The more tanks you swallow the more obese you become. You can only swallow a limit of 3 tanks at a time, if you swallow more you pop. If you are killed all of the tanks you are carrying are set free. The tanks jump as they are set free to avoid multiple shots that may have been fired at the original tank. Swallow your own teammates and carry them deep into enemy territory!&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Bolt (EB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too powerful and confusing.&#039;&#039;&lt;br /&gt;
|Looks like thief shot when fired (Short range weapon) only when it hits a structure it kills everyone on it or touching it (or in it, players with OO). This would be handy for killing tanks sitting in hard to get to places!&lt;br /&gt;
|-&lt;br /&gt;
|Invisible Objects (IO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|All surface objects (pyramids, boxes, etc.) become invisible.&lt;br /&gt;
|-&lt;br /&gt;
|Meatloaf Launcher(ML) &lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Just move forward while jumping, unrelated name.&#039;&#039;&lt;br /&gt;
|Jumping propels your tank not only upwards but forwards as well.&lt;br /&gt;
|-&lt;br /&gt;
|Bent Turret (BT)&lt;br /&gt;
| -/+&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|All shots go out 30 degrees to the left/right (than a normal shot). Some people might call this a super flag because it helps dodging.&lt;br /&gt;
|-&lt;br /&gt;
|Tiny Bullet (TB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Perhaps.&#039;&#039;&lt;br /&gt;
|This bad flag causes your the bullets to shrink, making them hard for you to hit your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Missle Jammer (MJ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|Prevents a GM lock on your tank.  You can still be killed by normal shots, or unlocked shots.&lt;br /&gt;
|-&lt;br /&gt;
|Score Flags (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Maybe, a multi-player isn&#039;t a bad idea.&#039;&#039;&lt;br /&gt;
|Gives you more than one point for each kill. Maybe randomize between 2 and 5 points. (This could also be used as a handicap for beginners)&lt;br /&gt;
|-&lt;br /&gt;
|NearSight (NS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe, not too game breaking, but not relay that exciting.&#039;&#039;&lt;br /&gt;
|All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.&lt;br /&gt;
|-&lt;br /&gt;
|Black Death (BD)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too powerful and confusing&#039;&#039;.&lt;br /&gt;
|This flag is similar to a team flag only when it is captured it kills all other opposing teams (instead of just one specific team). This would make it so that multiple teams would be competing for one flag. (The color of the flag is black)&lt;br /&gt;
|-&lt;br /&gt;
|Colored Flag (CF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, would destroy CTF.&#039;&#039;&lt;br /&gt;
|CTF only flag. Other people see the CF as their own team flag (except own team?)&lt;br /&gt;
|-&lt;br /&gt;
|Punch (PU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just kill with steamroller.&#039;&#039;&lt;br /&gt;
|Hitting a tank at full speed throws it some appreciable distance away&lt;br /&gt;
|-&lt;br /&gt;
|Remote Mines (RM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no mines. They will seem to kill players for no reason.&#039;&#039;&lt;br /&gt;
|Firing places a mine, up to some predefined number. The next shot detonates all of them&lt;br /&gt;
|-&lt;br /&gt;
|Firewall (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too hard to sync, and somewhat confusing.&#039;&#039;&lt;br /&gt;
|Firing creates a temporary wall of flame that tanks cannot pass&lt;br /&gt;
|-&lt;br /&gt;
|Glue Bomb (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Shot would detonate in a big pile of glue, slowing down people in the blast radius&lt;br /&gt;
|-&lt;br /&gt;
|Corbomite Device (CD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing, and hard to sync.&#039;&#039;&lt;br /&gt;
|When the tank is shot, it generates a reciprocating shot to what killed it - these shots can be dodged normally, in most cases (SW, GM being impossible/difficult)&lt;br /&gt;
|-&lt;br /&gt;
|Clone (CN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing and too much like cheats.&#039;&#039;&lt;br /&gt;
|Tank emits a hologram clone at some offset from itself as a diversion.&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen (SC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, doesn&#039;t add much for gameplay.&#039;&#039;&lt;br /&gt;
|The tank emits a cloud of smoke behind it. This provides a visual wall, and perhaps cancels out GM locks as well.&lt;br /&gt;
|-&lt;br /&gt;
|Time Lapse (TL)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to blind and jamming combined.&#039;&#039;&lt;br /&gt;
|Holding this flag will cause the HUD &amp;amp; radar to refresh only every second or so.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bullet (BB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful, shots are computed as point hits.&#039;&#039;&lt;br /&gt;
|Bullets are twice (or more) as large. Tank feels a kick-back when firing&lt;br /&gt;
|-&lt;br /&gt;
|Gravity Well (GW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|One-shot fire, creates a gravity well at some distance away from the firing tank. This well pulls in all tanks around it - driving away from the well will slow the descent. Possible avoidance/negation flags include BU, OO, PZ, HS.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror (MI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just make CL deflect laser.&#039;&#039;&lt;br /&gt;
|Holding this flag will reflect a hit by laser. Flag is not dropped after a hit. The appearance of a tank holding this flag changes so that it reflects the surroundings. Or maybe appears pseudo-transparent, rather like the inside of structures viewed with Oscillation Overthruster, or of objects when in the PZ.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Ball (PB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limited, and just kinda weird.&#039;&#039;&lt;br /&gt;
|Shoots a large (8 unit) sphere that behaves exactly like a super bullet -- except it travels very, very slowly. It would travel as fast as a burrowed tank going in reverse, thus being easy to outrun in open areas, but hard to avoid on &amp;quot;indoor&amp;quot; maps. Because of the size, it would kill burrowed tanks when fired on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|Fake Bullets(FB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, and pointless.&#039;&#039;&lt;br /&gt;
|1) your bullets look, bounce, show up on radar, and seem real, but they pass right through tanks, causing no damage, and can&#039;t harm anyone. This can seem like a bad flag, but would be great to get the other team jumping and running while having zero chance of hitting your own team (and this is how I&#039;d like to use it). 2) Could be made a bad flag that requires you to hold it for a certain amount of time before dropping it. (Would be nice if there were a way to keep a bad flag if you choose.) 3) optional: fire rate is doubled, or unlimited&lt;br /&gt;
|-&lt;br /&gt;
|BulletInertia(BI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s a server setting.&#039;&#039;&lt;br /&gt;
|When a shot is fired it has the same motion as the tank when it was fired. So if the tank is falling the shots move downward towards the ground, and shots are accelerated or decelerated if the tank is going forward of backward.&lt;br /&gt;
|-&lt;br /&gt;
|Warp Engine (WE)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|Tank can hit newly-defined &amp;quot;Warp&amp;quot; key (perhaps jump key?) and, with a two-second delay, instantaneously be transported an amount in the direction of facing equal to the current warp power, which starts at a minimum value. Pushing the key during the delay period increases the power; increasing it past a certain amount causes the warp engine to overload and blow up. Warping into buildings or outside the world boundary causes a collision and blows up the tank. (A random chance of being dropped when used, depending on how much power is applied? Use a gradual teleporter fog during the about-to-warp delay? Signal about-to-warpness to the other players by turning the tank gradually bright glowing white? Use a new sound for when the warp occurs?)&lt;br /&gt;
|-&lt;br /&gt;
|Identify Friend/Foe (FF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just apply the setting to Masquerade.&#039;&#039;&lt;br /&gt;
|Masquerade for the radar. Tank shows up for everyone as their team on the radar.&lt;br /&gt;
|-&lt;br /&gt;
|Rotating Turret (RT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no turning turrets, ever.&#039;&#039;&lt;br /&gt;
|Turret can turn. Like GM, you can lock on people, and the turret always fires in their direction (horizontally, not vertically). May need some graphics changes (tank becomes bottom part - tank orientation + top part - turret orientation)&lt;br /&gt;
|-&lt;br /&gt;
|Boat (BO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too dependent on map features.&#039;&#039;&lt;br /&gt;
|Tank floats on water. Moats don&#039;t kill you. You move a bit slower on water though. You can still jump on water, but not as high.&lt;br /&gt;
|-&lt;br /&gt;
|MortarBomb (MB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, requires vertical aim to be any use.&#039;&#039;&lt;br /&gt;
|Shot has same trajectory as a jump. Vertical velocity alters trajectory. Should be very useful once mastered. Many applications e.g. stop-shoot-go to drop a shot on a pursuer. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|CriticalMass (CM)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, this is a server side plugin, not a flag.&#039;&#039;&lt;br /&gt;
|When killed you explode in a ShockWave (perhaps larger). Tanks with this flag should pulse on your radar. Suicide to kill at close range and dangerous to have near you. Points scored from explosion should accrue to the holder not the killer, otherwise not worth holding onto flag. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|ShortHop (SH)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to jump.&#039;&#039;&lt;br /&gt;
|Jump is half the normal height and takes half the time. (+) Good for jumping over bullets and regaining control quickly to return fire. (-) Unable to reach everywhere. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|1000 Tons Weight (TW)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just stupid&#039;&#039;&lt;br /&gt;
|Timer starts as soon as flag as picked up(30 sec timer? Server set?), and user cant drop it. When timer runs out, a 1000 ton weight falls out of the sky killing the owner. When you shoot someone the flag gets transfered over. Player 1 gets TW, 25 seconds go by, he shoots Player 2, then, 5 seconds time, BOOM. Make a nice CLLANNG sound, and tank stops, and other tanks see the weight fall on him. (Punkus)&lt;br /&gt;
|-&lt;br /&gt;
|Red Eye (RE)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex and somewhat pointless.&#039;&#039;&lt;br /&gt;
|First shot causes target tank out-of-window screen to become all white (like a red-eye flash). Out-of-window view stays white for a certain number of seconds (2? 3?). Within that time initial tanks shots are normal, other shooting tank causes white screen again. Radar works as normal, only out-of-window view is affected&lt;br /&gt;
|-&lt;br /&gt;
|SUbtle (SU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use CL&#039;&#039;&lt;br /&gt;
|Tank appears normal to friendlies - only outline visible to enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Klingon Cloak (KC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, to powerful.&#039;&#039;&lt;br /&gt;
|A super cloak, combining stealth and cloak to render you totally invisible to others (though not untouchable). You&#039;re not invincible though because, just like with the cloaks used by the Klingons, your tank cannot fire while you have this flag and there is a couple second delay between dropping cloak and being able to fire. Not much for fighting, but great for sneaking up on campers.&lt;br /&gt;
|-&lt;br /&gt;
|Team Invulnerable(TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use Friendly Fire.&#039;&#039;&lt;br /&gt;
|Can&#039;t be killed by a teammate, except maybe superbullet, genocide.&lt;br /&gt;
|-&lt;br /&gt;
|TagYourit (TY)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, should be a game mode, not a flag.&#039;&#039;&lt;br /&gt;
|Your tank can&#039;t fire and the only way to drop the flag is to get within a certain radius of another tank. The flag is automatically transferred to the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|SwiM (SM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex.&#039;&#039;&lt;br /&gt;
|In short: Can get into building. while in building can:&lt;br /&gt;
* raise slowly while the jump-key is pressed. fall slowly otherwise.&lt;br /&gt;
* get to the almost top of the building. from the top can shoot and be shot - while holding the jump key(otherwise he&#039;ll fall-in)&lt;br /&gt;
* and can die if the countdown reaches zero. a countdown will be started when he gets to a building, and stopped when he gets out.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity Drop (PD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for the other players.&#039;&#039;&lt;br /&gt;
|When driving close to opposing tanks (say 3 tank lengths) you cause them to lose their flags.&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Bolt (LB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, lame munchkin flag. Too limited in use.&#039;&#039;&lt;br /&gt;
|A lightning bolt descends from the sky and hits the highest object above the tank (possibly passing through everything on it&#039;s way down?), destroying people above you. Harmless to your own tank. Effective against tanks with GM sniping from high places. Completely useless against almost everything else.&lt;br /&gt;
|-&lt;br /&gt;
|ThrUster (TU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, We have Wings.&#039;&#039;&lt;br /&gt;
|Clicking causes thrusters to fire up underneath your tank. Holding the left mouse button keeps the rockets on (for a time, until they burn out and you plummet to the ground). Landing on other tanks destroys, unless the thrusters used up. Rockets must recharge (especially after being burnt out) like any offensive weapon. A bit like the tank in StarFox64 - yes, I know, sinful console game.&lt;br /&gt;
|-&lt;br /&gt;
|Ostrich (OS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, we have burrow.&#039;&#039;&lt;br /&gt;
|(Goofy) Your tank becomes an ostrich. Clicking causes you to bury your head (and the rest of your body) underground, making it impervious to attack for a very short period, but completely unable to move. Any tanks in the way of it diving underground are destroyed. Weak against lasers, because there would be no time to duck.&lt;br /&gt;
|-&lt;br /&gt;
|LaZarus(LZ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shield.&#039;&#039;&lt;br /&gt;
|When killed holding this flag, after being exploded your tank magically combines, and you are not dead.&lt;br /&gt;
|-&lt;br /&gt;
|WaveFront (WF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shockwave.&#039;&#039;&lt;br /&gt;
|Like shockwave, but only, say, 30 degrees high and wide, but has longer range&lt;br /&gt;
|-&lt;br /&gt;
|Dud Shot (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s kinda mean. And you could not shake it on servers with shake kills.&#039;&#039;&lt;br /&gt;
|Not all of your bullets work&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Just use shockwave.&#039;&#039;&lt;br /&gt;
|Shoots all bullets available in a circular pattern from the tank.&lt;br /&gt;
|-&lt;br /&gt;
|COlumn(CO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, very limited in use.&#039;&#039;&lt;br /&gt;
|All of your (currently loaded) shots are fired at once, on top of each other, making a vertical column.&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle (SR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use laser.&#039;&#039;&lt;br /&gt;
|Your Tank&#039;s shots have infinite range, think of the good, and the bad.&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bang (FB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, redefines too many existing behaviors, and far too complex.&lt;br /&gt;
|A few possible implementations. 1) Right-click fires non-lethal shots which travel until a second right-click upon which they explode (similar to SW radius, perhaps bigger) and blind tanks within blast. 2) Could be semi-bad flag where normal shots don&#039;t kill but temporarily blind tanks that are hit to allow escape (or kill by teammate). 3) Right click flashes all opponents within line-of-sight of tank w/flag. If tanks are turned such that they can see tank w/flag, they are temporarily blinded.&lt;br /&gt;
|-&lt;br /&gt;
|Freeze Wave (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just kill them.&#039;&#039;&lt;br /&gt;
|Similar to Shock Wave, except that instead of destroying other tanks within the shock radius, it freezes other tanks within the freeze radius for a certain time, so they cannot move or fire (even in mid-air). When the other tanks re-awaken, they are immune to freezing for a certain time. Dropping the flag forces a reload time (like Thief). This flag encourages team play. An alternate implementation would freeze yourself if any team tanks get frozen.&lt;br /&gt;
|-&lt;br /&gt;
|ARchitect(AR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Your tank can move buildings by driving into them.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity Bullet (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, requires vertical aim to work well.&#039;&#039;&lt;br /&gt;
|Your bullets are affected by gravity. This obviously reduces the range when fired on the ground, but a tank sitting on a building or jumping has the ability to hit people below them... if they time their shots right.&lt;br /&gt;
|-&lt;br /&gt;
|RubberTank (RT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, use shield.&#039;&#039;&lt;br /&gt;
|I&#039;m rubber and you&#039;re glue, whatever you shoot bounces off me and kills you! Regular shots ricochet off your tank back in the direction they came, if shooter is still there or close then he gets hit by his own shot. GMs explode without killing or cause rubber damage (flag drop). Super bullet and shock wave kill. Steam roller bounces off you, maybe causing his death or both your flags to drop.&lt;br /&gt;
|-&lt;br /&gt;
|MagNet (MN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s just mean.&#039;&#039;&lt;br /&gt;
|Bullets are attracted to player&#039;s tank.&lt;br /&gt;
|-&lt;br /&gt;
|Force Field (FF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Just use Shield.&#039;&#039;&lt;br /&gt;
|Pushes bullets away. Well aimed shots do not get pushed away&lt;br /&gt;
|-&lt;br /&gt;
|Boomerang Bullet (BB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limiting.&#039;&#039;&lt;br /&gt;
|Shots move in a curved path that includes the point of firing&lt;br /&gt;
|-&lt;br /&gt;
|ZigZag (ZZ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limiting. &#039;&#039;&lt;br /&gt;
|Shots don&#039;t fly straight. Instead they fly in a sine wave or a zigzag pattern. Probably no reasonable expectation of hitting what you want.&lt;br /&gt;
|-&lt;br /&gt;
|FReeze (FR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No Too limiting.&#039;&#039;&lt;br /&gt;
|Tank can&#039;t move, only jump and fire.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ring (??)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shockwave.&#039;&#039;&lt;br /&gt;
|Shockwave in a horizontal ring pattern&lt;br /&gt;
|-&lt;br /&gt;
|RemoteControl (RC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Player can take control of another player&#039;s tank, steer and/or fire it, causing the other player to become vulnerable and/or kill himself or others. Offensive and defensive uses, especially if gm or laser campers are around. Automatically dropped after use.&lt;br /&gt;
|-&lt;br /&gt;
|TransLocate (TL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Identify a player, then switch places (perhaps N times use)&lt;br /&gt;
|-&lt;br /&gt;
|Clone (CN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Takes on the properties of the nearest player&#039;s flag&lt;br /&gt;
|-&lt;br /&gt;
|Lemur mode (LM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Walk on walls. (maybe parallel to ground only, from however high you touched it, and then jump to get off?)&lt;br /&gt;
|-&lt;br /&gt;
|Cattle Prod (CP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Steamroller!?!?!&#039;&#039;&lt;br /&gt;
|(Goofy) A cattle prod sticks out some fixed distance in front of the bearer&#039;s tank. Anyone who touches the prod dies. Clicking while the flag is in effect does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|MiRage (MR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Player sees tanks and shots where they shouldn&#039;t be.&lt;br /&gt;
|-&lt;br /&gt;
|Wormhole Bullet(WB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Bullets that hit other tanks send them to a random link/teleporter instead of killing them. (If there are no teleporters, don&#039;t create flags?).&lt;br /&gt;
|-&lt;br /&gt;
|INflate(IN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Your bullets cause tiny tanks to become normal sized, normal tanks to become obese, and obese tanks to explode.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity Fuse (PF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Shells explode with a small shock wave when they pass within range of a tank (even a friendly one).&lt;br /&gt;
|-&lt;br /&gt;
|Laser Cloud(LC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Firing this causes a x amount (x = amount of shots available) of short laser beams to project from the tank, killing all GM, bullets, and tanks they meet. It can aim up and down, and has the range of a Shockwave. Can be over driven by a greater amount of shots than the tank has lasers for. Right clicking causes one single laser beam twice as long as usual, it uses all the shots available, and takes twice as long to recover (optional)&lt;br /&gt;
|-&lt;br /&gt;
|French Fries (FF)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, kinda lame.&#039;&#039;&lt;br /&gt;
|(Goofy) Other tanks are attracted to the french fry and will turn to it if they are facing it within 90 degrees.It automatically moves toward it. Other tanks can still turn around (slowly) until it gets out of the magical 90 degrees.&lt;br /&gt;
|-&lt;br /&gt;
|Time Displacement(TD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Employing this causes the whole world to freeze for a short period of time. Except you, and perhaps PZ. You loose your flag after this. You can&#039;t shoot while the world is frozen.&lt;br /&gt;
|-&lt;br /&gt;
|Ugly&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|When opposing tanks have you in there lock angle, their tanks automatically turn away from you. This can be compensated for by turning against it.&lt;br /&gt;
|-&lt;br /&gt;
|Fly by Wire (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, though adding this to GM might be nice.&#039;&#039;&lt;br /&gt;
|Missile flies with built-in camera; player&#039;s tank stands still until missile flight is over.&lt;br /&gt;
|-&lt;br /&gt;
|KamikaZe (KZ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Tank drives fast, explodes with a large radius when it collides with another tank or obstacle&lt;br /&gt;
|-&lt;br /&gt;
|Random Teleport (RT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Can&#039;t control when or where it teleports you&lt;br /&gt;
|-&lt;br /&gt;
|Air Burst (AB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Flag explodes when it reaches its apex when dropped. Apex is especially high. Explosion is large (bigger than shock wave). Being in or behind a building should protect you. Being behind (or through!) a teleporter should not.&lt;br /&gt;
|-&lt;br /&gt;
|Heat Seeker (HS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never, same as GM.&#039;&#039;&lt;br /&gt;
|Missile is fire-and-forget; heads toward nearest &amp;quot;heat source&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|HoloGram (HG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Player&#039;s tank appears off to one side from where it really is.&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Beam (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Clicking fires a laser-like beam that travels at the same speed as bullets, and does the same thing to enemy tanks if they are hit. If the beam hits a pyramid or a box, however, the tank gets pulled rapidly to the object that was hit (like a grappling hook).&lt;br /&gt;
|-&lt;br /&gt;
|ILlusion (IL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Opposing players see 2(?) fake copies of your tank at constant random offsets from your real position (if they are shot, either nothing happens or the fakes disappear?).&lt;br /&gt;
|-&lt;br /&gt;
|SNake (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) Becomes like a game of Nibbles for the bearer of the flag; a laser-looking barrier comes out behind the tank, and stays there (possibly for only a fixed length). Any player that touches the barrier dies.&lt;br /&gt;
|-&lt;br /&gt;
|Kill or be Killed (KK)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Player has to make kills within a certain time, or risk blowing him/herself up. {abbrev should be changed for obvious reasons}&lt;br /&gt;
|-&lt;br /&gt;
|ShotGun (SG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Shots split and go off in different directions.&lt;br /&gt;
|-&lt;br /&gt;
|Interdimensional Teleport (IT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never, no &amp;quot;on drop&amp;quot; actions.&#039;&#039;&lt;br /&gt;
|Teleports to a random location when dropped&lt;br /&gt;
|-&lt;br /&gt;
|Rear Shot (RS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Shoots both in front and behind (if available shots)&lt;br /&gt;
|-&lt;br /&gt;
|LLama (LL)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) Involuntarily charges all visible tanks, starting with the closest, including teammates. Has the same effect as SR on impact. Other tanks see an amusing llama. graphic.&lt;br /&gt;
|-&lt;br /&gt;
|SuperDrop(SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|When killed holding this flag, all tanks loose their flags, and they are sucked into the ether.&lt;br /&gt;
|-&lt;br /&gt;
|George Bush (GB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) All game and player messages are sent through a filter translating them into George W. Bush speak. Because he knows how difficult it is to put code on your project.&lt;br /&gt;
|-&lt;br /&gt;
|Turbo Boost (TB) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Right click makes you faster than high speed briefly. Flag can be used multiple times, maybe with a recharge time.&lt;br /&gt;
|-&lt;br /&gt;
|ReFlect (RF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|When you get hit, you die as usual, but shot isn&#039;t stopped, it is reflected back in the direction it came from.&lt;br /&gt;
|-&lt;br /&gt;
|MirroR (MR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|See reflections of other tanks on the walls for aiming ricochet bullets&lt;br /&gt;
|-&lt;br /&gt;
|SubterFuge (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Similar to Antagonize. Players near you or those you id are sent deceptive messages purportedly from other players or teammates. These would be stock messages such as: watch out, [callsign] is behind you... let&#039;s go after [callsign]... boo... where callsign is a player on a team other than theirs or a rogue.&lt;br /&gt;
|-&lt;br /&gt;
|MagShield(MS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, need to shoot.&#039;&#039;&lt;br /&gt;
|A defense only flag. Fire and you envelope yourself with a brief magnetic shield that looks like or similar to shock wave, only this shield acts like a wall stopping or causing shots to rico as appropriate. Put up your shield soon enough and you&#039;re safe, but wait too long and a shot&#039;s ricocheting around inside with you. Tanks can drive thru the shield, both to fire at you or to be protected by you as you approach a target (camper). To fire yourself you have to drop the flag.&lt;br /&gt;
|-&lt;br /&gt;
|Tether Ball(TB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. too many changes.&#039;&#039;&lt;br /&gt;
|A ball appears behind the tank attached by a tether and can be swung along the ground by sharp turns. If a tank (even your own) hits either the tether or the ball it is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Dumbfire Missile (DM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|A missile that can not be locked on, but has an actual blast area (miniature shock-wave, but without affecting PZ players). Possible alternative: Full size SW, but flag is &#039;used&#039; (dropped for a long time, like the shield flag) when fired.&lt;br /&gt;
|-&lt;br /&gt;
|MultiFlag (MF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Tank can hold two other flags at the same time.&lt;br /&gt;
|-&lt;br /&gt;
|OIl (OI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. large engine change.&#039;&#039;&lt;br /&gt;
|Tank leaves an oil trail behind which steers people off course.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Launcher(FL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. No multiple flags.&#039;&#039;&lt;br /&gt;
|Gives tank the same attributes as TH but can pick up a second flag without being affected, and fire it at another tank. If it misses you keep the flag but if it hits the tank is forced to give up any currently held flags and pick up the launched flag. Good with LE.&lt;br /&gt;
|-&lt;br /&gt;
|Radar Scout (RS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, confusing.&#039;&#039;&lt;br /&gt;
|Your tank becomes a radar-equipped scout (you can still shoot). In a certain radius around you, all tanks (except you) look obese (due to increased radar) and can be shot like obese tank (hitting is easier); they still fit through teleporters. In addition, cloaked and stealthed tanks and shots also become visible. Every tank on the play field can see and shoot the obese and cloaked tanks, so you have the advantages that&lt;br /&gt;
 &lt;br /&gt;
Tanks are more likely to shoot at each other, since you are normal in size, the others are obese&lt;br /&gt;
Others will think twice before destroying you since you provide them with a targeting aid&lt;br /&gt;
|-&lt;br /&gt;
|TurreT (TT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Turns your tank into a turret. Same as Burrow + Machine Gun + Angular Velocity, but your tank can&#039;t move at all.&lt;br /&gt;
|-&lt;br /&gt;
|AnnoYance (AY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too easy to camp by a flag.&#039;&#039;&lt;br /&gt;
|Tank is very large and fast, can&#039;t shoot, and invincible. Can distract enemies while friendlies go in for the kill.&lt;br /&gt;
|-&lt;br /&gt;
|AntiMatter (AM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, needs more thought for vertical worlds.&#039;&#039;&lt;br /&gt;
|Tank cannot be hit except for SB/SW. 50% increased reload time, can be steamrolled by any tank, colliding with buildings results in death too&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Computer (TC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, a lag nightmare.&#039;&#039;&lt;br /&gt;
|HUD shows where to aim for lead-ahead based on dead reckoning&lt;br /&gt;
|-&lt;br /&gt;
|StraFe (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, will not be a flag feature if ever implemented.&#039;&#039;&lt;br /&gt;
|Modifier key makes turning strafe&lt;br /&gt;
|-&lt;br /&gt;
|ECCM (um...)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|When firing from ECCM equipped tank, other tanks in front of it, 20/30 degrees, have for a while both not working radar and communication (excluding admins).&lt;br /&gt;
|-&lt;br /&gt;
|HeadAche (HA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|All colors (not just tank colors) are inverted. Causes confusion for player, should have time limit. Submitted by ThatGuySpencer&lt;br /&gt;
|-&lt;br /&gt;
|Double Shot (DS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, see backfire.&#039;&#039;&lt;br /&gt;
|Shots come out of both ends of your tank, shoting backwards and fowards (maybe your bullets run out twice as fast) - Terminator&lt;br /&gt;
|-&lt;br /&gt;
|X-ray Vision(XV)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, difficult to portray with complex worlds.&#039;&#039;&lt;br /&gt;
|Can see through buildings, but not drive through them. Either they are completely invisible (making out-the window driving fun) or they show up like with OO. Makes it possible to surprise others who are behind objects, and who are depending only on radar to know where you are.&lt;br /&gt;
|-&lt;br /&gt;
|SNiper (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, to much like laser.&#039;&#039;&lt;br /&gt;
|Tank has one, invisible, shot that lasts until it hits something/someone. Never ricochets. Blam!&lt;br /&gt;
|-&lt;br /&gt;
|PariaH (PH)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Tank is identified in all ways as each other player&#039;s nemesis.&lt;br /&gt;
|-&lt;br /&gt;
|NeMesis (NM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, not a good flag feature.&#039;&#039;&lt;br /&gt;
|HUD indicates direction (but not distance) to last person to kill you, even if under stealth.&lt;br /&gt;
|-&lt;br /&gt;
|Rear Window (RW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|View is split horizontally, bottom half is view out the back.&lt;br /&gt;
|-&lt;br /&gt;
|Collector (CO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No holding multiple flags, unproductive&#039;&#039;&lt;br /&gt;
|Or cleaner (CR). Everything is normal except this tank can collect all the flags, without being able to use them. The moment he presses spacebar or dies all flags he holds return to the world.&lt;br /&gt;
|-&lt;br /&gt;
|Bomber (BM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No we don&#039;t do splash damage&#039;&#039;&lt;br /&gt;
|Like WG, but all shots go downwards. Speed is determined by _gravity. Useful for flying servers. When flying with BM the speed is slower than that of WG, but bombs shot will have a larger radius (can kill more things around them).&lt;br /&gt;
|- &lt;br /&gt;
|Pole-aXed (PX)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No may as well just kill him, and we don&#039;t kill for a bad flag&#039;&#039;&lt;br /&gt;
|Tank cannot move forwards or backwards, can steer and jump (even on no jump servers,to be more fair). It&#039;s like being stuck on a pole.&lt;br /&gt;
|- &lt;br /&gt;
|Splash-Damage (SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No we don&#039;t do splash damage&#039;&#039;&lt;br /&gt;
|When one of your bullets hits an enemy, he explodes in a shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|PHase shift (PH)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Combines OO, SB and more -- too powerful.&#039;&#039;&lt;br /&gt;
|Oscillation Overthruster, but can backup, jump and shoot in walls. Shoots Super Bullets, and can be killed by Phantom Zone.}&lt;br /&gt;
|-&lt;br /&gt;
|ASsassin (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, too powerfull&#039;&#039;&lt;br /&gt;
|As small, fast and short-ranged as thief. Fatal and can&#039;t steal flags. Stealth and Cloaking in effect when someone is not in range, and cloaking in effect when you can&#039;t see them. (partial cloaking in effect when you can see part of them, that is, they&#039;re on the side of your view.) Can be steamrolled by anyone. Longer reload time than Thief. Can only kill once (but maybe you still keep the flag?).&lt;br /&gt;
|-&lt;br /&gt;
|BoMb (BM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, rather pointless&#039;&#039;&lt;br /&gt;
|Can be transferred to someone by shooting them, also transfers the timer. When the bad flag timer (or another timer) is up, the holder dies and creates a shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Immunity (TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too map specific&#039;&#039;&lt;br /&gt;
|User is invulnerable to, and can walk through, terrain hazards such as stuff that would normally be fatal to touch and conveyor belts.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaked Bullet (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, getting killed by a shot you can&#039;t see is bad&#039;&#039;&lt;br /&gt;
|Your bullets are invisible out-the-window.&lt;br /&gt;
|-&lt;br /&gt;
|Charge Beam (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use multiple shots from a regular laser&#039;&#039;&lt;br /&gt;
|Hold mouse button to charge. Releasing shoots a laser that keeps firing for as long as you charged the beam for. (Maybe a limit on charge time, so there&#039;s a limit on how long you fire a laser for?)&lt;br /&gt;
|-&lt;br /&gt;
|Gravitational Field (GF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;BZFlag is not a physics engine. Possible lag and sync nightmare.&#039;&#039;&lt;br /&gt;
|Attracts nearby tanks and bullets towards you. You are also afected by Newton&#039;s third law, with a resulting force pushing you in the opposite direction of the sum of all the force vectors of  all the tanks and bullets you attract.  It can be good and bad.  With skill you can use this flag to alter bullet paths and tank motion to your/your teammate&#039;s advantage, or to your enemy&#039;s disadvantage.  An example of the effect might be if a tank w/ WG is nearby you could be pulled aloung in flight,although flight would be more difficult for the tank w/ WG. There is a higher risk of being hit and higher difficulty in moving.&lt;br /&gt;
|-&lt;br /&gt;
|Destroy Buildings (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, significantly difficult to implement, and allows for to much abbuse&#039;&#039;&lt;br /&gt;
|When your shot hits an object (such as a building) it causes that object to disappear temporarily. Still ricochets off.&lt;br /&gt;
|-&lt;br /&gt;
|PLane (PL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No multiple flags, no vertical shots, no weird [http://en.wikipedia.org/wiki/Royal_Flying_Corps flying] stuff. This probably won&#039;t be implemented.&#039;&#039;&lt;br /&gt;
|Turns your tank into a plane. Planes have two guns, one on each wing. You can accelerate or decelerate by using scroll wheel up to accelerate, down to decelerate. Point the mouse in the direction you want to turn. If you are shot or touch a wall you turn back into a tank. ENEMY tanks get vertical lock-on on you, meaning if they shoot while you are within their view, then their shot is at an angle upward or downward so that it might hit you. You can get some flags as a plane. Shock wave drops a bomb straight down with the velocity of a shot, plus your velocity; Laser shoots a laser from your nose-cone; Rapid Fire, Super Bullet, Machine Gun, GM are the same as normal (but you still have wing guns); Cloaking, Stealth, and Masquerade are the same; Thief shoots from nose-cone; Black Hole shoots from nose-cone; OO lets you fly through walls (except floor and the surrounding wall, of course); PZ is same as normal; Galaga makes you wider, but you can shoot more shots; Charge Beam from nose-cone; Sensor Package is same as normal; No Ricochet prevents ricochet; etc.. If you drop a flag as a plane, it drops first the grabbed flag, then once you have no grabbed flag, turns you back into a tank. I realize this probably won&#039;t be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Package (SP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful&#039;&#039;&lt;br /&gt;
|In-game description: &amp;quot;Tank has upgraded sensors and can send locks to guided missiles and allies.&amp;quot; Description here: You can see what flag an enemy has, you get those arrow things for enemy team flags as well as your own (and also vertical ones), all walls show up as green wireframe on black background; you get those &amp;quot;enemy in range, enemy to left/right&amp;quot; from Battle Zone when an enemy is in your range; you can lock on to enemies (but not allies) (as you do, all ENEMY missiles within the radius of a SW lock onto them, all ALLIES with GM lock onto them, but not their fired missiles), you also get notifications when you are within an enemy&#039;s line of sight and range, especially when you are within the blast radius of someone with shockwave, you can see what flag somebody has on the radar and HUD (letters over their head). &lt;br /&gt;
|-&lt;br /&gt;
|Flak (FK)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|Your tank shoots debris (or oval shaped sheilds or whatever they may look like) that collide and disintegrate regular type bullets instantly when the two come in contact.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Masquerade (IM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no on shot changes, and too complex&#039;&#039;&lt;br /&gt;
|Your tank appears on the Radar and through the view finder as a friendly tank to the enemy, but not to right-clicks and identification through targeting. However, this lasts until your fire. When you fire, you immediately lose the flag. This is good for infiltrating another side, but as soon as someone right-clicks you in his targeting reticule, your identity is displayed.&lt;br /&gt;
|-&lt;br /&gt;
|Kick back (KB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no advantage to the flag, just make it a server option for all shots&#039;&#039;&lt;br /&gt;
|When shot your tanks goes backwards a certain distance. This lasts for a server set # of seconds&lt;br /&gt;
[Note: How is this a positive flag? This is also too similar to Big Bullet.]&lt;br /&gt;
|-&lt;br /&gt;
|Oldschool (OS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is not general enough, depends on other map setup&#039;&#039;&lt;br /&gt;
|Immune to super bullets, missiles, laser beams, shock waves, and steamrolls. Tanks with other flags can still hit you, and theives can steal your flag; in other words, business as usual. Make others drop their precious flags.&lt;br /&gt;
|-&lt;br /&gt;
|New Age (NA)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is not general enough, depends on other map setup&#039;&#039;&lt;br /&gt;
|Immune to regular bullets; can only be killed by lasers, missiles, super bullets, steamrolls, and shock waves. Opposite of Oldschool. Probably disabled on maps without easily accessible superweapon flags.&lt;br /&gt;
|-&lt;br /&gt;
|Entanglement (QE)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No&#039;&#039;&lt;br /&gt;
|Whoever kills you gets destroyed by the server.&lt;br /&gt;
|-&lt;br /&gt;
|Laser Tripwire (LT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|Shot travels until it strikes a wall, then generates a (non-ricocheting) laser beam along the direction of the surface normal until it reaches another surface. Beam remains until touched by a tank, which is destroyed. If player fires another tripwire, the existing tripwire is deleted.  Player may drop the flag to leave the most recent tripwire in place. Shockwave will delete any tripwire it touches (if not too difficult to code).&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun (SG) (Different to other one)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too much like MG, same as the other ShotGun suggestion&#039;&#039;&lt;br /&gt;
|All available shots are fired at once (set # by server), 1 straight, the next a set # of degrees left of the first, then the next # of degress right of the first and so on creating dispersed shots. Fast bullets but reduced range, no ricochet and very slow reload time. Good against multiple enemies in range and provides strategic usage of walls for cover while reloading. Useless against laser and guided missle and good players can jump/avoid and shoot you while reloading which is why shots travel faster. Good for short range but useless in long range.&lt;br /&gt;
|-&lt;br /&gt;
|Air Safe (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, GM already has a counter flag: ST&#039;&#039;&lt;br /&gt;
|Countermeasure for guided missle. Guided missles that come within sw radius of the player are destroyed but all other shots unaffected. Dampens power of guided missle.&lt;br /&gt;
|-&lt;br /&gt;
|SHort tank (SH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, simply make a server option to make burrow jump&#039;&#039;&lt;br /&gt;
|Makes tank short. Exactly like burrow except that it allows you to be on buildings and jump.&lt;br /&gt;
|-&lt;br /&gt;
|Communications Disruption (CD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too specific to a play style&#039;&#039;&lt;br /&gt;
|You cannot send team messages. You can still send PMs, Admin messages and public messages.&lt;br /&gt;
|- &lt;br /&gt;
|Double Shot (DS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, with not enough added benefit. Shots would have to bounce in non physical ways to seperate.&#039;&#039;&lt;br /&gt;
|Every time a player with this flag fires and the shots bounce off a wall (or other object) it splits the shot into 2 shots. Can only happen once (split shots cannot split again).&lt;br /&gt;
|- &lt;br /&gt;
|Super Shield (SS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|You have to be shot a set amount of times to die. A bit like shield BUT different types of shots damage the tank more. (Say a tanks picks up the SS flag and he/she has to be hit 5 times to die, but SW takes off 4 hits so he only has to be hit 2 times with SW to die).  This could also work with Double Shot (DS) where when the shot splits it only makes half the damage of a normal shot. (He/she would now have to be hit 10 times with split bullets to die). Maybe put a health bar over the players tank that shows how many times YOU have to hit the tank with your bullets. (P1 gets SS flag and has to be hit 4 times to die, P2 gets GM (which takes off 2 hits) and he looks at P1 and it has the health bar and a number saying 2 (P2 has to hit P1 with the GM that he has 2 times) then P3 gets a SW flag and the health bar says 1 (because SW takes off 4 points and P1 only has 4 health points).  If the health bar is too hard then i think that you could just have the SS without a health bar.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Magnet (FM)&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|When you shoot this, all nearby flags get pulled into it and disappear (Go to phantom zone?)&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Observer_Mode&amp;diff=4677</id>
		<title>Talk:Observer Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Observer_Mode&amp;diff=4677"/>
		<updated>2008-05-30T07:54:07Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Expansion? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Expansion? ==&lt;br /&gt;
&lt;br /&gt;
This is a pretty important subject, it probably shouldn&#039;t be a stub. Any ideas on how to expand it?&lt;br /&gt;
&lt;br /&gt;
--[[User:Quantum Tank|Quantum Tank]] 18:19, 29 May 2008 (EDT)&lt;br /&gt;
:I suggest adding descriptions and screenshots of the various modes of observation.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Mr Burns|Mr Burns]] 03:54, 30 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Map_making_by_hand&amp;diff=4674</id>
		<title>Map making by hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Map_making_by_hand&amp;diff=4674"/>
		<updated>2008-05-29T16:05:52Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DoDoc|Major re-organization, transform away from &amp;quot;chat&amp;quot; style. Need to reference pages elsewhere on the wiki in place of much of the content which appears to be building up here.  Create them if necessary, or see the list [[Special:Allpages|here]].}}&lt;br /&gt;
Although there are a number of GUI options for creating maps such as BZ-Edit, 3D modelers, many map-makers use a basic text-editor.  There are many times when it is necessary to make small changes to a map, such as including objects that are unavailable in GUI map-maker, but there are also some who enjoy the challenge of creating a map entirely from scratch with a text-editor.&lt;br /&gt;
&lt;br /&gt;
==Text Editors==&lt;br /&gt;
Most text-editors designed for coding/programming are more than sufficient for editing bzw files.  Although word-processing programs such as Microsoft Word can be used, there are many cheaper (free) and more efficient programs designed specifically for coding.&lt;br /&gt;
===Windows===&lt;br /&gt;
*Notepad&lt;br /&gt;
*PSPad&lt;br /&gt;
*NoteTab&lt;br /&gt;
===Mac===&lt;br /&gt;
*TextWrangler&lt;br /&gt;
*TextEdit&lt;br /&gt;
===Linux===&lt;br /&gt;
*Command-line editors such as nano, emacs, pico, vim, or ed.&lt;br /&gt;
*GEdit&lt;br /&gt;
*Kate&lt;br /&gt;
&lt;br /&gt;
==Editing existing maps==&lt;br /&gt;
Beginning mapmakers should spend some time studying and making small changes in existing maps to see how things work.  In the client, maps can be saved for editing by joining the desired server and choosing: Options&amp;gt;Save World.  Maps can also be saved by issuing the /saveworld command.  The map should be a simple map when getting started.  One may find it easier to create a file in BZEdit and open the resulting file in the text-editor.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
If you have created a box in BZEdit you may see:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 # World built with bzedit32 world class, available at&lt;br /&gt;
 # http://www.sourceforge.net/projects/bzflag&lt;br /&gt;
 world &lt;br /&gt;
   size 400 &lt;br /&gt;
 end &lt;br /&gt;
 options &lt;br /&gt;
   +r &lt;br /&gt;
   -j &lt;br /&gt;
   -set _tankSpeed 25 &lt;br /&gt;
   -ms 5 &lt;br /&gt;
   -mp 0,2,0,2,0,2 &lt;br /&gt;
 end &lt;br /&gt;
 box &lt;br /&gt;
   name box1 &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
 end &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explanation of the Sample Code===&lt;br /&gt;
There are set variables that define various things such as how fast your tank is, how fast the bullets are, or if it&#039;s raining or foggy.  Put those in the options setting with &amp;quot;-set(space) &amp;quot; in front of it. You can also make those changes as an admin by using /set _variable (notice there is a space between the set and the _).  A full list of these settings can be found on the [[Server Variables]] page.  Other options, such as how many times a flag can be grabbed before it resets or if flags can land on buildings are explained [http://my.bzflag.org/bb/files/antigrav4teamconf_114.txt in this forum post]&lt;br /&gt;
Optionally, the variables can be placed in a separate configuration file and referenced when the server is started.&lt;br /&gt;
&lt;br /&gt;
===Basic Definitions===&lt;br /&gt;
;Objects&lt;br /&gt;
:Objects are the basic building blocks of the bzw file.  Objects begin with a line declaring the object, some fields describing that object, and a line that closes the object (usually with &amp;quot;end&amp;quot;).  Each of these sections of the object is important.&lt;br /&gt;
;Comments&lt;br /&gt;
:BZFS ignores anything in a line following the #; the line has been &amp;quot;commented out.&amp;quot;  It is highly recommended that comments be used often, both for the mapmaker and for others that may see the map.&lt;br /&gt;
;3D Cartesian Coordinate System&lt;br /&gt;
:In most objects, you will see three numbers after position and size. These numbers are coordinates on a graph. The first number is the x coordinate (left and right) the middle number is the y coordinate (forward and backward) and the third number is the z coordinate (height and depth). Another way of thinking of it is: x = width, y = depth, z = height. (Those accustomed to the Y axis determining height will have to slightly adjust their thinking.) &lt;br /&gt;
&lt;br /&gt;
==Sample Objects==&lt;br /&gt;
===The Box===&lt;br /&gt;
Perhaps the simplest object is the box.  There is actually nothing special you can do to it (but in versions of BZFlag from 2.0.8 up, you can do a lot more to it).  Here is an example of a box:&lt;br /&gt;
&lt;br /&gt;
 box&lt;br /&gt;
   name box1             # Optional, but good to include&lt;br /&gt;
   position 0 0 0&lt;br /&gt;
   size 10 10 10&lt;br /&gt;
   rotation 0&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
In the first line, notice the word &amp;quot;box&amp;quot;.  It simply says the next object is a box.  The next line is the name of the object.  It is defined with the syntax &amp;quot;&amp;lt;tt&amp;gt;name &#039;&#039;objectName&#039;&#039;&amp;lt;/tt&amp;gt;&amp;quot;.  It is not required, but is good to include.  The third line defines the position of the center of the bottom of the object.  The three arguments of &amp;lt;tt&amp;gt;position&amp;lt;/tt&amp;gt; are the x, y, and z coordinates of the box, respectively.  The x and y coordinates can be positive or negative, but the z coordinate should just be positive or zero.  On the fourth line, the size of the box is defined.  The arguments of &amp;lt;tt&amp;gt;size&amp;lt;/tt&amp;gt; are the x, y, and z sizes of the object, respectively.  The x and y arguments make the box that wide on both sides of it&#039;s position.  However, the z argument makes the object exactly the number of units tall as defined.  The next line just says how much the object is rotated.  This number is the number of degrees of rotation, and can be negative or positive.  The last line just tells BZFlag the object is done, and a new one can be defined.  be sure to &#039;&#039;&#039;always&#039;&#039;&#039; use this.&lt;br /&gt;
&lt;br /&gt;
===The Cone===&lt;br /&gt;
Most objects have similar parameters as the basic box.  For instance, the code for a cone may look something like this:&lt;br /&gt;
&lt;br /&gt;
 cone&lt;br /&gt;
   name cone1&lt;br /&gt;
   position 0 0 0&lt;br /&gt;
   size 10 10 20&lt;br /&gt;
   divisions 128&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
Divisions basically decide how smooth the cone is.  The higher the divisions the more smooth the cone is.  A division of 4 would look like a pyramid.  Another parameter that can be added to the cone object is angle. If you say angle 180, that would make 1/2 of a cone, 90 would make 1/4 of a cone, and so on. &lt;br /&gt;
&lt;br /&gt;
===The Arc===&lt;br /&gt;
&lt;br /&gt;
An arc is basically a cylinder. However it doesn’t have to be a perfect cylinder depending on certain options you select. For an arc the only required options are divisions, position and size. Just like the cone divisions have the same effect, position and size are all the same. Once again you can have an oval shaped cylinder type thing. Now, you WILL find more options to an arc than to a cone, for example the ratio option. The ratio options let you basically put a hole in the cylinder. So if you have the option: ratio 1 you would have a full cylinder. If you say for example ratio .3 or any number less than 1 you will get a whole in the cylinder. The bigger the number, the smaller the hole. Angle allows you to do a simi-circle. Rotation once again isn&#039;t really needed. all the options like spin and shear are the same for this object too! phydrv and matref I’ll show later. Let’s move to the sphere &lt;br /&gt;
&lt;br /&gt;
===The Sphere===&lt;br /&gt;
&lt;br /&gt;
The only options required to make a sphere are position, size, and divisions. &lt;br /&gt;
All these options do the same thing as they did in the objects above.  You may also have an oval like sphere.  You make an oval like sphere simply by making the x and y&#039;s different sizes just like in the cone and arc.  The radius option is just a substitute for size.  You can write size 10 10 10 or radius 10.  Both do the same thing. However if you want an oval shaped sphere you have to use size.  Rotation wouldn&#039;t really have an effect and the shear and spin works the same for this object.&lt;br /&gt;
&lt;br /&gt;
==Getting more help==&lt;br /&gt;
*The links at the bottom of the [[:Category:Map Making|Map Making]] page.&lt;br /&gt;
*The original creator of this page is flight, you can email him at dirtbikerdude_91@yahoo.com and he will be happy to answer any questions that he is capable of answering.&lt;br /&gt;
&lt;br /&gt;
==Special Objects==&lt;br /&gt;
There are certain objects that are often coded by hand because it is simpler or it is impossible to do with graphical map creation tools.  &lt;br /&gt;
&lt;br /&gt;
===Materials ===&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   addtexture blue_bolt.png &lt;br /&gt;
 end &lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   matref mat1 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
Material is letting the computer know that a material is about to be explained to it.  You name it so that way you can reference it with the matref.  The name can be any thing you want as long as it does not have any spaces.  You type in &amp;lt;tt&amp;gt;addtexture&amp;lt;/tt&amp;gt; and you state a texture name.  Now, how do you know what texture names there are to use?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Linux&#039;&#039;&#039;: Running &amp;lt;tt&amp;gt;ls /usr/share/bzflag/*.png&amp;lt;/tt&amp;gt; in a terminal will show the list of pictures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Mac&#039;&#039;&#039;: If you control click (right click) on the bzflag icon, click show package contents, click contents, and click resources, those are the pictures you may use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Windows&#039;&#039;&#039;: The default path is &amp;lt;tt&amp;gt;C:\Program Files\BZFlag\data\*.png&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What you will find are images that are used in every day games.  The top of a base, the wall of a base. A bullet which is blue_bolt.png (as was used above).  The full path to the texture needs to be used if the texture is not found in that directory.  Any customized textures should be uploaded to the [http://images.bzflag.org/submitimages/ BZFlag Image Submission System] before the map is hosted publicly.&lt;br /&gt;
&lt;br /&gt;
Servers running bzfs 2.0.8 and earlier will require &amp;quot;meshbox&amp;quot; and &amp;quot;meshpyr&amp;quot; in order to apply textures and physics to these objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead of creating a new texture, many interesting and creative things can be done with the &amp;quot;diffuse&amp;quot; parameter in the material object.  You can add the diffuse command and it will look like this diffuse 1 1 1 1.  The first number is the amount of red that will be in the meshobject.  The second number is the amount of green, the third is the amount of blue.  So you can mix those colors to make more colors.  You may use a range from 0-1.  For example diffuse .3 .5 .26 1.  The fourth number determines the opacity or transparency (the see-throughability).  0 is invisible, .5 is half invisible, and 1 is normal. &lt;br /&gt;
&lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   diffuse .5 .25 .1 .6 &lt;br /&gt;
   addtexture mesh.png &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physics make your tank behave in different ways.  If you have ever played laser mania by Louman than you know on the outskirts of the map there is something you can jump on and you go really fast, that is a physics. Physics and materials work the same way.  Physics is to material as phydrv is to matref.  You must specify a physics then on a meshbox, meshpyr cone arc sphere or whatever, you can reference that physics by using the phydrv command just like you would use the matref command for materials.  There are different physics commands.  Linear, angular, slide and death.  In the Louman map I mentioned above is a linear physics.  Linear physics makes your tank move in a line.  The numbers after a linear command are just like position x y z.  Example:&lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy1 &lt;br /&gt;
   linear 50 0 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank move at a speed of 50 in a positive x direction you may use -50 and it will make it go the other way.&lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy2 &lt;br /&gt;
   linear 0 50 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank move at a speed of 50 in a positive y direction &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy3 &lt;br /&gt;
   linear 0 0 50 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank jump at a speed of 50 &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy4 &lt;br /&gt;
   slide 5 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank basically feel like it&#039;s on ice.  Whichever way the tank is moving it will keep moving that way. &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy5 &lt;br /&gt;
   death haha! you died &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make the tank die when it touches the object that refers to this and the message haha! you died will be displayed to that person. &lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
 physics &lt;br /&gt;
   name phy1 &lt;br /&gt;
   death I like you better dead! &lt;br /&gt;
 end &lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   phydrv phy1                       # Or what ever you named the physics.&lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This works just like the material &lt;br /&gt;
&lt;br /&gt;
The thing about physics and materials is that they have to be written before they are referenced. &lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;won&#039;t&#039;&#039;&#039; work &lt;br /&gt;
&lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   matref mat1 &lt;br /&gt;
 end &lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   addtexture blue_team.png &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
==Transformations==&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Castle_Warfare&amp;diff=4576</id>
		<title>Castle Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Castle_Warfare&amp;diff=4576"/>
		<updated>2008-05-14T16:42:12Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Server Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;‘’’Castle Warfare’’’ is a 2 team (red vs. green) CTF map.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Like [[The Two Castles]],  Castle Warfare is based on a symmetrical map with two castles. Laser and Guided Missile are the most common superflags. Stealth, Cloaking and Wings are found below the castles, Thief in the middle, and Shockwave in random places. Each castle has two towers accessed by a teleporter, and are popular GM sniping areas. The team bases are located on the third level of each castle. On the second and first floors are GM sniping areas. The second floor contains a narrow bridge that leads to the enemy castle.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The two main ways for destroying enemies is sniping from the team base castle. Another way is to get down to the ground, grab a Stealth flag, go through the tunnel, then jump up to the first or second floor of the enemy base and kill the sniping tanks. If you are lucky enough to get shockwave, go below the enemy base below enemy tank(s), jump and shoot. Don’t count on stealth to get shockwaves because shockwave is rare and random. &lt;br /&gt;
&lt;br /&gt;
Most players that get the enemy flag go across the bridge, but the safest way is through the tunnel. Wings is useful for killing enemy GM snipers in towers. You have to identify players (pressing i) before you shoot a guided missile because it is unusually easy to shoot teammates instead of enemies.&lt;br /&gt;
&lt;br /&gt;
==Server Rules==&lt;br /&gt;
3 shots between reload, 12 shots for laser, 15 shots for wings, unlimited GM shots, 2.0 seconds reload time, [[Team Kill | team killers]] are eventually kicked, lag and jitter not tolerated.&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]] [[Category: 2 team Maps]] [[Category: CTF Maps]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4553</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4553"/>
		<updated>2008-05-12T11:22:38Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* List of suggested flags: */ Tidying snarfed table syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc0000&amp;quot;&amp;gt;READ THIS FIRST&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* First, check that your idea isn&#039;t already here. Chances are someone else has already come up with your flag.&lt;br /&gt;
* Next, think carefully about your flag. Come up with a short and succinct description. Not only will a short description will make it easier for the project management team to make a decision about the flag, but it usually also indicates the quality of the idea. Chances are if a flag requires more than a short sentence or two, it&#039;s too complicated for the game.&lt;br /&gt;
* Make sure your flag idea isn&#039;t overpowered or stupid.&lt;br /&gt;
* Finally, add your flag to the &#039;&#039;&#039;top&#039;&#039;&#039; of the section with the blank &#039;status&#039; field. Use the teal background color and leave the status blank!&lt;br /&gt;
* Note that  your flag approved to a &amp;amp;quot;yes&amp;amp;quot; does not mean it will happen. Everything done is what the developers want to do - if a flag requires significant changes to the codebase and isn&#039;t the most brilliant idea ever, it&#039;ll probably sit here for quite some time before being implemented, if ever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is NOT a list of flags that are being considered. Discussion/implementation of these is encouraged, but does not mean any of these flags are going into the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do implement a flag keep these things in mind:&lt;br /&gt;
* All powerful flags aren&#039;t fun.&lt;br /&gt;
* Flags that ensure your immediate destruction aren&#039;t fun.&lt;br /&gt;
* Flags that aren&#039;t useful aren&#039;t fun.&lt;br /&gt;
* Flags boost/modulate tactical trait of tanks&lt;br /&gt;
&lt;br /&gt;
Based on these observations we have the following rules:&lt;br /&gt;
&lt;br /&gt;
;Flag power must be limited&lt;br /&gt;
:For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can&#039;t lose.&lt;br /&gt;
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. You&#039;ve gotta be good, but it can be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Flag powers can counteract/balance each other.&lt;br /&gt;
:Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.&lt;br /&gt;
:Consider adding counterbalancing flags together. Or consider adding a flag that acts as a counterbalance to an existing flag or flags. Also consider making your new flag counterbalanced by an existing flag; superbullet is often a good choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Don&#039;t add flags that (almost) instantly kill the owner.&lt;br /&gt;
:I considered adding a Death flag that would instantly kill the tank that grabbed it. I changed my mind because that&#039;s not fun and seriously dampens interest in picking up flags. Mines are similar. You&#039;re driving around and *boom* you&#039;re dead. Nothing you could&#039;ve done to avoid it, no mistake you made. You&#039;re just dead. People don&#039;t mind losing so much if they know it was because they did something wrong.&lt;br /&gt;
:Even worse is a flag that disables your radar and vision. You&#039;re basically dead. You can shoot at random and hope to get lucky, but no amount of skill can save you. And what&#039;s worse than the Death flag is that you have to stagger around waiting for someone to kill you.&lt;br /&gt;
:A flag that seriously disables a tank is not as bad because the player can still use skill to defeat as many enemies as possible before getting shot. Thus we have flags like left turn only and obesity.&lt;br /&gt;
&lt;br /&gt;
;Flags should require new skills&lt;br /&gt;
:Flags that require new skills keep the game interesting. If there&#039;s still more to learn about using ricochet or guided missile, or more to learn about fighting against them, then people will keep playing.&lt;br /&gt;
:Some flags seem pretty dull to some players. The steamroller and the phantom zone come to mind, or quick turn. These aren&#039;t the most powerful flags, but they do have their uses and some people enjoy them. However, I think I should have removed SR and PZ. Steamroller&#039;s usefulness is very limited and looks pretty weak compared to shock wave. PZ tends to encourage very defensive play, which slows the game down. But quick turn can be very effective when used well; put it in a tight furball and it&#039;ll do serious damage. You just have to learn how to take full advantage of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of suggested flags: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+align=&amp;quot;bottom&amp;quot; style=&amp;quot;color:#e76700;&amp;quot;|&#039;&#039;Legend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|To be Approved&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Approved as a not bad idea, but needs research&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#41a141;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Claimed (Implementing)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|SVN&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Maybe but there are issues&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!+/-&lt;br /&gt;
!Status&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|AirStrike (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Lock onto a player using right click; firing drops a bullet from the sky onto target. Similar to GM, but useful against people who camp on towers and can&#039;t be hit by normal means. (dim3wit)&lt;br /&gt;
|- &lt;br /&gt;
|Ghost (GH)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Combines Stealth and Cloak, but the player who picks up this flag will die in around 20-30 seconds, even if he drops the flag. Only useful if applied well. (dim3wit)&lt;br /&gt;
|- &lt;br /&gt;
|BadBullet (BB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&lt;br /&gt;
|Your bullets become guided missiles that loop around and hit you, if there are no enemies in the way (if they get hit they die). Does not kill teammates. Goes slow enough for you to outrun but goes through buildings. Has very long range and cannot travel out of the world. Stops after 3 minutes. Has large turning circle and ricochets off world borders and teleporters. Bad flag.&lt;br /&gt;
|-&lt;br /&gt;
|Jump and Stay (JS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|You jump and when you reach the top of the jump, you stay at that level, but cannot jump further. You can still move and shoot. &lt;br /&gt;
|-&lt;br /&gt;
|Crazy Color (CC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&lt;br /&gt;
|Your tank looks like a rogue on the hud, radar and scoreboard, but isn&#039;t. Prevents teams from knowing which side you&#039;re on. Bad flag.&lt;br /&gt;
|-&lt;br /&gt;
|CanYon (CY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&lt;br /&gt;
|Causes a deep gorge to spread in front and behind you, killing all tanks that fall in. Teammates are not affected. You can&#039;t shoot while you have this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Plane(QP)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Basically the bullet behaves like a quantum, where it starts off like a wave and has multiple locations, has the capability of tunneling through boundaries, and when encountered by  a tank collapses into a particle resulting in that tank collapsing into a reality where that tank may or may not be killed (like Schrödinger&#039;s Cat). When a tank shoots, the shot does not have a specific location, but rather a probability distribution along a plane parallel to the ground at the same altitude the shot was made.  This &amp;quot;quantum plane&amp;quot; would have the same color as a bullet, however it would be brighter and more opaque where the probability of the bullet&#039;s location is higher, and more translucent and not as bright where the probability is less, in other words it would look like a flat electron cloud.  The Bullet would have zero probability of being in an object, so OO tanks are safe, however the bullet can be inside hollow areas closed off from the area where the tank shot the bullet (i.e. rooms), this allows for quantum tunneling.  The probability distribution is determined by the boundaries formed from the cross section of the map in the quantum plane, in other words the wave has to be a standing wave that resonates within the boundaries, thus the particular probability distribution would be found by a partial differential equation.  When a tank intersects the plane, the probability of that tank being hit by the bullet is calculated by a double integral, where the tank&#039;s cross section is the boundary.  Then a random number generator determines if that tank is shot or not shot, and the chances of either way is determined by the the tank&#039;s probability of being shot. Once it is determined either way, that particular plane collapses for the tank that intersected with it, thus the plane does not affect that particular tank anymore nor does that tank see it, so to that tank the plane doesn&#039;t exist anymore, however it can still affect other tanks that have not collapsed the wave function.  The Quantum Plane exists until all the tanks intersect with it, or until it expires after the amount of time it takes to reload a regular bullet.  It is possible for more than one tank to be killed by the same Quantum Plane, however it is also possible for the QP holder&#039;s teamates and even the QP holder itself to be killed.  In fact as soon as the QP holder fires, it collapses the Quantum Plane in its perspective, because the holder automatically intersects with the plane.&lt;br /&gt;
|- &lt;br /&gt;
|Teleport Shot&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no on drop flags, and too complex&lt;br /&gt;
UPDATE: It&#039;s not on-drop, it means that only one shot is allowed. I clarified the description.&#039;&#039;&lt;br /&gt;
|You can only shoot one shot with this flag. When your shot expires, you appear where it expired. Shots don&#039;t kill.&lt;br /&gt;
|-&lt;br /&gt;
|Switched Laser? (SL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; Not different enough &#039;&#039;&lt;br /&gt;
|Like Laser, but it doesn&#039;t ricochet on servers with ricochet on. Maybe a server option or plugin to make &amp;lt;flag-type&amp;gt; not ricochet instead?&lt;br /&gt;
|-&lt;br /&gt;
|Flame Thrower (FT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; shockwave does the same thing beter&#039;&#039;&lt;br /&gt;
|Firing a shot emits a short length of flame, which never ricochets.  It should get wider as it leaves the barrel, have a duration of half a second or so and have a long reload time. If it could &amp;quot;snake&amp;quot; as the turret turns, even better!  There should be a new sound to accompany the firing and some nice graphics for the flame.&lt;br /&gt;
|-&lt;br /&gt;
|Air Strike (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; no flag combos &#039;&#039;&lt;br /&gt;
|Tank can drive in air (like Wings). Right-click to lock on to target like GM, except that a) your shots may only aim down and b) your shots travel in straight lines.&lt;br /&gt;
|-&lt;br /&gt;
|Grenade (GN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too deadly/complex &#039;&#039;&lt;br /&gt;
|When your shots die (i.e. hit wall when no ricochet, or expire in air or killing somebody) they explode in a SW. (I don&#039;t know if this is possible in 3.0.)&lt;br /&gt;
|-&lt;br /&gt;
|Ball (BA)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; dosn&#039;t  need to be a flag, is more of a game mode with plugins&#039;&#039;&lt;br /&gt;
|BA is for maps with a sport structure in CTF mode.  Shots are like a reverse thief, where BA is passed to a tank that is hit by a BA shot.  A tank with BA can only shoot one shot at a time.  Instead of looking like a thief beam, it could resemble a regular shot with a distinguished color.  A Thief can steal a BA only if the BA tank is fully loaded, that is there aren&#039;t any BA shots on the map from the corresponding BA tank.  If a tank with BA makes a shot, and is killed before that shot expires, the BA flag doesn&#039;t respawn until that shot expires.  It would have to be determined where the BA flag respawns in such a situation (i.e. at the location where the recently deceased BA carrier died, at the location where the BA bullet expired, or at the BA reset point).  When a tank is on top of its own team base and is holding a BA flag, that tank&#039;s team&#039;s score is increased by one and the BA flag is reset, just like a capture.&lt;br /&gt;
|-&lt;br /&gt;
|Steerable Shot (SS) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too complex&#039;&#039;&lt;br /&gt;
|Shots can be steered using keyboard or mouse. HUD follows shot. Cannot move tank while a shot is active.&lt;br /&gt;
|-&lt;br /&gt;
|Player Distance (PD) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; not a flag, but a mode for auto id.&#039;&#039;&lt;br /&gt;
|Right-clicking or pressing I to identify a player shows the distance to that player as well.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Drop (FD) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; flags generally kill &#039;&#039;&lt;br /&gt;
|Firing causes all tanks nearby to drop their flags. Cannot kill with this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaked Shot (CS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039;Yes, done in 2.99&#039;&#039;&lt;br /&gt;
|Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!&lt;br /&gt;
|-&lt;br /&gt;
|Shot Protection (SP) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too powerful, shield does a more fair job&#039;&#039;&lt;br /&gt;
|Firing destroys all shots nearby. Cannot kill with this flag. Does not affect Laser or Super Bullet.&lt;br /&gt;
|-&lt;br /&gt;
|Camouflage (C) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; just use cloak&#039;&#039;&lt;br /&gt;
|The tank has the same color/texture as the nearest object within a specified range, if there isn&#039;t an object within that range then it has the same color/texture as the ground. The Tank can be killed by a Laser.  Camouflage is a weaker form of Cloak. If Stealth properties are included, it is a stronger form of Stealth.&lt;br /&gt;
|-&lt;br /&gt;
|Snipper (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; no super powerfull combo flags &#039;&#039;&lt;br /&gt;
|Tank is Stealthed and Camouflaged(i.e. the tank has the same color/texture as the nearest object within a specified range, if there isn&#039;t an object within that range then it has the same color/texture as the ground).  It has 4 times the range and speed of a normal shot.  Reload time takes 4 times longer than a normal shot.  SN has a shot # limit of 1 before requiring reload.  SN can be killed by a laser. Binoculars are magnified twice as much as   usual. SN is not too practical for short range use.&lt;br /&gt;
|-&lt;br /&gt;
|SCaler (SC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, basically the same as All Terain&#039;&#039;&lt;br /&gt;
|This flag enables the ability to climb the walls of a pyramid, box or any other object. A BZDB variables I thought of for it might be _scalerSpeed or maybe the speed should be the same as _tankSpeed. MDSKPR&lt;br /&gt;
|-&lt;br /&gt;
|BlinkMine (BM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; no mines&#039;&#039;&lt;br /&gt;
|This flag is shot and lays a mine that blinks very rapidly, if runover it disables shooting until BZDB variable _mineTimeLimit kicks in and enables shooting again. also another BZDB variable could be added _mineDeactivateTime setting how long a mine can remain dangerous. yet another BZDB variable could be added specifying the mine size. maybe BZDb variable _mineLimit could specify how many mines a player could have or it could be just based on the shot limit. this flag is useful if being chased and many other uses   MDSKPR&lt;br /&gt;
|-&lt;br /&gt;
|Unsteady (US)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When jumping, the tank gets a random angular momentum, like you accidently moved your move while pressing jump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(This is a resubmit: I submitted this flag along with others quite some time ago, but, unlike the others, this just vanished from the Wiki)&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Tesla Coil (TC)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;too complex &#039;&#039;&lt;br /&gt;
|Zaps all tanks (including ST) that come within a SW radius of the TC carrier tank.  Only works if TC carrier is grounded (i.e. it is touching the ground or touching something else that is touching the ground).  Once a tank is zapped it becomes charged. If a charged tank is or becomes grounded it dies, unless the zapped tank has SH in which case it just becomes discharged and loses its SH flag.  If a charged tank is not grounded and touches an uncharged tank, the charge is transfered.  A TC carrier is by default uncharged, however, it can become charged from a transfer or from being zapped by another TC carrier.  A tank that dies from the zap, either directly or from 1 or more charge transfers adds a point to the TC carrier&#039;s score, unless the killed tank is a teammate in which case the TC carrier looses a point and dies as normal. Charged tanks are indicated by corona discharge.&lt;br /&gt;
|- &lt;br /&gt;
|Nuclear Fallout (NF)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; far far far too complex&#039;&#039;&lt;br /&gt;
|A modified version of GM. NF fires, locks on, and flies like GM except at the point and right after the time of impact, a Mushroom cloud and Electromagnetic Pulse (EMP) emerges as a residual effect.  To sum up what the effect of this weapon might look like: You start off by ideally locking on to an enemy tank, and then launch the NF.  The NF soars through the sky like a gm and then impacts. At the time and from the point of impact a very short lived but extremely bright white flash is seen, considering the speed of sound, it is followed by a loud/dull roar that is heard until the NF expires, and whose amplitude is inversely proportional to the distance from the NF&#039;s epicenter.  The EMP should propagate faster than a SW, lets say three times. The mushroom cloud should propagate slower than a SW, lets say 1/3 the SW&#039;s speed.  However both the EMP and mushroom cloud dissipate at the same time.  A tank hit directly by an NF, only at the point and time of impact with in a radius of a bullet, would die, just like being hit by a GM.  The EMP radiates up to a radius equal to maybe three times the SW radius and causes Radar Jamming on all tanks within the EMP radius. Radar Jamming Stops either when the EMP expires or when the tank exits the EMP radius.  The EMP would be invisible except for the fact that a tank within the EMP radius would see everything in the HUD as tinted the color of the tank that fired the NF, and the EMP would be marked on the radar of tanks outside the EMP as perhaps a black disk or a disk with the color of the firing tank.  A tank while within the radius of an existing EMP, would not be seen on the radar except by a Seer flag carrier outside the EMP radius, thus it would effectively be stealthy. If a tank is outside of the EMP but over or under it, the tank would appear superimposed over the disk as if the disk was not there.  Perhaps something similar could be done to the radar visibility of bullets.  Similarly, if a Tank comes into contact with the Mushroom cloud, the tank becomes blinded until either the Mushroom Cloud Expires or if the tank leaves the mushroom cloud.  The Mushroom cloud would be visible to everyone outside of the mushroom cloud, which would also be an out the window indication of the location of the epicenter of the NF.  A tank with seer would not see the mushroom cloud but see everything in it as opposed to someone without seer.  The Mushroom cloud Emanates from the point of impact and at the time of impact perhaps up to a height of 6 SW radii, the stem would be cylindrical and could expand to a radius of 1/4 of the SW radius, and the top of the cloud would look like a squashed sphere perhaps expand up to a short radius of 1/2 of the SW radius and a long radius of 1.5 SW radii.  These are only ideas, the exact shape, color, textures, and maximum dimensions would have to be thought out more thoroughly, but I would think that none of the adjustable properties of the NF would have to be based on too many more variables than that of the GM and the SW.  The NF could dissipate after it reaches its full dimensions, or it could linger for a set amount of time. Tanks carrying a Shield flag would be immune to the effect of both the EMP and mushroom cloud, however neither the EMP nor the mushroom cloud would cause a tank to drop its shield flag.  Although, if a tank carrying a shield flag while encountering a direct impact at the time of impact from the NF, it will drop the shield flag as if hit by a GM, but then it will be affected by the EMP and mushroom cloud.  A Seer flag is ineffective in the NF.  Just like GM, you can&#039;t lock onto a tank that has Stealth, using NF.  Reload time is twice as long. The NF, along with GM, can&#039;t lock onto a tank within the radius of a non-expired EMP.  Conversely a tank that has an NF or a GM within the radius of a non-expired EMP, can&#039;t lock onto another tank.   If it doesn&#039;t make this flag too powerful, perhaps an optional SW could emanate at the time and point of impact, having of course its usual properties except it could kill the tank that fires that NF if it impacts too closely.  Another concept to consider is to include a radiation wave that has the same radius as the SW, but instead of killing tanks within its radius, tanks within its radius automatically drops any flags it carries except the shield flag, either until exiting the radiation wave and/or perhaps until a preset time period has expired after the tank exits.  As an indication of being affected by a radiation wave, one would hear clicks like from a Geiger counter and maybe see small random flashes to simulate the way gamma rays affect one&#039;s eyes, while one still has radiation poisoning.  The radiation wave would last for the same amount of time as the overall NF.  I think the NF can really enhance strategy and action in this game, however if this flag seems too powerful, I hope that at least I have inspired spin offs.&lt;br /&gt;
|- &lt;br /&gt;
|SPinner (SP)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If you turn when you have this flag you can&#039;t stop turning. Optional: If you leave the tank turning it slowly gets faster and faster, but probably only to a set speed otherwise it would get too fast.&lt;br /&gt;
|- &lt;br /&gt;
|DoNuts (DN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too mean&#039;&#039;&lt;br /&gt;
|When you pick up this flag it has the affect of picking up SPinner and Don&#039;t Stop, which means the tank doesn&#039;t stop spinning and doesn&#039;t stop driving.  The tank is now driving around in circles like it is doing donuts. Mmmm... Donuts!!&lt;br /&gt;
|- &lt;br /&gt;
|Looking Around (LA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too mean &#039;&#039;&lt;br /&gt;
|This makes the camera view spin around but not the tank.  It&#039;s like you are sitting on the turret and the turret is spinning around, but of course the tank is still facing forward, but this flag WON&#039;T make the turret spin, only the camera you still have to fire forward. This could make the radar spin to the same way you are viewing, or leave the radar facing the same way.&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (AY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;too complex, needs aiming to work right&#039;&#039;&lt;br /&gt;
|The distance the warhead travels is in direct relation to how long fire button is held down. Projectile flies in an arc exiting from tank at 45 degrees (no vertical aim required). Range indicated above HUD as RANGE:### (counter advances as fire button is held down). &lt;br /&gt;
possible advantages:&lt;br /&gt;
-Very long range (though still finite unlike laser)&lt;br /&gt;
-shots may be fired over obstacles&lt;br /&gt;
-relatively large warhead, radius at 5%, 8%, or 10%, of normal bullet range though much less absolute than sw-perhaps the shot would be a cluster of 5 traditional bullets that travel together in an arc upon firing&lt;br /&gt;
-can function akin to anti aircraft guns against wg as well&lt;br /&gt;
 &lt;br /&gt;
Possible disadvantages: &lt;br /&gt;
-Tank becomes almost stationary except pivoting/rotation (maybe have some forward/backward motion, but at something like 5 or 3 units per second), or no jumping regardless of server (like with burrow)&lt;br /&gt;
-Shot travels slowly, has close minimum range, shot lands where machine gun terminates at minimum release (as such player can&#039;t immediately hurt self, which actually aids the learning process)&lt;br /&gt;
-very long reload time (does 15% sound reasonable?)&lt;br /&gt;
-rarity of flag, like geno?&lt;br /&gt;
-binocular view and radar only when used?&lt;br /&gt;
|-&lt;br /&gt;
|Blink (BK)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; complex, pick one &#039;&#039;&lt;br /&gt;
|Player alternates from stealth to cloak.  Radar signature alternates from stealth to cloak. Player with flag is always visible either in window or radar.  If a bad flag, player alternates from blindness and jamming for limited time.&lt;br /&gt;
|-&lt;br /&gt;
|Blink (BK)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; mean &#039;&#039;&lt;br /&gt;
|If a bad flag, player alternates from blindness and jamming for limited time. Primary preference is to use blink as super flag described above.&lt;br /&gt;
|-&lt;br /&gt;
|Tankochet&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; just a super shield, too powerfull &#039;&#039;&lt;br /&gt;
|bullets ricochet off your tank for a limited time&lt;br /&gt;
|-&lt;br /&gt;
|False Enemy (FE)&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|The opposite of MQ; when you pick up this flag, your teammates see you as from another team.&lt;br /&gt;
|-&lt;br /&gt;
|Campers Bullet (CP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; to specific&#039;&#039;&lt;br /&gt;
|Shots go through teleporters, without actually teleporting. Useful for hiding behind a teleporter and shooting through it, while being shielded by the teleporter.&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole (BH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; too complex &#039;&#039;&lt;br /&gt;
|Your shots move slowly, shots within half a shockwave radius of yours aim towards yours, (double maximum turn/frame of guided missile,) your shots absorb any shots that hit them to increase their range. Black holes either can&#039;t absorb each other or if they collide, they instantly kill all tanks, including the shooter(s).&lt;br /&gt;
|-&lt;br /&gt;
|GalaGa (GG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; lame &#039;&#039;&lt;br /&gt;
|When this flag is held, your tank becomes 1.5 (to 2) times wider. However, you are able to shoot two bullets at the cost of one (like a dual fighter in Galaga).&lt;br /&gt;
|-&lt;br /&gt;
|Dome of Protection (DP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; shield&#039;&#039;&lt;br /&gt;
|Similar to SW, but instead the &amp;quot;shell&amp;quot; is a protective dome. All shots are simply absorbed or, if there is richochet, bounce off it. It can only be penetrated by SB and SW. Note: when the flag is held the player cannot fire normal shots. They can still fight by making the shots bounce back at them.&lt;br /&gt;
|-&lt;br /&gt;
|No Ricochet (NR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Shots don&#039;t ricochet.&lt;br /&gt;
|-&lt;br /&gt;
|Ricochet Guided missile (RG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;combo flag.&#039;&#039;&lt;br /&gt;
|Instead of exploding, the RG bounces off of surfaces and continues to track the target. Option 1: It loses velocity with each bounce. Option 2: When the RG bounces, it travels in a straight line for a certain distance before regaining lock. EDIT: Perhaps we keep it as a simple ricochet, without any lock loss. The GM keeps lock, it&#039; just takes longer to get there.&lt;br /&gt;
|-&lt;br /&gt;
|NearSight (NS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;complex&#039;&#039;&lt;br /&gt;
|All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.&lt;br /&gt;
|-&lt;br /&gt;
|Long Shot (LS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039;Maybe, not a bad idea.&#039;&#039;&lt;br /&gt;
|Bullets go twice as far but at a slower speed. Possibly N/2 extra bullets.\&lt;br /&gt;
|-&lt;br /&gt;
|Low Gravity(LG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039;Yes, done in 2.99&#039;&#039;&lt;br /&gt;
|Gravity is reduced to a large degree allowing the tank to jump very high in the air.&lt;br /&gt;
|-&lt;br /&gt;
|Long Reload (LR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Reloading weapon takes twice as long.&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Stop (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Tank always moves forward or backwards, it cannot stop.&lt;br /&gt;
|-&lt;br /&gt;
|BackFire (BF)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Shots fire to rear of tank instead of front.&lt;br /&gt;
|-&lt;br /&gt;
|FrienDly fire (FD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;no, a server mode.&#039;&#039;&lt;br /&gt;
|Your shots don&#039;t kill friendly tanks (Your own ricochets are harmless!).&lt;br /&gt;
[Additional suggestions: immune to friendly shots? This can also be a server-side setting, like ricochet.]&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Echo (SE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Maybe, not a bad idea.&#039;&#039;&lt;br /&gt;
|All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.&lt;br /&gt;
|-&lt;br /&gt;
|Delayed Shot (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Shot (ES)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Player gets an extra shot.&lt;br /&gt;
|-&lt;br /&gt;
|SlowMotion (SM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Tank moves and turns with half speed.&lt;br /&gt;
|-&lt;br /&gt;
|INcoming (IN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s very very close to a cheat.&#039;&#039;&lt;br /&gt;
|Bullets that will hit the tank are highlighted on radar/main view in some fashion as a warning system.&lt;br /&gt;
|-&lt;br /&gt;
|Flip Out (FO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No not really different from reverse controls.&#039;&#039;&lt;br /&gt;
|Out of window view is upside-down.&lt;br /&gt;
|-&lt;br /&gt;
|EarthQuake (EQ)&lt;br /&gt;
| + &lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, same as using a shockwave on landing.&#039;&#039;&lt;br /&gt;
|When landing after a jump, a shockwave will destroy tanks on the ground in the immediate vicinity of the landing tank. &lt;br /&gt;
|-&lt;br /&gt;
|DeFender (DF)&lt;br /&gt;
| + &lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Fires a short-range shot that projects a miniature shockwave to destroy enemy shots.&lt;br /&gt;
|-&lt;br /&gt;
|Retro (RE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, doesn&#039;t do ANYTHING&#039;&#039;&lt;br /&gt;
|View becomes green wireframe and otherwise looks like the  [http://en.wikipedia.org/wiki/Battlezone original Battlezone].&lt;br /&gt;
|-&lt;br /&gt;
|Velocity Shooting (VS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is a server option, not to be mixed for some players and not others.&#039;&#039;&lt;br /&gt;
|Shots keep Vertical-Velocity (as its set on some Servers for all players). If you jump; shots go up and when you fall; shots aim downward.&lt;br /&gt;
|-&lt;br /&gt;
|SQuishable (SQ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|The opposite of Steamroller. When you touch other tanks (including teammates), you die.&lt;br /&gt;
|-&lt;br /&gt;
|Judas (JD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|When you pick up the flag, you immediately become a player on a different (random) team (or rogue). You must play on that team for as long as you have the flag. If you kill one of your new teammates, you die. BUT you can kill your old teammates for as long as you hold the flag. When you drop the flag or are killed, you revert to your old color.&lt;br /&gt;
|-&lt;br /&gt;
|ANtagonize(AN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, can not be localized easily, and may anger people.&#039;&#039;&lt;br /&gt;
|This bad flag causes your tank to automatically send out mild insults and taunts to opposing players. Especially the good ones by name.&lt;br /&gt;
|-&lt;br /&gt;
|CoW launcher (CW)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, would require vertical aiming to work properly.&#039;&#039;&lt;br /&gt;
|(Goofy) Launches a cow along a parabolic trajectory.&lt;br /&gt;
|-&lt;br /&gt;
|ConFusion (CF)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to CB.&#039;&#039;&lt;br /&gt;
|Tank colors and names are shuffled around. Like colorblindness, but worse.&lt;br /&gt;
|-&lt;br /&gt;
|ShowOff(SO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, basically useless in gameplay.&#039;&#039;&lt;br /&gt;
|(Goofy) Tank is capable of doing tricks, back flips when jumping, riding on one tread, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Leash(LE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Tank is confined to a small radius for a set time period but can still jump.&lt;br /&gt;
|-&lt;br /&gt;
|BUckler (BU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, shield is enough.&#039;&#039;&lt;br /&gt;
|Give the player a 45 degree shield that reflects all shots. It should be located in the arc between 270-315 degrees. The shielded area should be visible but transparent.&lt;br /&gt;
|-&lt;br /&gt;
|PSychic (PS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful and makes ID pointless.&#039;&#039;&lt;br /&gt;
|Callsigns and flag names of all (visible?) tanks appear above the tank.&lt;br /&gt;
|-&lt;br /&gt;
|Full Reverse(FR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to HS and too limited in scope.&#039;&#039;&lt;br /&gt;
|Your tank can move full speed in reverse. A middle ground between high speed and normal.&lt;br /&gt;
|-&lt;br /&gt;
|All Terrain (AT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No slopes, never. No.&#039;&#039;&lt;br /&gt;
|Can drive over slopes and pyramids, (unless steeper than 45?) and perhaps up walls too.&lt;br /&gt;
|-&lt;br /&gt;
|Tac Nuke (TN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No too powerful.&#039;&#039;&lt;br /&gt;
|On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an &amp;quot;arming&amp;quot; range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized.&lt;br /&gt;
|-&lt;br /&gt;
|Glue Trail (GT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Leaves a trail that slows down other tanks behind it. fades after server-set number of seconds?&lt;br /&gt;
|-&lt;br /&gt;
|Oil Slick (OS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Leaves a trail that makes tanks behind skid/spin. Fades after server-set number of seconds?&lt;br /&gt;
|-&lt;br /&gt;
|Petrificus Totalus (PT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players, and rather lame.&#039;&#039;&lt;br /&gt;
|Paralyzes tank. Cannot move, turn or shoot for set number of seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Toy Gun (TG)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, pointless in game play, just use the Useless flag.&#039;&#039;&lt;br /&gt;
|When you shoot,the bullet that comes out is a fake bullet attached to a string which is attached to your tank.&lt;br /&gt;
|-&lt;br /&gt;
|Icy Treads (IT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just like momentum.&#039;&#039;&lt;br /&gt;
|Tank loses traction on the ground and on all objects, as if the friction setting was lowered for that particular tank.&lt;br /&gt;
|-&lt;br /&gt;
|ParaChute (PC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just like Wings.&#039;&#039;&lt;br /&gt;
|You can control your tank ONLY when falling down and you fall down slower.&lt;br /&gt;
|-&lt;br /&gt;
|ToRnado (TR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|You jump and spin uncontrollably.&lt;br /&gt;
|-&lt;br /&gt;
|GhostS (GS)/SPawn (SP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|2 or 3 mini bot tanks come out of your tanks and help you by providing cover ect. They die by being shot or after a certain period of time (45 secs?).&lt;br /&gt;
|-&lt;br /&gt;
|Death Ball (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|Tank morphs into a Death Ball and kills anyone who touches it. Faster than a normal tanks. Can be killed by being shot 5 times. You can&#039;t jump.&lt;br /&gt;
|-&lt;br /&gt;
|DiG (DG)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to burrow.&#039;&#039;&lt;br /&gt;
|Your tank goes completely underground upon picking up the flag, and you may then shoot up at tanks above you. Anybody may lock on you (as with GM) if they hold GM, SB, or even no flag. You are also in range of SW. Bullets will follow you underground.&lt;br /&gt;
|-&lt;br /&gt;
|RaM (RM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too poweful and complex.&#039;&#039;&lt;br /&gt;
|Tank travels at normal speed unless you fire. Firing causes your tank to accelerate forward quickly and only for a certain range. When you touch another tank, it has Steamroller effect, causing them to explode.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Teleport (AT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, too powerful, and looks too much like a cheat.&#039;&#039;&lt;br /&gt;
|With this flag a player can teleport to any place visible place on the radar by clicking the desired area on the radar. Only one teleport can be done per flag, otherwise you would be impossible to kill. Another way to make it harder is to put a reload time on it, so there would be at least some pause between teleports. If you teleport to an area occupied by a building, you go to the highest place on the specified area of the building.&lt;br /&gt;
|-&lt;br /&gt;
|Ice Laser (IL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players, just kill them.&#039;&#039;&lt;br /&gt;
|This laser does not kill players. Instead, it freezes them. They can&#039;t move, jump, or shoot, for 10 seconds. Players who are shot by normal bullets while they are frozen become unfrozen. When a tank is frozen, the tank becomes white, preventing other players from knowing which team the frozen tank is on.&lt;br /&gt;
|-&lt;br /&gt;
|Kamakazi Attack (KA)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|This can be a good and a bad flag. When picked up, starts a self-destruct timer, that, when runs out, will blow you up. But if the right button is pressed before the time is up, then you blow up on the click. This can be use to kill multiple tanks, and can also be used in mid-air. Moderate blast-radius?&lt;br /&gt;
|-&lt;br /&gt;
|Swallow Tanks (SW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too confusing.&#039;&#039;&lt;br /&gt;
|(GOOFY) If you touch another tank it disappears and becomes an observer to your tank. The more tanks you swallow the more obese you become. You can only swallow a limit of 3 tanks at a time, if you swallow more you pop. If you are killed all of the tanks you are carrying are set free. The tanks jump as they are set free to avoid multiple shots that may have been fired at the original tank. Swallow your own teammates and carry them deep into enemy territory!&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Bolt (EB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too powerful and confusing.&#039;&#039;&lt;br /&gt;
|Looks like thief shot when fired (Short range weapon) only when it hits a structure it kills everyone on it or touching it (or in it, players with OO). This would be handy for killing tanks sitting in hard to get to places!&lt;br /&gt;
|-&lt;br /&gt;
|Invisible Objects (IO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|All surface objects (pyramids, boxes, etc.) become invisible.&lt;br /&gt;
|-&lt;br /&gt;
|Meatloaf Launcher(ML) &lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Just move forward while jumping, unrelated name.&#039;&#039;&lt;br /&gt;
|Jumping propels your tank not only upwards but forwards as well.&lt;br /&gt;
|-&lt;br /&gt;
|Bent Turret (BT)&lt;br /&gt;
| -/+&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|All shots go out 30 degrees to the left/right (than a normal shot). Some people might call this a super flag because it helps dodging.&lt;br /&gt;
|-&lt;br /&gt;
|Tiny Bullet (TB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Perhaps.&#039;&#039;&lt;br /&gt;
|This bad flag causes your the bullets to shrink, making them hard for you to hit your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Missle Jammer (MJ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|Prevents a GM lock on your tank.  You can still be killed by normal shots, or unlocked shots.&lt;br /&gt;
|-&lt;br /&gt;
|Score Flags (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe, a multi-player isn&#039;t a bad idea.&#039;&#039;&lt;br /&gt;
|Gives you more than one point for each kill. Maybe randomize between 2 and 5 points. (This could also be used as a handicap for beginners)&lt;br /&gt;
|-&lt;br /&gt;
|NearSight (NS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe, not too game breaking, but not relay that exciting.&#039;&#039;&lt;br /&gt;
|All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.&lt;br /&gt;
|-&lt;br /&gt;
|Black Death (BD)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too powerful and confusing&#039;&#039;.&lt;br /&gt;
|This flag is similar to a team flag only when it is captured it kills all other opposing teams (instead of just one specific team). This would make it so that multiple teams would be competing for one flag. (The color of the flag is black)&lt;br /&gt;
|-&lt;br /&gt;
|Colored Flag (CF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, would destroy CTF.&#039;&#039;&lt;br /&gt;
|CTF only flag. Other people see the CF as their own team flag (except own team?)&lt;br /&gt;
|-&lt;br /&gt;
|Punch (PU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just kill with steamroller.&#039;&#039;&lt;br /&gt;
|Hitting a tank at full speed throws it some appreciable distance away&lt;br /&gt;
|-&lt;br /&gt;
|Remote Mines (RM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no mines. They will seem to kill players for no reason.&#039;&#039;&lt;br /&gt;
|Firing places a mine, up to some predefined number. The next shot detonates all of them&lt;br /&gt;
|-&lt;br /&gt;
|Firewall (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too hard to sync, and somewhat confusing.&#039;&#039;&lt;br /&gt;
|Firing creates a temporary wall of flame that tanks cannot pass&lt;br /&gt;
|-&lt;br /&gt;
|Glue Bomb (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Shot would detonate in a big pile of glue, slowing down people in the blast radius&lt;br /&gt;
|-&lt;br /&gt;
|Corbomite Device (CD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing, and hard to sync.&#039;&#039;&lt;br /&gt;
|When the tank is shot, it generates a reciprocating shot to what killed it - these shots can be dodged normally, in most cases (SW, GM being impossible/difficult)&lt;br /&gt;
|-&lt;br /&gt;
|Clone (CN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing and too much like cheats.&#039;&#039;&lt;br /&gt;
|Tank emits a hologram clone at some offset from itself as a diversion.&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen (SC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, doesn&#039;t add much for gameplay.&#039;&#039;&lt;br /&gt;
|The tank emits a cloud of smoke behind it. This provides a visual wall, and perhaps cancels out GM locks as well.&lt;br /&gt;
|-&lt;br /&gt;
|Time Lapse (TL)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to blind and jamming combined.&#039;&#039;&lt;br /&gt;
|Holding this flag will cause the HUD &amp;amp; radar to refresh only every second or so.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bullet (BB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful, shots are computed as point hits.&#039;&#039;&lt;br /&gt;
|Bullets are twice (or more) as large. Tank feels a kick-back when firing&lt;br /&gt;
|-&lt;br /&gt;
|Gravity Well (GW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|One-shot fire, creates a gravity well at some distance away from the firing tank. This well pulls in all tanks around it - driving away from the well will slow the descent. Possible avoidance/negation flags include BU, OO, PZ, HS.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror (MI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just make CL deflect laser.&#039;&#039;&lt;br /&gt;
|Holding this flag will reflect a hit by laser. Flag is not dropped after a hit. The appearance of a tank holding this flag changes so that it reflects the surroundings. Or maybe appears pseudo-transparent, rather like the inside of structures viewed with Oscillation Overthruster, or of objects when in the PZ.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Ball (PB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limited, and just kinda weird.&#039;&#039;&lt;br /&gt;
|Shoots a large (8 unit) sphere that behaves exactly like a super bullet -- except it travels very, very slowly. It would travel as fast as a burrowed tank going in reverse, thus being easy to outrun in open areas, but hard to avoid on &amp;quot;indoor&amp;quot; maps. Because of the size, it would kill burrowed tanks when fired on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|Fake Bullets(FB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, and pointless.&#039;&#039;&lt;br /&gt;
|1) your bullets look, bounce, show up on radar, and seem real, but they pass right through tanks, causing no damage, and can&#039;t harm anyone. This can seem like a bad flag, but would be great to get the other team jumping and running while having zero chance of hitting your own team (and this is how I&#039;d like to use it). 2) Could be made a bad flag that requires you to hold it for a certain amount of time before dropping it. (Would be nice if there were a way to keep a bad flag if you choose.) 3) optional: fire rate is doubled, or unlimited&lt;br /&gt;
|-&lt;br /&gt;
|BulletInertia(BI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s a server setting.&#039;&#039;&lt;br /&gt;
|When a shot is fired it has the same motion as the tank when it was fired. So if the tank is falling the shots move downward towards the ground, and shots are accelerated or decelerated if the tank is going forward of backward.&lt;br /&gt;
|-&lt;br /&gt;
|Warp Engine (WE)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|Tank can hit newly-defined &amp;quot;Warp&amp;quot; key (perhaps jump key?) and, with a two-second delay, instantaneously be transported an amount in the direction of facing equal to the current warp power, which starts at a minimum value. Pushing the key during the delay period increases the power; increasing it past a certain amount causes the warp engine to overload and blow up. Warping into buildings or outside the world boundary causes a collision and blows up the tank. (A random chance of being dropped when used, depending on how much power is applied? Use a gradual teleporter fog during the about-to-warp delay? Signal about-to-warpness to the other players by turning the tank gradually bright glowing white? Use a new sound for when the warp occurs?)&lt;br /&gt;
|-&lt;br /&gt;
|Identify Friend/Foe (FF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just apply the setting to Masquerade.&#039;&#039;&lt;br /&gt;
|Masquerade for the radar. Tank shows up for everyone as their team on the radar.&lt;br /&gt;
|-&lt;br /&gt;
|Rotating Turret (RT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no turning turrets, ever.&#039;&#039;&lt;br /&gt;
|Turret can turn. Like GM, you can lock on people, and the turret always fires in their direction (horizontally, not vertically). May need some graphics changes (tank becomes bottom part - tank orientation + top part - turret orientation)&lt;br /&gt;
|-&lt;br /&gt;
|Boat (BO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too dependent on map features.&#039;&#039;&lt;br /&gt;
|Tank floats on water. Moats don&#039;t kill you. You move a bit slower on water though. You can still jump on water, but not as high.&lt;br /&gt;
|-&lt;br /&gt;
|MortarBomb (MB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, requires vertical aim to be any use.&#039;&#039;&lt;br /&gt;
|Shot has same trajectory as a jump. Vertical velocity alters trajectory. Should be very useful once mastered. Many applications e.g. stop-shoot-go to drop a shot on a pursuer. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|CriticalMass (CM)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, this is a server side plugin, not a flag.&#039;&#039;&lt;br /&gt;
|When killed you explode in a ShockWave (perhaps larger). Tanks with this flag should pulse on your radar. Suicide to kill at close range and dangerous to have near you. Points scored from explosion should accrue to the holder not the killer, otherwise not worth holding onto flag. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|ShortHop (SH)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to jump.&#039;&#039;&lt;br /&gt;
|Jump is half the normal height and takes half the time. (+) Good for jumping over bullets and regaining control quickly to return fire. (-) Unable to reach everywhere. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|1000 Tons Weight (TW)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just stupid&#039;&#039;&lt;br /&gt;
|Timer starts as soon as flag as picked up(30 sec timer? Server set?), and user cant drop it. When timer runs out, a 1000 ton weight falls out of the sky killing the owner. When you shoot someone the flag gets transfered over. Player 1 gets TW, 25 seconds go by, he shoots Player 2, then, 5 seconds time, BOOM. Make a nice CLLANNG sound, and tank stops, and other tanks see the weight fall on him. (Punkus)&lt;br /&gt;
|-&lt;br /&gt;
|Red Eye (RE)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex and somewhat pointless.&#039;&#039;&lt;br /&gt;
|First shot causes target tank out-of-window screen to become all white (like a red-eye flash). Out-of-window view stays white for a certain number of seconds (2? 3?). Within that time initial tanks shots are normal, other shooting tank causes white screen again. Radar works as normal, only out-of-window view is affected&lt;br /&gt;
|-&lt;br /&gt;
|SUbtle (SU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use CL&#039;&#039;&lt;br /&gt;
|Tank appears normal to friendlies - only outline visible to enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Klingon Cloak (KC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, to powerful.&#039;&#039;&lt;br /&gt;
|A super cloak, combining stealth and cloak to render you totally invisible to others (though not untouchable). You&#039;re not invincible though because, just like with the cloaks used by the Klingons, your tank cannot fire while you have this flag and there is a couple second delay between dropping cloak and being able to fire. Not much for fighting, but great for sneaking up on campers.&lt;br /&gt;
|-&lt;br /&gt;
|Team Invulnerable(TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use Friendly Fire.&#039;&#039;&lt;br /&gt;
|Can&#039;t be killed by a teammate, except maybe superbullet, genocide.&lt;br /&gt;
|-&lt;br /&gt;
|TagYourit (TY)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, should be a game mode, not a flag.&#039;&#039;&lt;br /&gt;
|Your tank can&#039;t fire and the only way to drop the flag is to get within a certain radius of another tank. The flag is automatically transferred to the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|SwiM (SM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex.&#039;&#039;&lt;br /&gt;
|In short: Can get into building. while in building can:&lt;br /&gt;
* raise slowly while the jump-key is pressed. fall slowly otherwise.&lt;br /&gt;
* get to the almost top of the building. from the top can shoot and be shot - while holding the jump key(otherwise he&#039;ll fall-in)&lt;br /&gt;
* and can die if the countdown reaches zero. a countdown will be started when he gets to a building, and stopped when he gets out.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity Drop (PD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for the other players.&#039;&#039;&lt;br /&gt;
|When driving close to opposing tanks (say 3 tank lengths) you cause them to lose their flags.&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Bolt (LB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, lame munchkin flag. Too limited in use.&#039;&#039;&lt;br /&gt;
|A lightning bolt descends from the sky and hits the highest object above the tank (possibly passing through everything on it&#039;s way down?), destroying people above you. Harmless to your own tank. Effective against tanks with GM sniping from high places. Completely useless against almost everything else.&lt;br /&gt;
|-&lt;br /&gt;
|ThrUster (TU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, We have Wings.&#039;&#039;&lt;br /&gt;
|Clicking causes thrusters to fire up underneath your tank. Holding the left mouse button keeps the rockets on (for a time, until they burn out and you plummet to the ground). Landing on other tanks destroys, unless the thrusters used up. Rockets must recharge (especially after being burnt out) like any offensive weapon. A bit like the tank in StarFox64 - yes, I know, sinful console game.&lt;br /&gt;
|-&lt;br /&gt;
|Ostrich (OS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, we have burrow.&#039;&#039;&lt;br /&gt;
|(Goofy) Your tank becomes an ostrich. Clicking causes you to bury your head (and the rest of your body) underground, making it impervious to attack for a very short period, but completely unable to move. Any tanks in the way of it diving underground are destroyed. Weak against lasers, because there would be no time to duck.&lt;br /&gt;
|-&lt;br /&gt;
|LaZarus(LZ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shield.&#039;&#039;&lt;br /&gt;
|When killed holding this flag, after being exploded your tank magically combines, and you are not dead.&lt;br /&gt;
|-&lt;br /&gt;
|WaveFront (WF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shockwave.&#039;&#039;&lt;br /&gt;
|Like shockwave, but only, say, 30 degrees high and wide, but has longer range&lt;br /&gt;
|-&lt;br /&gt;
|Dud Shot (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s kinda mean. And you could not shake it on servers with shake kills.&#039;&#039;&lt;br /&gt;
|Not all of your bullets work&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Just use shockwave.&#039;&#039;&lt;br /&gt;
|Shoots all bullets available in a circular pattern from the tank.&lt;br /&gt;
|-&lt;br /&gt;
|COlumn(CO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, very limited in use.&#039;&#039;&lt;br /&gt;
|All of your (currently loaded) shots are fired at once, on top of each other, making a vertical column.&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle (SR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use laser.&#039;&#039;&lt;br /&gt;
|Your Tank&#039;s shots have infinite range, think of the good, and the bad.&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bang (FB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, redefines too many existing behaviors, and far too complex.&lt;br /&gt;
|A few possible implementations. 1) Right-click fires non-lethal shots which travel until a second right-click upon which they explode (similar to SW radius, perhaps bigger) and blind tanks within blast. 2) Could be semi-bad flag where normal shots don&#039;t kill but temporarily blind tanks that are hit to allow escape (or kill by teammate). 3) Right click flashes all opponents within line-of-sight of tank w/flag. If tanks are turned such that they can see tank w/flag, they are temporarily blinded.&lt;br /&gt;
|-&lt;br /&gt;
|Freeze Wave (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just kill them.&#039;&#039;&lt;br /&gt;
|Similar to Shock Wave, except that instead of destroying other tanks within the shock radius, it freezes other tanks within the freeze radius for a certain time, so they cannot move or fire (even in mid-air). When the other tanks re-awaken, they are immune to freezing for a certain time. Dropping the flag forces a reload time (like Thief). This flag encourages team play. An alternate implementation would freeze yourself if any team tanks get frozen.&lt;br /&gt;
|-&lt;br /&gt;
|ARchitect(AR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Your tank can move buildings by driving into them.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity Bullet (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, requires vertical aim to work well.&#039;&#039;&lt;br /&gt;
|Your bullets are affected by gravity. This obviously reduces the range when fired on the ground, but a tank sitting on a building or jumping has the ability to hit people below them... if they time their shots right.&lt;br /&gt;
|-&lt;br /&gt;
|RubberTank (RT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, use shield.&#039;&#039;&lt;br /&gt;
|I&#039;m rubber and you&#039;re glue, whatever you shoot bounces off me and kills you! Regular shots ricochet off your tank back in the direction they came, if shooter is still there or close then he gets hit by his own shot. GMs explode without killing or cause rubber damage (flag drop). Super bullet and shock wave kill. Steam roller bounces off you, maybe causing his death or both your flags to drop.&lt;br /&gt;
|-&lt;br /&gt;
|MagNet (MN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s just mean.&#039;&#039;&lt;br /&gt;
|Bullets are attracted to player&#039;s tank.&lt;br /&gt;
|-&lt;br /&gt;
|Force Field (FF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Just use Shield.&#039;&#039;&lt;br /&gt;
|Pushes bullets away. Well aimed shots do not get pushed away&lt;br /&gt;
|-&lt;br /&gt;
|Boomerang Bullet (BB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limiting.&#039;&#039;&lt;br /&gt;
|Shots move in a curved path that includes the point of firing&lt;br /&gt;
|-&lt;br /&gt;
|ZigZag (ZZ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limiting. &#039;&#039;&lt;br /&gt;
|Shots don&#039;t fly straight. Instead they fly in a sine wave or a zigzag pattern. Probably no reasonable expectation of hitting what you want.&lt;br /&gt;
|-&lt;br /&gt;
|FReeze (FR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No Too limiting.&#039;&#039;&lt;br /&gt;
|Tank can&#039;t move, only jump and fire.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ring (??)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shockwave.&#039;&#039;&lt;br /&gt;
|Shockwave in a horizontal ring pattern&lt;br /&gt;
|-&lt;br /&gt;
|RemoteControl (RC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Player can take control of another player&#039;s tank, steer and/or fire it, causing the other player to become vulnerable and/or kill himself or others. Offensive and defensive uses, especially if gm or laser campers are around. Automatically dropped after use.&lt;br /&gt;
|-&lt;br /&gt;
|TransLocate (TL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Identify a player, then switch places (perhaps N times use)&lt;br /&gt;
|-&lt;br /&gt;
|Clone (CN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Takes on the properties of the nearest player&#039;s flag&lt;br /&gt;
|-&lt;br /&gt;
|Lemur mode (LM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Walk on walls. (maybe parallel to ground only, from however high you touched it, and then jump to get off?)&lt;br /&gt;
|-&lt;br /&gt;
|Cattle Prod (CP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Steamroller!?!?!&#039;&#039;&lt;br /&gt;
|(Goofy) A cattle prod sticks out some fixed distance in front of the bearer&#039;s tank. Anyone who touches the prod dies. Clicking while the flag is in effect does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|MiRage (MR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Player sees tanks and shots where they shouldn&#039;t be.&lt;br /&gt;
|-&lt;br /&gt;
|Wormhole Bullet(WB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Bullets that hit other tanks send them to a random link/teleporter instead of killing them. (If there are no teleporters, don&#039;t create flags?).&lt;br /&gt;
|-&lt;br /&gt;
|INflate(IN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Your bullets cause tiny tanks to become normal sized, normal tanks to become obese, and obese tanks to explode.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity Fuse (PF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Shells explode with a small shock wave when they pass within range of a tank (even a friendly one).&lt;br /&gt;
|-&lt;br /&gt;
|Laser Cloud(LC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Firing this causes a x amount (x = amount of shots available) of short laser beams to project from the tank, killing all GM, bullets, and tanks they meet. It can aim up and down, and has the range of a Shockwave. Can be over driven by a greater amount of shots than the tank has lasers for. Right clicking causes one single laser beam twice as long as usual, it uses all the shots available, and takes twice as long to recover (optional)&lt;br /&gt;
|-&lt;br /&gt;
|French Fries (FF)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, kinda lame.&#039;&#039;&lt;br /&gt;
|(Goofy) Other tanks are attracted to the french fry and will turn to it if they are facing it within 90 degrees.It automatically moves toward it. Other tanks can still turn around (slowly) until it gets out of the magical 90 degrees.&lt;br /&gt;
|-&lt;br /&gt;
|Time Displacement(TD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Employing this causes the whole world to freeze for a short period of time. Except you, and perhaps PZ. You loose your flag after this. You can&#039;t shoot while the world is frozen.&lt;br /&gt;
|-&lt;br /&gt;
|Ugly&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|When opposing tanks have you in there lock angle, their tanks automatically turn away from you. This can be compensated for by turning against it.&lt;br /&gt;
|-&lt;br /&gt;
|Fly by Wire (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, though adding this to GM might be nice.&#039;&#039;&lt;br /&gt;
|Missile flies with built-in camera; player&#039;s tank stands still until missile flight is over.&lt;br /&gt;
|-&lt;br /&gt;
|KamikaZe (KZ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Tank drives fast, explodes with a large radius when it collides with another tank or obstacle&lt;br /&gt;
|-&lt;br /&gt;
|Random Teleport (RT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Can&#039;t control when or where it teleports you&lt;br /&gt;
|-&lt;br /&gt;
|Air Burst (AB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Flag explodes when it reaches its apex when dropped. Apex is especially high. Explosion is large (bigger than shock wave). Being in or behind a building should protect you. Being behind (or through!) a teleporter should not.&lt;br /&gt;
|-&lt;br /&gt;
|Heat Seeker (HS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never, same as GM.&#039;&#039;&lt;br /&gt;
|Missile is fire-and-forget; heads toward nearest &amp;quot;heat source&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|HoloGram (HG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Player&#039;s tank appears off to one side from where it really is.&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Beam (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Clicking fires a laser-like beam that travels at the same speed as bullets, and does the same thing to enemy tanks if they are hit. If the beam hits a pyramid or a box, however, the tank gets pulled rapidly to the object that was hit (like a grappling hook).&lt;br /&gt;
|-&lt;br /&gt;
|ILlusion (IL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Opposing players see 2(?) fake copies of your tank at constant random offsets from your real position (if they are shot, either nothing happens or the fakes disappear?).&lt;br /&gt;
|-&lt;br /&gt;
|SNake (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) Becomes like a game of Nibbles for the bearer of the flag; a laser-looking barrier comes out behind the tank, and stays there (possibly for only a fixed length). Any player that touches the barrier dies.&lt;br /&gt;
|-&lt;br /&gt;
|Kill or be Killed (KK)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Player has to make kills within a certain time, or risk blowing him/herself up. {abbrev should be changed for obvious reasons}&lt;br /&gt;
|-&lt;br /&gt;
|ShotGun (SG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Shots split and go off in different directions.&lt;br /&gt;
|-&lt;br /&gt;
|Interdimensional Teleport (IT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never, no &amp;quot;on drop&amp;quot; actions.&#039;&#039;&lt;br /&gt;
|Teleports to a random location when dropped&lt;br /&gt;
|-&lt;br /&gt;
|Rear Shot (RS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Shoots both in front and behind (if available shots)&lt;br /&gt;
|-&lt;br /&gt;
|LLama (LL)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) Involuntarily charges all visible tanks, starting with the closest, including teammates. Has the same effect as SR on impact. Other tanks see an amusing llama. graphic.&lt;br /&gt;
|-&lt;br /&gt;
|SuperDrop(SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|When killed holding this flag, all tanks loose their flags, and they are sucked into the ether.&lt;br /&gt;
|-&lt;br /&gt;
|George Bush (GB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) All game and player messages are sent through a filter translating them into George W. Bush speak. Because he knows how difficult it is to put code on your project.&lt;br /&gt;
|-&lt;br /&gt;
|Turbo Boost (TB) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Right click makes you faster than high speed briefly. Flag can be used multiple times, maybe with a recharge time.&lt;br /&gt;
|-&lt;br /&gt;
|ReFlect (RF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|When you get hit, you die as usual, but shot isn&#039;t stopped, it is reflected back in the direction it came from.&lt;br /&gt;
|-&lt;br /&gt;
|MirroR (MR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|See reflections of other tanks on the walls for aiming ricochet bullets&lt;br /&gt;
|-&lt;br /&gt;
|SubterFuge (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Similar to Antagonize. Players near you or those you id are sent deceptive messages purportedly from other players or teammates. These would be stock messages such as: watch out, [callsign] is behind you... let&#039;s go after [callsign]... boo... where callsign is a player on a team other than theirs or a rogue.&lt;br /&gt;
|-&lt;br /&gt;
|MagShield(MS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, need to shoot.&#039;&#039;&lt;br /&gt;
|A defense only flag. Fire and you envelope yourself with a brief magnetic shield that looks like or similar to shock wave, only this shield acts like a wall stopping or causing shots to rico as appropriate. Put up your shield soon enough and you&#039;re safe, but wait too long and a shot&#039;s ricocheting around inside with you. Tanks can drive thru the shield, both to fire at you or to be protected by you as you approach a target (camper). To fire yourself you have to drop the flag.&lt;br /&gt;
|-&lt;br /&gt;
|Tether Ball(TB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. too many changes.&#039;&#039;&lt;br /&gt;
|A ball appears behind the tank attached by a tether and can be swung along the ground by sharp turns. If a tank (even your own) hits either the tether or the ball it is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Dumbfire Missile (DM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|A missile that can not be locked on, but has an actual blast area (miniature shock-wave, but without affecting PZ players). Possible alternative: Full size SW, but flag is &#039;used&#039; (dropped for a long time, like the shield flag) when fired.&lt;br /&gt;
|-&lt;br /&gt;
|MultiFlag (MF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Tank can hold two other flags at the same time.&lt;br /&gt;
|-&lt;br /&gt;
|OIl (OI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. large engine change.&#039;&#039;&lt;br /&gt;
|Tank leaves an oil trail behind which steers people off course.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Launcher(FL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. No multiple flags.&#039;&#039;&lt;br /&gt;
|Gives tank the same attributes as TH but can pick up a second flag without being affected, and fire it at another tank. If it misses you keep the flag but if it hits the tank is forced to give up any currently held flags and pick up the launched flag. Good with LE.&lt;br /&gt;
|-&lt;br /&gt;
|Radar Scout (RS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, confusing.&#039;&#039;&lt;br /&gt;
|Your tank becomes a radar-equipped scout (you can still shoot). In a certain radius around you, all tanks (except you) look obese (due to increased radar) and can be shot like obese tank (hitting is easier); they still fit through teleporters. In addition, cloaked and stealthed tanks and shots also become visible. Every tank on the play field can see and shoot the obese and cloaked tanks, so you have the advantages that&lt;br /&gt;
 &lt;br /&gt;
Tanks are more likely to shoot at each other, since you are normal in size, the others are obese&lt;br /&gt;
Others will think twice before destroying you since you provide them with a targeting aid&lt;br /&gt;
|-&lt;br /&gt;
|TurreT (TT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Turns your tank into a turret. Same as Burrow + Machine Gun + Angular Velocity, but your tank can&#039;t move at all.&lt;br /&gt;
|-&lt;br /&gt;
|AnnoYance (AY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too easy to camp by a flag.&#039;&#039;&lt;br /&gt;
|Tank is very large and fast, can&#039;t shoot, and invincible. Can distract enemies while friendlies go in for the kill.&lt;br /&gt;
|-&lt;br /&gt;
|AntiMatter (AM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, needs more thought for vertical worlds.&#039;&#039;&lt;br /&gt;
|Tank cannot be hit except for SB/SW. 50% increased reload time, can be steamrolled by any tank, colliding with buildings results in death too&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Computer (TC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, a lag nightmare.&#039;&#039;&lt;br /&gt;
|HUD shows where to aim for lead-ahead based on dead reckoning&lt;br /&gt;
|-&lt;br /&gt;
|StraFe (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, will not be a flag feature if ever implemented.&#039;&#039;&lt;br /&gt;
|Modifier key makes turning strafe&lt;br /&gt;
|-&lt;br /&gt;
|ECCM (um...)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|When firing from ECCM equipped tank, other tanks in front of it, 20/30 degrees, have for a while both not working radar and communication (excluding admins).&lt;br /&gt;
|-&lt;br /&gt;
|HeadAche (HA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|All colors (not just tank colors) are inverted. Causes confusion for player, should have time limit. Submitted by ThatGuySpencer&lt;br /&gt;
|-&lt;br /&gt;
|Double Shot (DS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, see backfire.&#039;&#039;&lt;br /&gt;
|Shots come out of both ends of your tank, shoting backwards and fowards (maybe your bullets run out twice as fast) - Terminator&lt;br /&gt;
|-&lt;br /&gt;
|X-ray Vision(XV)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, difficult to portray with complex worlds.&#039;&#039;&lt;br /&gt;
|Can see through buildings, but not drive through them. Either they are completely invisible (making out-the window driving fun) or they show up like with OO. Makes it possible to surprise others who are behind objects, and who are depending only on radar to know where you are.&lt;br /&gt;
|-&lt;br /&gt;
|SNiper (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, to much like laser.&#039;&#039;&lt;br /&gt;
|Tank has one, invisible, shot that lasts until it hits something/someone. Never ricochets. Blam!&lt;br /&gt;
|-&lt;br /&gt;
|PariaH (PH)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Tank is identified in all ways as each other player&#039;s nemesis.&lt;br /&gt;
|-&lt;br /&gt;
|NeMesis (NM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, not a good flag feature.&#039;&#039;&lt;br /&gt;
|HUD indicates direction (but not distance) to last person to kill you, even if under stealth.&lt;br /&gt;
|-&lt;br /&gt;
|Rear Window (RW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|View is split horizontally, bottom half is view out the back.&lt;br /&gt;
|-&lt;br /&gt;
|Collector (CO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No holding multiple flags, unproductive&#039;&#039;&lt;br /&gt;
|Or cleaner (CR). Everything is normal except this tank can collect all the flags, without being able to use them. The moment he presses spacebar or dies all flags he holds return to the world.&lt;br /&gt;
|-&lt;br /&gt;
|Bomber (BM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No we don&#039;t do splash damage&#039;&#039;&lt;br /&gt;
|Like WG, but all shots go downwards. Speed is determined by _gravity. Useful for flying servers. When flying with BM the speed is slower than that of WG, but bombs shot will have a larger radius (can kill more things around them).&lt;br /&gt;
|- &lt;br /&gt;
|Pole-aXed (PX)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No may as well just kill him, and we don&#039;t kill for a bad flag&#039;&#039;&lt;br /&gt;
|Tank cannot move forwards or backwards, can steer and jump (even on no jump servers,to be more fair). It&#039;s like being stuck on a pole.&lt;br /&gt;
|- &lt;br /&gt;
|Splash-Damage (SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No we don&#039;t do splash damage&#039;&#039;&lt;br /&gt;
|When one of your bullets hits an enemy, he explodes in a shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|PHase shift (PH)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Combines OO, SB and more -- too powerful.&#039;&#039;&lt;br /&gt;
|Oscillation Overthruster, but can backup, jump and shoot in walls. Shoots Super Bullets, and can be killed by Phantom Zone.}&lt;br /&gt;
|-&lt;br /&gt;
|ASsassin (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, too powerfull&#039;&#039;&lt;br /&gt;
|As small, fast and short-ranged as thief. Fatal and can&#039;t steal flags. Stealth and Cloaking in effect when someone is not in range, and cloaking in effect when you can&#039;t see them. (partial cloaking in effect when you can see part of them, that is, they&#039;re on the side of your view.) Can be steamrolled by anyone. Longer reload time than Thief. Can only kill once (but maybe you still keep the flag?).&lt;br /&gt;
|-&lt;br /&gt;
|BoMb (BM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, rather pointless&#039;&#039;&lt;br /&gt;
|Can be transferred to someone by shooting them, also transfers the timer. When the bad flag timer (or another timer) is up, the holder dies and creates a shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Immunity (TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too map specific&#039;&#039;&lt;br /&gt;
|User is invulnerable to, and can walk through, terrain hazards such as stuff that would normally be fatal to touch and conveyor belts.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaked Bullet (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, getting killed by a shot you can&#039;t see is bad&#039;&#039;&lt;br /&gt;
|Your bullets are invisible out-the-window.&lt;br /&gt;
|-&lt;br /&gt;
|Charge Beam (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use multiple shots from a regular laser&#039;&#039;&lt;br /&gt;
|Hold mouse button to charge. Releasing shoots a laser that keeps firing for as long as you charged the beam for. (Maybe a limit on charge time, so there&#039;s a limit on how long you fire a laser for?)&lt;br /&gt;
|-&lt;br /&gt;
|Gravitational Field (GF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;BZFlag is not a physics engine. Possible lag and sync nightmare.&#039;&#039;&lt;br /&gt;
|Attracts nearby tanks and bullets towards you. You are also afected by Newton&#039;s third law, with a resulting force pushing you in the opposite direction of the sum of all the force vectors of  all the tanks and bullets you attract.  It can be good and bad.  With skill you can use this flag to alter bullet paths and tank motion to your/your teammate&#039;s advantage, or to your enemy&#039;s disadvantage.  An example of the effect might be if a tank w/ WG is nearby you could be pulled aloung in flight,although flight would be more difficult for the tank w/ WG. There is a higher risk of being hit and higher difficulty in moving.&lt;br /&gt;
|-&lt;br /&gt;
|Destroy Buildings (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, significantly difficult to implement, and allows for to much abbuse&#039;&#039;&lt;br /&gt;
|When your shot hits an object (such as a building) it causes that object to disappear temporarily. Still ricochets off.&lt;br /&gt;
|-&lt;br /&gt;
|PLane (PL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No multiple flags, no vertical shots, no weird [http://en.wikipedia.org/wiki/Royal_Flying_Corps flying] stuff. This probably won&#039;t be implemented.&#039;&#039;&lt;br /&gt;
|Turns your tank into a plane. Planes have two guns, one on each wing. You can accelerate or decelerate by using scroll wheel up to accelerate, down to decelerate. Point the mouse in the direction you want to turn. If you are shot or touch a wall you turn back into a tank. ENEMY tanks get vertical lock-on on you, meaning if they shoot while you are within their view, then their shot is at an angle upward or downward so that it might hit you. You can get some flags as a plane. Shock wave drops a bomb straight down with the velocity of a shot, plus your velocity; Laser shoots a laser from your nose-cone; Rapid Fire, Super Bullet, Machine Gun, GM are the same as normal (but you still have wing guns); Cloaking, Stealth, and Masquerade are the same; Thief shoots from nose-cone; Black Hole shoots from nose-cone; OO lets you fly through walls (except floor and the surrounding wall, of course); PZ is same as normal; Galaga makes you wider, but you can shoot more shots; Charge Beam from nose-cone; Sensor Package is same as normal; No Ricochet prevents ricochet; etc.. If you drop a flag as a plane, it drops first the grabbed flag, then once you have no grabbed flag, turns you back into a tank. I realize this probably won&#039;t be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Package (SP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful&#039;&#039;&lt;br /&gt;
|In-game description: &amp;quot;Tank has upgraded sensors and can send locks to guided missiles and allies.&amp;quot; Description here: You can see what flag an enemy has, you get those arrow things for enemy team flags as well as your own (and also vertical ones), all walls show up as green wireframe on black background; you get those &amp;quot;enemy in range, enemy to left/right&amp;quot; from Battle Zone when an enemy is in your range; you can lock on to enemies (but not allies) (as you do, all ENEMY missiles within the radius of a SW lock onto them, all ALLIES with GM lock onto them, but not their fired missiles), you also get notifications when you are within an enemy&#039;s line of sight and range, especially when you are within the blast radius of someone with shockwave, you can see what flag somebody has on the radar and HUD (letters over their head). &lt;br /&gt;
|-&lt;br /&gt;
|Flak (FK)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|Your tank shoots debris (or oval shaped sheilds or whatever they may look like) that collide and disintegrate regular type bullets instantly when the two come in contact.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Masquerade (IM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no on shot changes, and too complex&#039;&#039;&lt;br /&gt;
|Your tank appears on the Radar and through the view finder as a friendly tank to the enemy, but not to right-clicks and identification through targeting. However, this lasts until your fire. When you fire, you immediately lose the flag. This is good for infiltrating another side, but as soon as someone right-clicks you in his targeting reticule, your identity is displayed.&lt;br /&gt;
|-&lt;br /&gt;
|Kick back (KB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no advantage to the flag, just make it a server option for all shots&#039;&#039;&lt;br /&gt;
|When shot your tanks goes backwards a certain distance. This lasts for a server set # of seconds&lt;br /&gt;
[Note: How is this a positive flag? This is also too similar to Big Bullet.]&lt;br /&gt;
|-&lt;br /&gt;
|Oldschool (OS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is not general enough, depends on other map setup&#039;&#039;&lt;br /&gt;
|Immune to super bullets, missiles, laser beams, shock waves, and steamrolls. Tanks with other flags can still hit you, and theives can steal your flag; in other words, business as usual. Make others drop their precious flags.&lt;br /&gt;
|-&lt;br /&gt;
|New Age (NA)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is not general enough, depends on other map setup&#039;&#039;&lt;br /&gt;
|Immune to regular bullets; can only be killed by lasers, missiles, super bullets, steamrolls, and shock waves. Opposite of Oldschool. Probably disabled on maps without easily accessible superweapon flags.&lt;br /&gt;
|-&lt;br /&gt;
|Entanglement (QE)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No&#039;&#039;&lt;br /&gt;
|Whoever kills you gets destroyed by the server.&lt;br /&gt;
|-&lt;br /&gt;
|Laser Tripwire (LT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|Shot travels until it strikes a wall, then generates a (non-ricocheting) laser beam along the direction of the surface normal until it reaches another surface. Beam remains until touched by a tank, which is destroyed. If player fires another tripwire, the existing tripwire is deleted.  Player may drop the flag to leave the most recent tripwire in place. Shockwave will delete any tripwire it touches (if not too difficult to code).&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun (SG) (Different to other one)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too much like MG, same as the other ShotGun suggestion&#039;&#039;&lt;br /&gt;
|All available shots are fired at once (set # by server), 1 straight, the next a set # of degrees left of the first, then the next # of degress right of the first and so on creating dispersed shots. Fast bullets but reduced range, no ricochet and very slow reload time. Good against multiple enemies in range and provides strategic usage of walls for cover while reloading. Useless against laser and guided missle and good players can jump/avoid and shoot you while reloading which is why shots travel faster. Good for short range but useless in long range.&lt;br /&gt;
|-&lt;br /&gt;
|Air Safe (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, GM already has a counter flag: ST&#039;&#039;&lt;br /&gt;
|Countermeasure for guided missle. Guided missles that come within sw radius of the player are destroyed but all other shots unaffected. Dampens power of guided missle.&lt;br /&gt;
|-&lt;br /&gt;
|SHort tank (SH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, simply make a server option to make burrow jump&#039;&#039;&lt;br /&gt;
|Makes tank short. Exactly like burrow except that it allows you to be on buildings and jump.&lt;br /&gt;
|-&lt;br /&gt;
|Communications Disruption (CD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too specific to a play style&#039;&#039;&lt;br /&gt;
|You cannot send team messages. You can still send PMs, Admin messages and public messages.&lt;br /&gt;
|- &lt;br /&gt;
|Double Shot (DS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, with not enough added benefit. Shots would have to bounce in non physical ways to seperate.&#039;&#039;&lt;br /&gt;
|Every time a player with this flag fires and the shots bounce off a wall (or other object) it splits the shot into 2 shots. Can only happen once (split shots cannot split again).&lt;br /&gt;
|- &lt;br /&gt;
|Super Shield (SS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|You have to be shot a set amount of times to die. A bit like shield BUT different types of shots damage the tank more. (Say a tanks picks up the SS flag and he/she has to be hit 5 times to die, but SW takes off 4 hits so he only has to be hit 2 times with SW to die).  This could also work with Double Shot (DS) where when the shot splits it only makes half the damage of a normal shot. (He/she would now have to be hit 10 times with split bullets to die). Maybe put a health bar over the players tank that shows how many times YOU have to hit the tank with your bullets. (P1 gets SS flag and has to be hit 4 times to die, P2 gets GM (which takes off 2 hits) and he looks at P1 and it has the health bar and a number saying 2 (P2 has to hit P1 with the GM that he has 2 times) then P3 gets a SW flag and the health bar says 1 (because SW takes off 4 points and P1 only has 4 health points).  If the health bar is too hard then i think that you could just have the SS without a health bar.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Magnet (FM)&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|When you shoot this, all nearby flags get pulled into it and disappear (Go to phantom zone?)&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Builds_List&amp;diff=4526</id>
		<title>Talk:Builds List</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Builds_List&amp;diff=4526"/>
		<updated>2008-04-25T09:45:36Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there really any benefit to this page? Every time a new release comes out, all the clever titles for the following sections need to be updated. For example, 2.0.10 is now released, so the &amp;quot;unstable&amp;quot; tag no longer applies. I&#039;d vote to remove this page.--[[User:Flash|Flash]] 00:37, 25 April 2008 (EDT)&lt;br /&gt;
:I disagree - this page should not be removed but it does need updating.  It&#039;s useful to be able to see this much detail about the various versions. -&#039;&#039;[[User:Mr Burns|Mr Burns]] 05:45, 25 April 2008 (EDT)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Pyramid&amp;diff=4454</id>
		<title>Pyramid</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Pyramid&amp;diff=4454"/>
		<updated>2008-04-18T09:02:27Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Pyramid is a [[BZW]] map structure that defines a polyhedron having a polygonal base and triangular sides with a common vertex in the world.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
[[Image:PyraAppearance.png|frame|right|A pyramid with the default blue marble texture]]&lt;br /&gt;
The code for a pyramid object is as follows&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 pyramid&lt;br /&gt;
  position 10 20 30&lt;br /&gt;
  rotation 45&lt;br /&gt;
  size 1 2 3&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid parameters for a pyramid are&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
position=defines the center of the box in X and Y and the bottom of the box in Z.&lt;br /&gt;
rotation=defines a rotation around the Z axis for the box, in degrees.&lt;br /&gt;
size=defines the distance from the center to the side of the box in X and Y, and the total height of the box in Z.&lt;br /&gt;
matref=reference to a predefined [[material]]. (requires [[BZFlag_2.0.9|v2.0.9]]+)&lt;br /&gt;
phydrv=reference to a predefined [[physics|physics driver]]. (requires [[BZFlag_2.0.9|v2.0.9]]+)&lt;br /&gt;
drivethrough=lets a player drive into the pyramid without the oscillation overthruster flag.&lt;br /&gt;
shootthrough=lets a player shoot into the object without the super bullet flag.&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pyramids do not support the use of [[Material]] or [[Physics Drivers]] before [[BZFlag_2.0.9|v2.0.9]] . The [[meshpyr]] object replaces the pyramid object starting from [[BZFlag 2.0.0]] and supports these features. In [[BZFlag_2.0.9|v2.0.9]] the pyramid will be rendered as a [[meshpyr]], if required by one of the properties.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The pyramid object has a marble blue texture on all sides by default.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The pyramid is one of the original objects supported by BZFlag and has been a mainstay of maps since the very beginning. Pyramids are heavily used by the software when generating random maps. As of [[BZFlag 2.0.0|v2.0.0]] the [[meshpyr]] object replaced the pyramid to add support for [[Material|Materials]] and [[Physics Drivers]]. The original pyramid definition left unchanged, in order to maintain functional compatibility for older maps.&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
The pyramid object is supported by all known editors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
[[Category:Map_Objects]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Server_Updated_Shots&amp;diff=4403</id>
		<title>Talk:Server Updated Shots</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Server_Updated_Shots&amp;diff=4403"/>
		<updated>2008-04-07T08:47:28Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: New page: == GM Behaviour == It has been suggested that: * When the flag is dropped ( ether manually, or by death) the current lock on target is cleared, and GM shots will be unguided.   which raise...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GM Behaviour ==&lt;br /&gt;
It has been suggested that:&lt;br /&gt;
* When the flag is dropped ( ether manually, or by death) the current lock on target is cleared, and GM shots will be unguided. &lt;br /&gt;
&lt;br /&gt;
which raised the question:&lt;br /&gt;
:This behavior will cause the last shot of a GM to be unguided. Should we only clear the GM lock on a death? or after the last shot hits? Should GMs be fire and forget where they always just go on the last target? Is that too mean?&lt;br /&gt;
::&#039;&#039;-&amp;gt;Personally I&#039;ve always been disappointed that a GM loses its lock when the tank that fired it is killed.  No other types of shot are affected &amp;quot;mid-air&amp;quot; - a SW doesn&#039;t suddenly stop if the tank that fired it loses its flag.  My opinion is that all GM shots, including the last one, should have the same capabilies; retaining its last lock (if it had one) and the ability to re-lock.  The flag should drop after the last shot detonates, not after the last shot is fired.  If the flag is dropped because the holding tank dies, existing locks should remain but obviously cannot be re-locked.[[User:Mr Burns|Mr Burns]] 04:47, 7 April 2008 (EDT)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Template:API_Docs_that_need_work&amp;diff=4374</id>
		<title>Template:API Docs that need work</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Template:API_Docs_that_need_work&amp;diff=4374"/>
		<updated>2008-04-01T21:03:29Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#99ccff;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|[[Image:Picture_Frame.png]]&lt;br /&gt;
||&#039;&#039;&#039;This page contains API documentation that needs to be reviewed and cleaned up. The information presented here is most likely correct but has not been verified, or may refer to an older version of the API.&#039;&#039;&#039;&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:API_Docs_that_need_work]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Adding this template to a page will automatically add the page to the [[:Category:API_Docs_that_need_work|Category:API_Docs_that_need_work]] page. To use this template add &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{API_Docs_that_need_work}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the top of the page you are creating/editing.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Template:API_Docs_that_need_work&amp;diff=4373</id>
		<title>Template:API Docs that need work</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Template:API_Docs_that_need_work&amp;diff=4373"/>
		<updated>2008-04-01T21:03:00Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#99ccff;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|[[Image:Picture_Frame.png]]&lt;br /&gt;
||&#039;&#039;&#039;This page contains API documentation that needs to be reviewed and cleaned up. The information presented here is most likely correct but has not been verified, or may refer to an older version of the API.&#039;&#039;&#039;&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:API_Docs_that_need_work]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Adding this template to a page will automatically add the page to the [[:Category:API_Docs_that_need_work|Category:API_Docs_that_need_work]] page. To use this template add &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{API_Docs_that_need_work}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;at the top of the page you are creating/editing.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Template:Delete&amp;diff=4372</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Template:Delete&amp;diff=4372"/>
		<updated>2008-04-01T20:58:42Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Bring template into line with others */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#fcfcfc;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|[[Image:ExplodingTank.png]]&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;This page has been marked for deletion.  Please add comments to the page&#039;s [[Help:Talk page|talk page]].  An administrator will review them and will take appropriate action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reason given: &#039;&#039;&#039;{{{1}}}&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Pending Deletions]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Adding this template to a page will automatically add the page to the [[:Category:Pending_Deletions|Category:Pending_Deletions]] page. To use this template add &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{Delete|Your reason here}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the top of the page you are creating/editing.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Template:BZFS_API_Doc&amp;diff=4371</id>
		<title>Template:BZFS API Doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Template:BZFS_API_Doc&amp;diff=4371"/>
		<updated>2008-04-01T20:32:05Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Fixing wiki markup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width:100%;margin-top:+.7em;&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;BZFS API Documentation&#039;&#039;&#039; This page contains part of the [[BZFS_API]] documentation for use by [[Plug-ins]] on the [[BZFS]] server.&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:BZFS_API_Docs]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Adding this template to a page will automatically add the page to the [[:Category:BZFS_API_Docs|Category:BZFS_API_Docs]] page. To use this template add &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{BZFS_API_Doc}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the top of the page you are creating/editing.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Flag_ideas&amp;diff=4326</id>
		<title>Talk:Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Flag_ideas&amp;diff=4326"/>
		<updated>2008-03-27T09:17:29Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Discussing rejection of &amp;quot;Flame Thrower&amp;quot; idea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We have flags classified as a &amp;quot;Maybe&amp;quot;, but some are Red (Pass), Yellow (Fail), and Grey (which doesn&#039;t even mean anything in the legend!). We need some clarification from Riker about what to do with the &amp;quot;Maybes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
- Pine (Bentus)&lt;br /&gt;
&lt;br /&gt;
== Where to put ideas for existing flags? ==&lt;br /&gt;
&lt;br /&gt;
Where do I put ideas for modifications to existing flags? I have this idea that Shield should, when you are hit, make you invincible briefly.&lt;br /&gt;
&lt;br /&gt;
== Disappointed that &amp;quot;Flame Thrower&amp;quot; got rejected ==&lt;br /&gt;
I don&#039;t think I explained the effect and appearance well enough because the rejection comment is &amp;quot;shockwave does the same thing beter&amp;quot;.  My intention with this flag is nothing like SW!  The idea was to introduce a new sound and accompanying visual, without it being some absurdly complex or uber-deadly change to the game, as so many of the suggestions here seem to be!  The shot would be a bit like a thief beam, but slightly longer in duration, say half a second or so (probably server configurable).  Its projection length out of the barrel would be similar to thief, or maybe shorter (again, server configurable).  To add some realism, if the turret turns while the flame is emitting, it should &amp;quot;snake&amp;quot; slightly, just like a real flame thrower!  The flame should never ricochet. -Steve ([[User:Mr Burns|Mr Burns]] 05:17, 27 March 2008 (EDT))&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Slash_Commands&amp;diff=4294</id>
		<title>Slash Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Slash_Commands&amp;diff=4294"/>
		<updated>2008-03-22T22:55:00Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: Undo revision 4277 by 71.109.218.124 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of the commands that are available in BZFlag. Access to most of these commands is controlled through [[Server_Permissions|permissions]].&lt;br /&gt;
&lt;br /&gt;
All commands are preceded by a &#039;/&#039; on any chat prompt.&lt;br /&gt;
The format for commands that take arguments are provided by the server by issuing the command with no arguments. (ie. `/ban`)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some commands take no arguments&#039;&#039;&#039; (eg. &#039;&#039;/shutdownserver&#039;&#039;, &#039;&#039;/superkill&#039;&#039;) &#039;&#039;&#039;and therefore&#039;&#039;&#039; do not return the format string for the command but &#039;&#039;&#039;execute the command instead.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Command&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/?&#039;&#039; || List commands&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/ban&#039;&#039; || Ban players using the specified IPs of the player specified for certain length of time from using this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/banlist&#039;&#039; || List all of the IPs currently banned from this server. Items from the master ban list on my.bzflag.org/bb have an &#039;(m)&#039; after the IP for masterban. If an argument is specified only bans that match the argument are displayed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/checkip&#039;&#039; || Check if a specified IP is banned or not and report the results.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/clientquery&#039;&#039; || Retrieve client version info from all users, or just CALLSIGN if given&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/countdown&#039;&#039; || Starts the countdown sequence for a timed game. The countdown sequence length can optionally be specified in seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/date&#039;&#039; || Responds with the current server local date and time (same as /time).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/deregister&#039;&#039; || With an argument, it deregisters another user&#039;s callsign . Without, it removes your own registration. (only affects local registration)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/diff&#039;&#039; || Shows the &#039;&#039;/set&#039;&#039; server variables that are set to something other than the default (or at least most of them)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/endgame&#039;&#039; || Ends the current game&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag reset&#039;&#039; || Repositions flags. If unused is specified, flags carried by tanks are not affected.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag up&#039;&#039; || Removes all flags from the game&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag show&#039;&#039; || Shows all flags with information.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag give&#039;&#039; || Give the specified flag to the specified player. If the flag is not available, it will take a flag from the person who has the flag specified. You cannot give flags that do not exist on the map.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flag take&#039;&#039; || Will take the flag that the player specified is currently carrying.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/flaghistory&#039;&#039; || Lists what flags players have grabbed in the past.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/gameover&#039;&#039; || Ends a timed game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/ghost&#039;&#039; || Kicks off an impersonating player or ghost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/grouplist&#039;&#039; || Lists the available user groups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/groupperms&#039;&#039; || Lists the permissions for each group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/help&#039;&#039; || With no argument it displays a lists the help files available. With the argument it displays the contents of the help file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostban&#039;&#039; || Ban players using the specified hostnames for a certain length of time from using this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostbanlist&#039;&#039; || List all of the host patterns currently banned from this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/hostunban&#039;&#039; || Will remove the the specified host from the ban list so that players from that host will be able to blay again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idban&#039;&#039; || Ban a player by bzbb id. This will stick even if the player ip changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idbanlist&#039;&#039; || List all bans made with &#039;&#039;/idban&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/identify&#039;&#039; || Log in to a registered callsign&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idlestats&#039;&#039; || Displays the idle time in seconds for each player. A player is idle when he is dead and has not respawned yet.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idlist&#039;&#039; || Will list the currently banned IDs&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/idunban&#039;&#039; || Will remove the ban on the ID specified so that the player may play on the server again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/kick&#039;&#039; || Kick a named player off the server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/kill&#039;&#039; || Kill a player (they explode)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagdrop&#039;&#039; || With no argument it displays current lagdrop setting, with argument it sets it to the value specified. This specifies the number of warnings a player gets due to high lag before the server kicks the players.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagstats&#039;&#039; || Lists network delays, jitter and number of lost (out of order packets) by player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/lagwarn&#039;&#039; || With no argument it displays current lagwarn setting, with argument it sets it to the value specified. If a players lag is higher that the setting they will be warned, then kicked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/localset&#039;&#039; || Set local client variables in your configuration file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/masterban&#039;&#039; || Manipulate the master ban list.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/me&#039;&#039; || This command displays an &amp;quot;action&amp;quot; that is conveyed to another player. It allows for a little more expressivity in the game. For example if your callsign was &#039;Thumper&#039;: &amp;quot;/me is hunting wabbits&amp;quot; turns into a message like &amp;quot;Thumper is hunting wabbits&amp;quot; that gets displayed differently to other players than regular chat.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/msg&#039;&#039; || This command allows a player to send a message to another player. Similar to using the &amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; message keys in the game and then selecting your recipient, this will send some message to particular player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/mute&#039;&#039; || Allows a server admin to remove the ability for a player to communicate with other players. Once muted the player may only talk to admins on the server. This command removes the TALK permission for that user.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/part&#039;&#039; || Leave the server with a goodbye message (same as /quit).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/password&#039;&#039; || Enter server password to gain operator privileges. It is frowned upon to use this command on servers where you are not an admin&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/playerlist&#039;&#039; || List player names and IP addresses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/poll&#039;&#039; || Start a player poll&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/quit&#039;&#039; || Leave the server with a goodbye message (same as /part).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record&#039;&#039; || List all files in the recordings directory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record start&#039;&#039; || Starts recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record stop&#039;&#039; || Stops recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record size&#039;&#039; || Specify size of recording buffer in megabytes (MB)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record rate&#039;&#039; || Specify recording rate in seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record stats&#039;&#039; || Display statistics of recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record file&#039;&#039; || Specify a filename for recording instead of using memory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/record save&#039;&#039; || Save an in-memory recording buffer to a file&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/register&#039;&#039; || Register your current callsign locally to the specified password. Passwords must be at least 3 characters long, and the callsign may not contain quotes or other non-alphanumeric/space characters. We use global logons and this is not needed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/reload&#039;&#039; || Reloads the user, group, and password files (for synchronization between multiple servers on the same machine)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/removegroup&#039;&#039; || Remove a user from a group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay list&#039;&#039; || List recording files that can be replayed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay load&#039;&#039; || Load a recording file for play&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay play&#039;&#039; || Start playback of the loaded recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/replay skip&#039;&#039; || Skip forwards or backwards through the recording&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/report&#039;&#039; || Write a message to the server administrator&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/reset&#039;&#039; || Reset a server variable to it&#039;s [[BZFS|bzfs]] default setting.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/say&#039;&#039; || Generate a public message sent by the server. For example if your callsign were &#039;Tanner&#039; using &amp;quot;/say This is a server message&amp;quot;, will display &#039;&#039;[SERVER:] This is a server message (Tanner)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/saveworld&#039;&#039; || Saves current world the client is paying on. For example, &amp;quot;/saveworld mapname.bzw&amp;quot; would save the world as &amp;quot;mapname.bzw&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/sendhelp&#039;&#039; || Send a help file to a player&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/serverquery&#039;&#039; || Report the server version number&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/set&#039;&#039; || With no arguments it will list the values of all server variables. With the arguments it will set the variable that is specified to the value that is given.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/setgroup&#039;&#039; || Add a user to a group&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/setpass&#039;&#039; || Changes your password (for locally registered users, not globally)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/showgroup&#039;&#039; || Lists the groups that a registered user is a member of&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/showperms&#039;&#039; || Show permissions granted to yourself or another player&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/shutdownserver&#039;&#039; || Stop serving BZFlag on this server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/superkill&#039;&#039; || Kick all players off the server.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/time&#039;&#039; || Responds with the current server local date and time (same as /date).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/unban&#039;&#039; || Will remove the IP address from the banlist, allowing someone from that address to connect and play BZFlag.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/unmute&#039;&#039; || Allows a server admin to restore the TALK permission to a previously muted player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/uptime&#039;&#039; || Prints server&#039;s current running time in days, hours, minutes and seconds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/veto&#039;&#039; || If there is a poll active, this will cancel the poll.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/viewreports&#039;&#039; || View the server&#039;s report file.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;/vote&#039;&#039; || If there is a poll active, this command will place a vote in favor or in opposition to the poll. Multiple languages are supported as a vote argument in addition to &amp;quot;yes&amp;quot; and &amp;quot;no&amp;quot;. By default, you must be registered to vote on a poll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
[[Category:Client]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4250</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4250"/>
		<updated>2008-03-19T09:16:59Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Suggesting Flame Thrower (new flag) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc0000&amp;quot;&amp;gt;READ THIS FIRST&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* First, check that your idea isn&#039;t already here. Chances are someone else has already come up with your flag.&lt;br /&gt;
* Next, think carefully about your flag. Come up with a short and succinct description. Not only will a short description will make it easier for the project management team to make a decision about the flag, but it usually also indicates the quality of the idea. Chances are if a flag requires more than a short sentence or two, it&#039;s too complicated for the game.&lt;br /&gt;
* Make sure your flag idea isn&#039;t overpowered or stupid.&lt;br /&gt;
* Finally, add your flag to the section with the blank &#039;status&#039; field. Use the teal background color and leave the status blank!&lt;br /&gt;
* Note that  your flag approved to a &amp;amp;quot;yes&amp;amp;quot; does not mean it will happen. Everything done is what the developers want to do - if a flag requires significant changes to the codebase and isn&#039;t the most brilliant idea ever, it&#039;ll probably sit here for quite some time before being implemented, if ever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is NOT a list of flags that are being considered. Discussion/implementation of these is encouraged, but does not mean any of these flags are going into the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you do implement a flag keep these things in mind:&lt;br /&gt;
* All powerful flags aren&#039;t fun.&lt;br /&gt;
* Flags that ensure your immediate destruction aren&#039;t fun.&lt;br /&gt;
* Flags that aren&#039;t useful aren&#039;t fun.&lt;br /&gt;
* Flags boost/modulate tactical trait of tanks&lt;br /&gt;
&lt;br /&gt;
Based on these observations we have the following rules:&lt;br /&gt;
&lt;br /&gt;
;Flag power must be limited&lt;br /&gt;
:For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can&#039;t lose.&lt;br /&gt;
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. You&#039;ve gotta be good, but it can be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Flag powers can counteract/balance each other.&lt;br /&gt;
:Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.&lt;br /&gt;
:Consider adding counterbalancing flags together. Or consider adding a flag that acts as a counterbalance to an existing flag or flags. Also consider making your new flag counterbalanced by an existing flag; superbullet is often a good choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Don&#039;t add flags that (almost) instantly kill the owner.&lt;br /&gt;
:I considered adding a Death flag that would instantly kill the tank that grabbed it. I changed my mind because that&#039;s not fun and seriously dampens interest in picking up flags. Mines are similar. You&#039;re driving around and *boom* you&#039;re dead. Nothing you could&#039;ve done to avoid it, no mistake you made. You&#039;re just dead. People don&#039;t mind losing so much if they know it was because they did something wrong.&lt;br /&gt;
:Even worse is a flag that disables your radar and vision. You&#039;re basically dead. You can shoot at random and hope to get lucky, but no amount of skill can save you. And what&#039;s worse than the Death flag is that you have to stagger around waiting for someone to kill you.&lt;br /&gt;
:A flag that seriously disables a tank is not as bad because the player can still use skill to defeat as many enemies as possible before getting shot. Thus we have flags like left turn only and obesity.&lt;br /&gt;
&lt;br /&gt;
;Flags should require new skills&lt;br /&gt;
:Flags that require new skills keep the game interesting. If there&#039;s still more to learn about using ricochet or guided missile, or more to learn about fighting against them, then people will keep playing.&lt;br /&gt;
:Some flags seem pretty dull to some players. The steamroller and the phantom zone come to mind, or quick turn. These aren&#039;t the most powerful flags, but they do have their uses and some people enjoy them. However, I think I should have removed SR and PZ. Steamroller&#039;s usefulness is very limited and looks pretty weak compared to shock wave. PZ tends to encourage very defensive play, which slows the game down. But quick turn can be very effective when used well; put it in a tight furball and it&#039;ll do serious damage. You just have to learn how to take full advantage of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of suggested flags: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+align=&amp;quot;bottom&amp;quot; style=&amp;quot;color:#e76700;&amp;quot;|&#039;&#039;Legend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|To be Approved&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Approved as a not bad idea, but needs research&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#41a141;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Claimed (Implementing)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|SVN&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Maybe but there are issues&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!+/-&lt;br /&gt;
!Status&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|Flame Thrower (FT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5DFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Firing a shot emits a short length of flame, which never ricochets.  It should get wider as it leaves the barrel, have a duration of half a second or so and have a long reload time. If it could &amp;quot;snake&amp;quot; as the turret turns, even better!  There should be a new sound to accompany the firing and some nice graphics for the flame.&lt;br /&gt;
|-&lt;br /&gt;
|Air Strike (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5DFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Tank can drive in air (like Wings). Right-click to lock on to target like GM, except that a) your shots may only aim down and b) your shots travel in straight lines.&lt;br /&gt;
|-&lt;br /&gt;
|Grenade (GN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5DFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When your shots die (i.e. hit wall when no ricochet, or expire in air or killing somebody) they explode in a SW. (I don&#039;t know if this is possible in 3.0.)&lt;br /&gt;
|-&lt;br /&gt;
|Ball (BA)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5dfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|BA is for maps with a sport structure in CTF mode.  Shots are like a reverse thief, where BA is passed to a tank that is hit by a BA shot.  A tank with BA can only shoot one shot at a time.  Instead of looking like a thief beam, it could resemble a regular shot with a distinguished color.  A Thief can steal a BA only if the BA tank is fully loaded, that is there aren&#039;t any BA shots on the map from the corresponding BA tank.  If a tank with BA makes a shot, and is killed before that shot expires, the BA flag doesn&#039;t respawn until that shot expires.  It would have to be determined where the BA flag respawns in such a situation (i.e. at the location where the recently deceased BA carrier died, at the location where the BA bullet expired, or at the BA reset point).  When a tank is on top of its own team base and is holding a BA flag, that tank&#039;s team&#039;s score is increased by one and the BA flag is reset, just like a capture.&lt;br /&gt;
|-&lt;br /&gt;
|Steerable Shot (SS) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5dfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Shots can be steered using keyboard or mouse. HUD follows shot. Cannot move tank while a shot is active.&lt;br /&gt;
|-&lt;br /&gt;
|Player Distance (PD) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5dfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Right-clicking or pressing I to identify a player shows the distance to that player as well.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Drop (FD) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5dfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Firing causes all tanks nearby to drop their flags. Cannot kill with this flag.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaked Shot (CS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#41a141;&amp;quot;|&#039;&#039;Yes, claimed by javawizard2539&#039;&#039;&lt;br /&gt;
|Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!&lt;br /&gt;
|-&lt;br /&gt;
|Shot Protection (SP) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5dfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Firing destroys all shots nearby. Cannot kill with this flag. Does not affect Laser or Super Bullet.&lt;br /&gt;
|-&lt;br /&gt;
|Camouflage (C) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5dfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|The tank has the same color/texture as the nearest object within a specified range, if there isn&#039;t an object within that range then it has the same color/texture as the ground. The Tank can be killed by a Laser.  Camouflage is a weaker form of Cloak. If Stealth properties are included, it is a stronger form of Stealth.&lt;br /&gt;
|-&lt;br /&gt;
|Snipper (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5dfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Tank is Stealthed and Camouflaged(i.e. the tank has the same color/texture as the nearest object within a specified range, if there isn&#039;t an object within that range then it has the same color/texture as the ground).  It has 4 times the range and speed of a normal shot.  Reload time takes 4 times longer than a normal shot.  SN has a shot # limit of 1 before requiring reload.  SN can be killed by a laser. Binoculars are magnified twice as much as   usual. SN is not too practical for short range use.&lt;br /&gt;
|-&lt;br /&gt;
|SCaler (SC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, basically the same as All Terain&#039;&#039;&lt;br /&gt;
|This flag enables the ability to climb the walls of a pyramid, box or any other object. A BZDB variables I thought of for it might be _scalerSpeed or maybe the speed should be the same as _tankSpeed. MDSKPR&lt;br /&gt;
|-&lt;br /&gt;
|BlinkMine (BM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|This flag is shot and lays a mine that blinks very rapidly, if runover it disables shooting until BZDB variable _mineTimeLimit kicks in and enables shooting again. also another BZDB variable could be added _mineDeactivateTime setting how long a mine can remain dangerous. yet another BZDB variable could be added specifying the mine size. maybe BZDb variable _mineLimit could specify how many mines a player could have or it could be just based on the shot limit. this flag is useful if being chased and many other uses   MDSKPR&lt;br /&gt;
|-&lt;br /&gt;
|Unsteady (US)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When jumping, the tank gets a random angular momentum, like you accidently moved your move while pressing jump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(This is a resubmit: I submitted this flag along with others quite some time ago, but, unlike the others, this just vanished from the Wiki)&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Tesla Coil (TC)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Zaps all tanks (including ST) that come within a SW radius of the TC carrier tank.  Only works if TC carrier is grounded (i.e. it is touching the ground or touching something else that is touching the ground).  Once a tank is zapped it becomes charged. If a charged tank is or becomes grounded it dies, unless the zapped tank has SH in which case it just becomes discharged and loses its SH flag.  If a charged tank is not grounded and touches an uncharged tank, the charge is transfered.  A TC carrier is by default uncharged, however, it can become charged from a transfer or from being zapped by another TC carrier.  A tank that dies from the zap, either directly or from 1 or more charge transfers adds a point to the TC carrier&#039;s score, unless the killed tank is a teammate in which case the TC carrier looses a point and dies as normal. Charged tanks are indicated by corona discharge.&lt;br /&gt;
|- &lt;br /&gt;
|Nuclear Fallout (NF)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|A modified version of GM. NF fires, locks on, and flies like GM except at the point and right after the time of impact, a Mushroom cloud and Electromagnetic Pulse (EMP) emerges as a residual effect.  To sum up what the effect of this weapon might look like: You start off by ideally locking on to an enemy tank, and then launch the NF.  The NF soars through the sky like a gm and then impacts. At the time and from the point of impact a very short lived but extremely bright white flash is seen, considering the speed of sound, it is followed by a loud/dull roar that is heard until the NF expires, and whose amplitude is inversely proportional to the distance from the NF&#039;s epicenter.  The EMP should propagate faster than a SW, lets say three times. The mushroom cloud should propagate slower than a SW, lets say 1/3 the SW&#039;s speed.  However both the EMP and mushroom cloud dissipate at the same time.  A tank hit directly by an NF, only at the point and time of impact with in a radius of a bullet, would die, just like being hit by a GM.  The EMP radiates up to a radius equal to maybe three times the SW radius and causes Radar Jamming on all tanks within the EMP radius. Radar Jamming Stops either when the EMP expires or when the tank exits the EMP radius.  The EMP would be invisible except for the fact that a tank within the EMP radius would see everything in the HUD as tinted the color of the tank that fired the NF, and the EMP would be marked on the radar of tanks outside the EMP as perhaps a black disk or a disk with the color of the firing tank.  A tank while within the radius of an existing EMP, would not be seen on the radar except by a Seer flag carrier outside the EMP radius, thus it would effectively be stealthy. If a tank is outside of the EMP but over or under it, the tank would appear superimposed over the disk as if the disk was not there.  Perhaps something similar could be done to the radar visibility of bullets.  Similarly, if a Tank comes into contact with the Mushroom cloud, the tank becomes blinded until either the Mushroom Cloud Expires or if the tank leaves the mushroom cloud.  The Mushroom cloud would be visible to everyone outside of the mushroom cloud, which would also be an out the window indication of the location of the epicenter of the NF.  A tank with seer would not see the mushroom cloud but see everything in it as opposed to someone without seer.  The Mushroom cloud Emanates from the point of impact and at the time of impact perhaps up to a height of 6 SW radii, the stem would be cylindrical and could expand to a radius of 1/4 of the SW radius, and the top of the cloud would look like a squashed sphere perhaps expand up to a short radius of 1/2 of the SW radius and a long radius of 1.5 SW radii.  These are only ideas, the exact shape, color, textures, and maximum dimensions would have to be thought out more thoroughly, but I would think that none of the adjustable properties of the NF would have to be based on too many more variables than that of the GM and the SW.  The NF could dissipate after it reaches its full dimensions, or it could linger for a set amount of time. Tanks carrying a Shield flag would be immune to the effect of both the EMP and mushroom cloud, however neither the EMP nor the mushroom cloud would cause a tank to drop its shield flag.  Although, if a tank carrying a shield flag while encountering a direct impact at the time of impact from the NF, it will drop the shield flag as if hit by a GM, but then it will be affected by the EMP and mushroom cloud.  A Seer flag is ineffective in the NF.  Just like GM, you can&#039;t lock onto a tank that has Stealth, using NF.  Reload time is twice as long. The NF, along with GM, can&#039;t lock onto a tank within the radius of a non-expired EMP.  Conversely a tank that has an NF or a GM within the radius of a non-expired EMP, can&#039;t lock onto another tank.   If it doesn&#039;t make this flag too powerful, perhaps an optional SW could emanate at the time and point of impact, having of course its usual properties except it could kill the tank that fires that NF if it impacts too closely.  Another concept to consider is to include a radiation wave that has the same radius as the SW, but instead of killing tanks within its radius, tanks within its radius automatically drops any flags it carries except the shield flag, either until exiting the radiation wave and/or perhaps until a preset time period has expired after the tank exits.  As an indication of being affected by a radiation wave, one would hear clicks like from a Geiger counter and maybe see small random flashes to simulate the way gamma rays affect one&#039;s eyes, while one still has radiation poisoning.  The radiation wave would last for the same amount of time as the overall NF.  I think the NF can really enhance strategy and action in this game, however if this flag seems too powerful, I hope that at least I have inspired spin offs.&lt;br /&gt;
|- &lt;br /&gt;
|SPinner (SP)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If you turn when you have this flag you can&#039;t stop turning. Optional: If you leave the tank turning it slowly gets faster and faster, but probably only to a set speed otherwise it would get too fast.&lt;br /&gt;
|- &lt;br /&gt;
|DoNuts (DN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When you pick up this flag it has the affect of picking up SPinner and Don&#039;t Stop, which means the tank doesn&#039;t stop spinning and doesn&#039;t stop driving.  The tank is now driving around in circles like it is doing donuts. Mmmm... Donuts!!&lt;br /&gt;
|- &lt;br /&gt;
|Looking Around (LA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|This makes the camera view spin around but not the tank.  It&#039;s like you are sitting on the turret and the turret is spinning around, but of course the tank is still facing forward, but this flag WON&#039;T make the turret spin, only the camera you still have to fire forward. This could make the radar spin to the same way you are viewing, or leave the radar facing the same way.&lt;br /&gt;
|-&lt;br /&gt;
|Artillery (AY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039;may need further research, T.A.S. is willing to make it more concise&#039;&#039;&lt;br /&gt;
|The distance the warhead travels is in direct relation to how long fire button is held down. Projectile flies in an arc exiting from tank at 45 degrees (no vertical aim required). Range indicated above HUD as RANGE:### (counter advances as fire button is held down). &lt;br /&gt;
possible advantages:&lt;br /&gt;
-Very long range (though still finite unlike laser)&lt;br /&gt;
-shots may be fired over obstacles&lt;br /&gt;
-relatively large warhead, radius at 5%, 8%, or 10%, of normal bullet range though much less absolute than sw-perhaps the shot would be a cluster of 5 traditional bullets that travel together in an arc upon firing&lt;br /&gt;
-can function akin to anti aircraft guns against wg as well&lt;br /&gt;
 &lt;br /&gt;
Possible disadvantages: &lt;br /&gt;
-Tank becomes almost stationary except pivoting/rotation (maybe have some forward/backward motion, but at something like 5 or 3 units per second), or no jumping regardless of server (like with burrow)&lt;br /&gt;
-Shot travels slowly, has close minimum range, shot lands where machine gun terminates at minimum release (as such player can&#039;t immediately hurt self, which actually aids the learning process)&lt;br /&gt;
-very long reload time (does 15% sound reasonable?)&lt;br /&gt;
-rarity of flag, like geno?&lt;br /&gt;
-binocular view and radar only when used?&lt;br /&gt;
|-&lt;br /&gt;
|Combine Momentum and Steamroller flags into one, keep momentum flag name&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Better trade-off between advantage/disadvantage, simplifies flag and weakness.  Is still logical to the player.  Can increase speed when player is really going, and hinder maneuverability, etc. Basically, it gives players an appropriate way to express the terms &amp;quot;ramming speed&amp;quot; or &amp;quot;Full Steam Ahead!&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|ECM (EM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Perhaps, if there is some indication of who does it.  This was edited/expanded without original creator&#039;s knowledge by The Artichoke Singularity. If the below description is against the original creator&#039;s wishes, T.A.S. will rescind the added information.&#039;&#039;&lt;br /&gt;
|Other tanks&#039; radars get jammed within a certain range. Combine this flag with Missle Jammer. ECM can be visually represented in window as a large ring that surrounds the tank.  Use right mouse button to release. User and all others in vicinity of ECM influence are unable to use radar when ECM is in effect. In window, all can see it as a circle or ring (someone else needs to decide the color of it) that spreads from epicenter of emission to maximum range around tank.  However, viewed on non-afflicted radar, it is a black circle that clouds everything within the range of the ECM on radar much like an SW with more lasting power.  Each ECM burst can last for a limited amount of time (5 seconds?) or can take the place of a shot?&lt;br /&gt;
|-&lt;br /&gt;
|Blink (BK)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Player alternates from stealth to cloak.  Radar signature alternates from stealth to cloak. Player with flag is always visible either in window or radar.  If a bad flag, player alternates from blindness and jamming for limited time.&lt;br /&gt;
|-&lt;br /&gt;
|Blink (BK)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If a bad flag, player alternates from blindness and jamming for limited time. Primary preference is to use blink as super flag described above.&lt;br /&gt;
|-&lt;br /&gt;
|Tankochet&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|bullets ricochet off your tank for a limited time&lt;br /&gt;
|-&lt;br /&gt;
|False Enemy (FE)&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|The opposite of MQ; when you pick up this flag, your teammates see you as from another team.&lt;br /&gt;
|-&lt;br /&gt;
|Campers Bullet (CP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Shots go through teleporters, without actually teleporting. Useful for hiding behind a teleporter and shooting through it, while being shielded by the teleporter.&lt;br /&gt;
|-&lt;br /&gt;
|Black Hole (BH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Your shots move slowly, shots within half a shockwave radius of yours aim towards yours, (double maximum turn/frame of guided missile,) your shots absorb any shots that hit them to increase their range. Black holes either can&#039;t absorb each other or if they collide, they instantly kill all tanks, including the shooter(s).&lt;br /&gt;
|-&lt;br /&gt;
|GalaGa (GG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|When this flag is held, your tank becomes 1.5 (to 2) times wider. However, you are able to shoot two bullets at the cost of one (like a dual fighter in Galaga).&lt;br /&gt;
|-&lt;br /&gt;
|Dome of Protection (DP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Similar to SW, but instead the &amp;quot;shell&amp;quot; is a protective dome. All shots are simply absorbed or, if there is richochet, bounce off it. It can only be penetrated by SB and SW. Note: when the flag is held the player cannot fire normal shots. They can still fight by making the shots bounce back at them.&lt;br /&gt;
|-&lt;br /&gt;
|No Ricochet (NR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Shots don&#039;t ricochet.&lt;br /&gt;
|-&lt;br /&gt;
|Ricochet Guided missile (RG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039;Maybe if it&#039;s a simple ricochet and has a more narrow lock-on angle.&#039;&#039;&lt;br /&gt;
|Instead of exploding, the RG bounces off of surfaces and continues to track the target. Option 1: It loses velocity with each bounce. Option 2: When the RG bounces, it travels in a straight line for a certain distance before regaining lock. EDIT: Perhaps we keep it as a simple ricochet, without any lock loss. The GM keeps lock, it&#039; just takes longer to get there.&lt;br /&gt;
|-&lt;br /&gt;
|NearSight (NS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039;Maybe, not too game breaking, but not really that exciting.&#039;&#039;&lt;br /&gt;
|All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.&lt;br /&gt;
|-&lt;br /&gt;
|Long Shot (LS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:transparent;&amp;quot;|&#039;&#039;Maybe, not a bad idea.&#039;&#039;&lt;br /&gt;
|Bullets go twice as far but at a slower speed. Possibly N/2 extra bullets.\&lt;br /&gt;
|-&lt;br /&gt;
|Low Gravity(LG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#4141a1;&amp;quot;|&#039;&#039;Yes, done in 2.1.x.&#039;&#039;&lt;br /&gt;
|Gravity is reduced to a large degree allowing the tank to jump very high in the air.&lt;br /&gt;
|-&lt;br /&gt;
|Long Reload (LR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Reloading weapon takes twice as long.&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Stop (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Tank always moves forward or backwards, it cannot stop.&lt;br /&gt;
|-&lt;br /&gt;
|BackFire (BF)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Shots fire to rear of tank instead of front.&lt;br /&gt;
|-&lt;br /&gt;
|FrienDly fire (FD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Your shots don&#039;t kill friendly tanks (Your own ricochets are harmless!).&lt;br /&gt;
[Additional suggestions: immune to friendly shots? This can also be a server-side setting, like ricochet.]&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Echo (SE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Maybe, not a bad idea.&#039;&#039;&lt;br /&gt;
|All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.&lt;br /&gt;
|-&lt;br /&gt;
|Delayed Shot (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.&lt;br /&gt;
|-&lt;br /&gt;
|Extra Shot (ES)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Player gets an extra shot.&lt;br /&gt;
|-&lt;br /&gt;
|SlowMotion (SM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#a14141;&amp;quot;|&#039;&#039;Yes.&#039;&#039;&lt;br /&gt;
|Tank moves and turns with half speed.&lt;br /&gt;
|-&lt;br /&gt;
|INcoming (IN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s very very close to a cheat.&#039;&#039;&lt;br /&gt;
|Bullets that will hit the tank are highlighted on radar/main view in some fashion as a warning system.&lt;br /&gt;
|-&lt;br /&gt;
|Flip Out (FO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No not really different from reverse controls.&#039;&#039;&lt;br /&gt;
|Out of window view is upside-down.&lt;br /&gt;
|-&lt;br /&gt;
|EarthQuake (EQ)&lt;br /&gt;
| + &lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, same as using a shockwave on landing.&#039;&#039;&lt;br /&gt;
|When landing after a jump, a shockwave will destroy tanks on the ground in the immediate vicinity of the landing tank. &lt;br /&gt;
|-&lt;br /&gt;
|DeFender (DF)&lt;br /&gt;
| + &lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Fires a short-range shot that projects a miniature shockwave to destroy enemy shots.&lt;br /&gt;
|-&lt;br /&gt;
|Retro (RE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, doesn&#039;t do ANYTHING&#039;&#039;&lt;br /&gt;
|View becomes green wireframe and otherwise looks like the  [http://en.wikipedia.org/wiki/Battlezone original Battlezone].&lt;br /&gt;
|-&lt;br /&gt;
|Velocity Shooting (VS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is a server option, not to be mixed for some players and not others.&#039;&#039;&lt;br /&gt;
|Shots keep Vertical-Velocity (as its set on some Servers for all players). If you jump; shots go up and when you fall; shots aim downward.&lt;br /&gt;
|-&lt;br /&gt;
|SQuishable (SQ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|The opposite of Steamroller. When you touch other tanks (including teammates), you die.&lt;br /&gt;
|-&lt;br /&gt;
|Judas (JD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|When you pick up the flag, you immediately become a player on a different (random) team (or rogue). You must play on that team for as long as you have the flag. If you kill one of your new teammates, you die. BUT you can kill your old teammates for as long as you hold the flag. When you drop the flag or are killed, you revert to your old color.&lt;br /&gt;
|-&lt;br /&gt;
|ANtagonize(AN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, can not be localized easily, and may anger people.&#039;&#039;&lt;br /&gt;
|This bad flag causes your tank to automatically send out mild insults and taunts to opposing players. Especially the good ones by name.&lt;br /&gt;
|-&lt;br /&gt;
|CoW launcher (CW)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, would require vertical aiming to work properly.&#039;&#039;&lt;br /&gt;
|(Goofy) Launches a cow along a parabolic trajectory.&lt;br /&gt;
|-&lt;br /&gt;
|ConFusion (CF)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to CB.&#039;&#039;&lt;br /&gt;
|Tank colors and names are shuffled around. Like colorblindness, but worse.&lt;br /&gt;
|-&lt;br /&gt;
|ShowOff(SO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, basically useless in gameplay.&#039;&#039;&lt;br /&gt;
|(Goofy) Tank is capable of doing tricks, back flips when jumping, riding on one tread, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Leash(LE)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Tank is confined to a small radius for a set time period but can still jump.&lt;br /&gt;
|-&lt;br /&gt;
|BUckler (BU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, shield is enough.&#039;&#039;&lt;br /&gt;
|Give the player a 45 degree shield that reflects all shots. It should be located in the arc between 270-315 degrees. The shielded area should be visible but transparent.&lt;br /&gt;
|-&lt;br /&gt;
|PSychic (PS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful and makes ID pointless.&#039;&#039;&lt;br /&gt;
|Callsigns and flag names of all (visible?) tanks appear above the tank.&lt;br /&gt;
|-&lt;br /&gt;
|Full Reverse(FR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to HS and too limited in scope.&#039;&#039;&lt;br /&gt;
|Your tank can move full speed in reverse. A middle ground between high speed and normal.&lt;br /&gt;
|-&lt;br /&gt;
|All Terrain (AT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No slopes, never. No.&#039;&#039;&lt;br /&gt;
|Can drive over slopes and pyramids, (unless steeper than 45?) and perhaps up walls too.&lt;br /&gt;
|-&lt;br /&gt;
|Tac Nuke (TN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No too powerful.&#039;&#039;&lt;br /&gt;
|On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an &amp;quot;arming&amp;quot; range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized.&lt;br /&gt;
|-&lt;br /&gt;
|Glue Trail (GT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Leaves a trail that slows down other tanks behind it. fades after server-set number of seconds?&lt;br /&gt;
|-&lt;br /&gt;
|Oil Slick (OS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Leaves a trail that makes tanks behind skid/spin. Fades after server-set number of seconds?&lt;br /&gt;
|-&lt;br /&gt;
|Petrificus Totalus (PT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players, and rather lame.&#039;&#039;&lt;br /&gt;
|Paralyzes tank. Cannot move, turn or shoot for set number of seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Toy Gun (TG)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, pointless in game play, just use the Useless flag.&#039;&#039;&lt;br /&gt;
|When you shoot,the bullet that comes out is a fake bullet attached to a string which is attached to your tank.&lt;br /&gt;
|-&lt;br /&gt;
|Icy Treads (IT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just like momentum.&#039;&#039;&lt;br /&gt;
|Tank loses traction on the ground and on all objects, as if the friction setting was lowered for that particular tank.&lt;br /&gt;
|-&lt;br /&gt;
|ParaChute (PC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just like Wings.&#039;&#039;&lt;br /&gt;
|You can control your tank ONLY when falling down and you fall down slower.&lt;br /&gt;
|-&lt;br /&gt;
|ToRnado (TR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|You jump and spin uncontrollably.&lt;br /&gt;
|-&lt;br /&gt;
|GhostS (GS)/SPawn (SP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|2 or 3 mini bot tanks come out of your tanks and help you by providing cover ect. They die by being shot or after a certain period of time (45 secs?).&lt;br /&gt;
|-&lt;br /&gt;
|Death Ball (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|Tank morphs into a Death Ball and kills anyone who touches it. Faster than a normal tanks. Can be killed by being shot 5 times. You can&#039;t jump.&lt;br /&gt;
|-&lt;br /&gt;
|DiG (DG)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to burrow.&#039;&#039;&lt;br /&gt;
|Your tank goes completely underground upon picking up the flag, and you may then shoot up at tanks above you. Anybody may lock on you (as with GM) if they hold GM, SB, or even no flag. You are also in range of SW. Bullets will follow you underground.&lt;br /&gt;
|-&lt;br /&gt;
|RaM (RM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too poweful and complex.&#039;&#039;&lt;br /&gt;
|Tank travels at normal speed unless you fire. Firing causes your tank to accelerate forward quickly and only for a certain range. When you touch another tank, it has Steamroller effect, causing them to explode.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Teleport (AT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, too powerful, and looks too much like a cheat.&#039;&#039;&lt;br /&gt;
|With this flag a player can teleport to any place visible place on the radar by clicking the desired area on the radar. Only one teleport can be done per flag, otherwise you would be impossible to kill. Another way to make it harder is to put a reload time on it, so there would be at least some pause between teleports. If you teleport to an area occupied by a building, you go to the highest place on the specified area of the building.&lt;br /&gt;
|-&lt;br /&gt;
|Ice Laser (IL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players, just kill them.&#039;&#039;&lt;br /&gt;
|This laser does not kill players. Instead, it freezes them. They can&#039;t move, jump, or shoot, for 10 seconds. Players who are shot by normal bullets while they are frozen become unfrozen. When a tank is frozen, the tank becomes white, preventing other players from knowing which team the frozen tank is on.&lt;br /&gt;
|-&lt;br /&gt;
|Kamakazi Attack (KA)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|This can be a good and a bad flag. When picked up, starts a self-destruct timer, that, when runs out, will blow you up. But if the right button is pressed before the time is up, then you blow up on the click. This can be use to kill multiple tanks, and can also be used in mid-air. Moderate blast-radius?&lt;br /&gt;
|-&lt;br /&gt;
|Swallow Tanks (SW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too confusing.&#039;&#039;&lt;br /&gt;
|(GOOFY) If you touch another tank it disappears and becomes an observer to your tank. The more tanks you swallow the more obese you become. You can only swallow a limit of 3 tanks at a time, if you swallow more you pop. If you are killed all of the tanks you are carrying are set free. The tanks jump as they are set free to avoid multiple shots that may have been fired at the original tank. Swallow your own teammates and carry them deep into enemy territory!&lt;br /&gt;
|-&lt;br /&gt;
|Electricity Bolt (EB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too powerful and confusing.&#039;&#039;&lt;br /&gt;
|Looks like thief shot when fired (Short range weapon) only when it hits a structure it kills everyone on it or touching it (or in it, players with OO). This would be handy for killing tanks sitting in hard to get to places!&lt;br /&gt;
|-&lt;br /&gt;
|Invisible Objects (IO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|All surface objects (pyramids, boxes, etc.) become invisible.&lt;br /&gt;
|-&lt;br /&gt;
|Meatloaf Launcher(ML) &lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Just move forward while jumping, unrelated name.&#039;&#039;&lt;br /&gt;
|Jumping propels your tank not only upwards but forwards as well.&lt;br /&gt;
|-&lt;br /&gt;
|Bent Turret (BT)&lt;br /&gt;
| -/+&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|All shots go out 30 degrees to the left/right (than a normal shot). Some people might call this a super flag because it helps dodging.&lt;br /&gt;
|-&lt;br /&gt;
|Tiny Bullet (TB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Perhaps.&#039;&#039;&lt;br /&gt;
|This bad flag causes your the bullets to shrink, making them hard for you to hit your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Missle Jammer (MJ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe.&#039;&#039;&lt;br /&gt;
|Prevents a GM lock on your tank.  You can still be killed by normal shots, or unlocked shots.&lt;br /&gt;
|-&lt;br /&gt;
|Score Flags (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe, a multi-player isn&#039;t a bad idea.&#039;&#039;&lt;br /&gt;
|Gives you more than one point for each kill. Maybe randomize between 2 and 5 points. (This could also be used as a handicap for beginners)&lt;br /&gt;
|-&lt;br /&gt;
|NearSight (NS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Maybe, not too game breaking, but not relay that exciting.&#039;&#039;&lt;br /&gt;
|All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.&lt;br /&gt;
|-&lt;br /&gt;
|Black Death (BD)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, far too powerful and confusing&#039;&#039;.&lt;br /&gt;
|This flag is similar to a team flag only when it is captured it kills all other opposing teams (instead of just one specific team). This would make it so that multiple teams would be competing for one flag. (The color of the flag is black)&lt;br /&gt;
|-&lt;br /&gt;
|Colored Flag (CF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, would destroy CTF.&#039;&#039;&lt;br /&gt;
|CTF only flag. Other people see the CF as their own team flag (except own team?)&lt;br /&gt;
|-&lt;br /&gt;
|Punch (PU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just kill with steamroller.&#039;&#039;&lt;br /&gt;
|Hitting a tank at full speed throws it some appreciable distance away&lt;br /&gt;
|-&lt;br /&gt;
|Remote Mines (RM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no mines. They will seem to kill players for no reason.&#039;&#039;&lt;br /&gt;
|Firing places a mine, up to some predefined number. The next shot detonates all of them&lt;br /&gt;
|-&lt;br /&gt;
|Firewall (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too hard to sync, and somewhat confusing.&#039;&#039;&lt;br /&gt;
|Firing creates a temporary wall of flame that tanks cannot pass&lt;br /&gt;
|-&lt;br /&gt;
|Glue Bomb (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for players.&#039;&#039;&lt;br /&gt;
|Shot would detonate in a big pile of glue, slowing down people in the blast radius&lt;br /&gt;
|-&lt;br /&gt;
|Corbomite Device (CD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing, and hard to sync.&#039;&#039;&lt;br /&gt;
|When the tank is shot, it generates a reciprocating shot to what killed it - these shots can be dodged normally, in most cases (SW, GM being impossible/difficult)&lt;br /&gt;
|-&lt;br /&gt;
|Clone (CN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing and too much like cheats.&#039;&#039;&lt;br /&gt;
|Tank emits a hologram clone at some offset from itself as a diversion.&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen (SC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, doesn&#039;t add much for gameplay.&#039;&#039;&lt;br /&gt;
|The tank emits a cloud of smoke behind it. This provides a visual wall, and perhaps cancels out GM locks as well.&lt;br /&gt;
|-&lt;br /&gt;
|Time Lapse (TL)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to blind and jamming combined.&#039;&#039;&lt;br /&gt;
|Holding this flag will cause the HUD &amp;amp; radar to refresh only every second or so.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bullet (BB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful, shots are computed as point hits.&#039;&#039;&lt;br /&gt;
|Bullets are twice (or more) as large. Tank feels a kick-back when firing&lt;br /&gt;
|-&lt;br /&gt;
|Gravity Well (GW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|One-shot fire, creates a gravity well at some distance away from the firing tank. This well pulls in all tanks around it - driving away from the well will slow the descent. Possible avoidance/negation flags include BU, OO, PZ, HS.&lt;br /&gt;
|-&lt;br /&gt;
|Mirror (MI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just make CL deflect laser.&#039;&#039;&lt;br /&gt;
|Holding this flag will reflect a hit by laser. Flag is not dropped after a hit. The appearance of a tank holding this flag changes so that it reflects the surroundings. Or maybe appears pseudo-transparent, rather like the inside of structures viewed with Oscillation Overthruster, or of objects when in the PZ.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Ball (PB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limited, and just kinda weird.&#039;&#039;&lt;br /&gt;
|Shoots a large (8 unit) sphere that behaves exactly like a super bullet -- except it travels very, very slowly. It would travel as fast as a burrowed tank going in reverse, thus being easy to outrun in open areas, but hard to avoid on &amp;quot;indoor&amp;quot; maps. Because of the size, it would kill burrowed tanks when fired on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|Fake Bullets(FB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, and pointless.&#039;&#039;&lt;br /&gt;
|1) your bullets look, bounce, show up on radar, and seem real, but they pass right through tanks, causing no damage, and can&#039;t harm anyone. This can seem like a bad flag, but would be great to get the other team jumping and running while having zero chance of hitting your own team (and this is how I&#039;d like to use it). 2) Could be made a bad flag that requires you to hold it for a certain amount of time before dropping it. (Would be nice if there were a way to keep a bad flag if you choose.) 3) optional: fire rate is doubled, or unlimited&lt;br /&gt;
|-&lt;br /&gt;
|BulletInertia(BI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s a server setting.&#039;&#039;&lt;br /&gt;
|When a shot is fired it has the same motion as the tank when it was fired. So if the tank is falling the shots move downward towards the ground, and shots are accelerated or decelerated if the tank is going forward of backward.&lt;br /&gt;
|-&lt;br /&gt;
|Warp Engine (WE)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, FAR too complex.&#039;&#039;&lt;br /&gt;
|Tank can hit newly-defined &amp;quot;Warp&amp;quot; key (perhaps jump key?) and, with a two-second delay, instantaneously be transported an amount in the direction of facing equal to the current warp power, which starts at a minimum value. Pushing the key during the delay period increases the power; increasing it past a certain amount causes the warp engine to overload and blow up. Warping into buildings or outside the world boundary causes a collision and blows up the tank. (A random chance of being dropped when used, depending on how much power is applied? Use a gradual teleporter fog during the about-to-warp delay? Signal about-to-warpness to the other players by turning the tank gradually bright glowing white? Use a new sound for when the warp occurs?)&lt;br /&gt;
|-&lt;br /&gt;
|Identify Friend/Foe (FF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just apply the setting to Masquerade.&#039;&#039;&lt;br /&gt;
|Masquerade for the radar. Tank shows up for everyone as their team on the radar.&lt;br /&gt;
|-&lt;br /&gt;
|Rotating Turret (RT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no turning turrets, ever.&#039;&#039;&lt;br /&gt;
|Turret can turn. Like GM, you can lock on people, and the turret always fires in their direction (horizontally, not vertically). May need some graphics changes (tank becomes bottom part - tank orientation + top part - turret orientation)&lt;br /&gt;
|-&lt;br /&gt;
|Boat (BO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too dependent on map features.&#039;&#039;&lt;br /&gt;
|Tank floats on water. Moats don&#039;t kill you. You move a bit slower on water though. You can still jump on water, but not as high.&lt;br /&gt;
|-&lt;br /&gt;
|MortarBomb (MB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, requires vertical aim to be any use.&#039;&#039;&lt;br /&gt;
|Shot has same trajectory as a jump. Vertical velocity alters trajectory. Should be very useful once mastered. Many applications e.g. stop-shoot-go to drop a shot on a pursuer. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|CriticalMass (CM)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, this is a server side plugin, not a flag.&#039;&#039;&lt;br /&gt;
|When killed you explode in a ShockWave (perhaps larger). Tanks with this flag should pulse on your radar. Suicide to kill at close range and dangerous to have near you. Points scored from explosion should accrue to the holder not the killer, otherwise not worth holding onto flag. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|ShortHop (SH)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too similar to jump.&#039;&#039;&lt;br /&gt;
|Jump is half the normal height and takes half the time. (+) Good for jumping over bullets and regaining control quickly to return fire. (-) Unable to reach everywhere. - FiringSquad&lt;br /&gt;
|-&lt;br /&gt;
|1000 Tons Weight (TW)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just stupid&#039;&#039;&lt;br /&gt;
|Timer starts as soon as flag as picked up(30 sec timer? Server set?), and user cant drop it. When timer runs out, a 1000 ton weight falls out of the sky killing the owner. When you shoot someone the flag gets transfered over. Player 1 gets TW, 25 seconds go by, he shoots Player 2, then, 5 seconds time, BOOM. Make a nice CLLANNG sound, and tank stops, and other tanks see the weight fall on him. (Punkus)&lt;br /&gt;
|-&lt;br /&gt;
|Red Eye (RE)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex and somewhat pointless.&#039;&#039;&lt;br /&gt;
|First shot causes target tank out-of-window screen to become all white (like a red-eye flash). Out-of-window view stays white for a certain number of seconds (2? 3?). Within that time initial tanks shots are normal, other shooting tank causes white screen again. Radar works as normal, only out-of-window view is affected&lt;br /&gt;
|-&lt;br /&gt;
|SUbtle (SU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use CL&#039;&#039;&lt;br /&gt;
|Tank appears normal to friendlies - only outline visible to enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Klingon Cloak (KC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, to powerful.&#039;&#039;&lt;br /&gt;
|A super cloak, combining stealth and cloak to render you totally invisible to others (though not untouchable). You&#039;re not invincible though because, just like with the cloaks used by the Klingons, your tank cannot fire while you have this flag and there is a couple second delay between dropping cloak and being able to fire. Not much for fighting, but great for sneaking up on campers.&lt;br /&gt;
|-&lt;br /&gt;
|Team Invulnerable(TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use Friendly Fire.&#039;&#039;&lt;br /&gt;
|Can&#039;t be killed by a teammate, except maybe superbullet, genocide.&lt;br /&gt;
|-&lt;br /&gt;
|TagYourit (TY)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, should be a game mode, not a flag.&#039;&#039;&lt;br /&gt;
|Your tank can&#039;t fire and the only way to drop the flag is to get within a certain radius of another tank. The flag is automatically transferred to the other tank.&lt;br /&gt;
|-&lt;br /&gt;
|SwiM (SM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex.&#039;&#039;&lt;br /&gt;
|In short: Can get into building. while in building can:&lt;br /&gt;
* raise slowly while the jump-key is pressed. fall slowly otherwise.&lt;br /&gt;
* get to the almost top of the building. from the top can shoot and be shot - while holding the jump key(otherwise he&#039;ll fall-in)&lt;br /&gt;
* and can die if the countdown reaches zero. a countdown will be started when he gets to a building, and stopped when he gets out.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity Drop (PD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too confusing for the other players.&#039;&#039;&lt;br /&gt;
|When driving close to opposing tanks (say 3 tank lengths) you cause them to lose their flags.&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Bolt (LB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, lame munchkin flag. Too limited in use.&#039;&#039;&lt;br /&gt;
|A lightning bolt descends from the sky and hits the highest object above the tank (possibly passing through everything on it&#039;s way down?), destroying people above you. Harmless to your own tank. Effective against tanks with GM sniping from high places. Completely useless against almost everything else.&lt;br /&gt;
|-&lt;br /&gt;
|ThrUster (TU)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, We have Wings.&#039;&#039;&lt;br /&gt;
|Clicking causes thrusters to fire up underneath your tank. Holding the left mouse button keeps the rockets on (for a time, until they burn out and you plummet to the ground). Landing on other tanks destroys, unless the thrusters used up. Rockets must recharge (especially after being burnt out) like any offensive weapon. A bit like the tank in StarFox64 - yes, I know, sinful console game.&lt;br /&gt;
|-&lt;br /&gt;
|Ostrich (OS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, we have burrow.&#039;&#039;&lt;br /&gt;
|(Goofy) Your tank becomes an ostrich. Clicking causes you to bury your head (and the rest of your body) underground, making it impervious to attack for a very short period, but completely unable to move. Any tanks in the way of it diving underground are destroyed. Weak against lasers, because there would be no time to duck.&lt;br /&gt;
|-&lt;br /&gt;
|LaZarus(LZ)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shield.&#039;&#039;&lt;br /&gt;
|When killed holding this flag, after being exploded your tank magically combines, and you are not dead.&lt;br /&gt;
|-&lt;br /&gt;
|WaveFront (WF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shockwave.&#039;&#039;&lt;br /&gt;
|Like shockwave, but only, say, 30 degrees high and wide, but has longer range&lt;br /&gt;
|-&lt;br /&gt;
|Dud Shot (DS)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s kinda mean. And you could not shake it on servers with shake kills.&#039;&#039;&lt;br /&gt;
|Not all of your bullets work&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Just use shockwave.&#039;&#039;&lt;br /&gt;
|Shoots all bullets available in a circular pattern from the tank.&lt;br /&gt;
|-&lt;br /&gt;
|COlumn(CO)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, very limited in use.&#039;&#039;&lt;br /&gt;
|All of your (currently loaded) shots are fired at once, on top of each other, making a vertical column.&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle (SR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use laser.&#039;&#039;&lt;br /&gt;
|Your Tank&#039;s shots have infinite range, think of the good, and the bad.&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bang (FB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, redefines too many existing behaviors, and far too complex.&lt;br /&gt;
|A few possible implementations. 1) Right-click fires non-lethal shots which travel until a second right-click upon which they explode (similar to SW radius, perhaps bigger) and blind tanks within blast. 2) Could be semi-bad flag where normal shots don&#039;t kill but temporarily blind tanks that are hit to allow escape (or kill by teammate). 3) Right click flashes all opponents within line-of-sight of tank w/flag. If tanks are turned such that they can see tank w/flag, they are temporarily blinded.&lt;br /&gt;
|-&lt;br /&gt;
|Freeze Wave (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just kill them.&#039;&#039;&lt;br /&gt;
|Similar to Shock Wave, except that instead of destroying other tanks within the shock radius, it freezes other tanks within the freeze radius for a certain time, so they cannot move or fire (even in mid-air). When the other tanks re-awaken, they are immune to freezing for a certain time. Dropping the flag forces a reload time (like Thief). This flag encourages team play. An alternate implementation would freeze yourself if any team tanks get frozen.&lt;br /&gt;
|-&lt;br /&gt;
|ARchitect(AR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Your tank can move buildings by driving into them.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity Bullet (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, requires vertical aim to work well.&#039;&#039;&lt;br /&gt;
|Your bullets are affected by gravity. This obviously reduces the range when fired on the ground, but a tank sitting on a building or jumping has the ability to hit people below them... if they time their shots right.&lt;br /&gt;
|-&lt;br /&gt;
|RubberTank (RT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, use shield.&#039;&#039;&lt;br /&gt;
|I&#039;m rubber and you&#039;re glue, whatever you shoot bounces off me and kills you! Regular shots ricochet off your tank back in the direction they came, if shooter is still there or close then he gets hit by his own shot. GMs explode without killing or cause rubber damage (flag drop). Super bullet and shock wave kill. Steam roller bounces off you, maybe causing his death or both your flags to drop.&lt;br /&gt;
|-&lt;br /&gt;
|MagNet (MN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, it&#039;s just mean.&#039;&#039;&lt;br /&gt;
|Bullets are attracted to player&#039;s tank.&lt;br /&gt;
|-&lt;br /&gt;
|Force Field (FF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Just use Shield.&#039;&#039;&lt;br /&gt;
|Pushes bullets away. Well aimed shots do not get pushed away&lt;br /&gt;
|-&lt;br /&gt;
|Boomerang Bullet (BB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limiting.&#039;&#039;&lt;br /&gt;
|Shots move in a curved path that includes the point of firing&lt;br /&gt;
|-&lt;br /&gt;
|ZigZag (ZZ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too limiting. &#039;&#039;&lt;br /&gt;
|Shots don&#039;t fly straight. Instead they fly in a sine wave or a zigzag pattern. Probably no reasonable expectation of hitting what you want.&lt;br /&gt;
|-&lt;br /&gt;
|FReeze (FR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No Too limiting.&#039;&#039;&lt;br /&gt;
|Tank can&#039;t move, only jump and fire.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Ring (??)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use shockwave.&#039;&#039;&lt;br /&gt;
|Shockwave in a horizontal ring pattern&lt;br /&gt;
|-&lt;br /&gt;
|RemoteControl (RC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Player can take control of another player&#039;s tank, steer and/or fire it, causing the other player to become vulnerable and/or kill himself or others. Offensive and defensive uses, especially if gm or laser campers are around. Automatically dropped after use.&lt;br /&gt;
|-&lt;br /&gt;
|TransLocate (TL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Identify a player, then switch places (perhaps N times use)&lt;br /&gt;
|-&lt;br /&gt;
|Clone (CN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Takes on the properties of the nearest player&#039;s flag&lt;br /&gt;
|-&lt;br /&gt;
|Lemur mode (LM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Walk on walls. (maybe parallel to ground only, from however high you touched it, and then jump to get off?)&lt;br /&gt;
|-&lt;br /&gt;
|Cattle Prod (CP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, Steamroller!?!?!&#039;&#039;&lt;br /&gt;
|(Goofy) A cattle prod sticks out some fixed distance in front of the bearer&#039;s tank. Anyone who touches the prod dies. Clicking while the flag is in effect does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|MiRage (MR)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Player sees tanks and shots where they shouldn&#039;t be.&lt;br /&gt;
|-&lt;br /&gt;
|Wormhole Bullet(WB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Bullets that hit other tanks send them to a random link/teleporter instead of killing them. (If there are no teleporters, don&#039;t create flags?).&lt;br /&gt;
|-&lt;br /&gt;
|INflate(IN)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Your bullets cause tiny tanks to become normal sized, normal tanks to become obese, and obese tanks to explode.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity Fuse (PF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Shells explode with a small shock wave when they pass within range of a tank (even a friendly one).&lt;br /&gt;
|-&lt;br /&gt;
|Laser Cloud(LC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.. Just... No.&#039;&#039;&lt;br /&gt;
|Firing this causes a x amount (x = amount of shots available) of short laser beams to project from the tank, killing all GM, bullets, and tanks they meet. It can aim up and down, and has the range of a Shockwave. Can be over driven by a greater amount of shots than the tank has lasers for. Right clicking causes one single laser beam twice as long as usual, it uses all the shots available, and takes twice as long to recover (optional)&lt;br /&gt;
|-&lt;br /&gt;
|French Fries (FF)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, kinda lame.&#039;&#039;&lt;br /&gt;
|(Goofy) Other tanks are attracted to the french fry and will turn to it if they are facing it within 90 degrees.It automatically moves toward it. Other tanks can still turn around (slowly) until it gets out of the magical 90 degrees.&lt;br /&gt;
|-&lt;br /&gt;
|Time Displacement(TD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Employing this causes the whole world to freeze for a short period of time. Except you, and perhaps PZ. You loose your flag after this. You can&#039;t shoot while the world is frozen.&lt;br /&gt;
|-&lt;br /&gt;
|Ugly&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|When opposing tanks have you in there lock angle, their tanks automatically turn away from you. This can be compensated for by turning against it.&lt;br /&gt;
|-&lt;br /&gt;
|Fly by Wire (FW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, though adding this to GM might be nice.&#039;&#039;&lt;br /&gt;
|Missile flies with built-in camera; player&#039;s tank stands still until missile flight is over.&lt;br /&gt;
|-&lt;br /&gt;
|KamikaZe (KZ)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Tank drives fast, explodes with a large radius when it collides with another tank or obstacle&lt;br /&gt;
|-&lt;br /&gt;
|Random Teleport (RT)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Can&#039;t control when or where it teleports you&lt;br /&gt;
|-&lt;br /&gt;
|Air Burst (AB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Flag explodes when it reaches its apex when dropped. Apex is especially high. Explosion is large (bigger than shock wave). Being in or behind a building should protect you. Being behind (or through!) a teleporter should not.&lt;br /&gt;
|-&lt;br /&gt;
|Heat Seeker (HS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never, same as GM.&#039;&#039;&lt;br /&gt;
|Missile is fire-and-forget; heads toward nearest &amp;quot;heat source&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|HoloGram (HG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Player&#039;s tank appears off to one side from where it really is.&lt;br /&gt;
|-&lt;br /&gt;
|Grappling Beam (GB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Clicking fires a laser-like beam that travels at the same speed as bullets, and does the same thing to enemy tanks if they are hit. If the beam hits a pyramid or a box, however, the tank gets pulled rapidly to the object that was hit (like a grappling hook).&lt;br /&gt;
|-&lt;br /&gt;
|ILlusion (IL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Opposing players see 2(?) fake copies of your tank at constant random offsets from your real position (if they are shot, either nothing happens or the fakes disappear?).&lt;br /&gt;
|-&lt;br /&gt;
|SNake (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) Becomes like a game of Nibbles for the bearer of the flag; a laser-looking barrier comes out behind the tank, and stays there (possibly for only a fixed length). Any player that touches the barrier dies.&lt;br /&gt;
|-&lt;br /&gt;
|Kill or be Killed (KK)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Player has to make kills within a certain time, or risk blowing him/herself up. {abbrev should be changed for obvious reasons}&lt;br /&gt;
|-&lt;br /&gt;
|ShotGun (SG)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Shots split and go off in different directions.&lt;br /&gt;
|-&lt;br /&gt;
|Interdimensional Teleport (IT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never, no &amp;quot;on drop&amp;quot; actions.&#039;&#039;&lt;br /&gt;
|Teleports to a random location when dropped&lt;br /&gt;
|-&lt;br /&gt;
|Rear Shot (RS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Shoots both in front and behind (if available shots)&lt;br /&gt;
|-&lt;br /&gt;
|LLama (LL)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) Involuntarily charges all visible tanks, starting with the closest, including teammates. Has the same effect as SR on impact. Other tanks see an amusing llama. graphic.&lt;br /&gt;
|-&lt;br /&gt;
|SuperDrop(SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|When killed holding this flag, all tanks loose their flags, and they are sucked into the ether.&lt;br /&gt;
|-&lt;br /&gt;
|George Bush (GB)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|(Goofy) All game and player messages are sent through a filter translating them into George W. Bush speak. Because he knows how difficult it is to put code on your project.&lt;br /&gt;
|-&lt;br /&gt;
|Turbo Boost (TB) &lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Right click makes you faster than high speed briefly. Flag can be used multiple times, maybe with a recharge time.&lt;br /&gt;
|-&lt;br /&gt;
|ReFlect (RF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|When you get hit, you die as usual, but shot isn&#039;t stopped, it is reflected back in the direction it came from.&lt;br /&gt;
|-&lt;br /&gt;
|MirroR (MR)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|See reflections of other tanks on the walls for aiming ricochet bullets&lt;br /&gt;
|-&lt;br /&gt;
|SubterFuge (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Similar to Antagonize. Players near you or those you id are sent deceptive messages purportedly from other players or teammates. These would be stock messages such as: watch out, [callsign] is behind you... let&#039;s go after [callsign]... boo... where callsign is a player on a team other than theirs or a rogue.&lt;br /&gt;
|-&lt;br /&gt;
|MagShield(MS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, need to shoot.&#039;&#039;&lt;br /&gt;
|A defense only flag. Fire and you envelope yourself with a brief magnetic shield that looks like or similar to shock wave, only this shield acts like a wall stopping or causing shots to rico as appropriate. Put up your shield soon enough and you&#039;re safe, but wait too long and a shot&#039;s ricocheting around inside with you. Tanks can drive thru the shield, both to fire at you or to be protected by you as you approach a target (camper). To fire yourself you have to drop the flag.&lt;br /&gt;
|-&lt;br /&gt;
|Tether Ball(TB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. too many changes.&#039;&#039;&lt;br /&gt;
|A ball appears behind the tank attached by a tether and can be swung along the ground by sharp turns. If a tank (even your own) hits either the tether or the ball it is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Dumbfire Missile (DM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|A missile that can not be locked on, but has an actual blast area (miniature shock-wave, but without affecting PZ players). Possible alternative: Full size SW, but flag is &#039;used&#039; (dropped for a long time, like the shield flag) when fired.&lt;br /&gt;
|-&lt;br /&gt;
|MultiFlag (MF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Never.&#039;&#039;&lt;br /&gt;
|Tank can hold two other flags at the same time.&lt;br /&gt;
|-&lt;br /&gt;
|OIl (OI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. large engine change.&#039;&#039;&lt;br /&gt;
|Tank leaves an oil trail behind which steers people off course.&lt;br /&gt;
|-&lt;br /&gt;
|Flag Launcher(FL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No. No multiple flags.&#039;&#039;&lt;br /&gt;
|Gives tank the same attributes as TH but can pick up a second flag without being affected, and fire it at another tank. If it misses you keep the flag but if it hits the tank is forced to give up any currently held flags and pick up the launched flag. Good with LE.&lt;br /&gt;
|-&lt;br /&gt;
|Radar Scout (RS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, confusing.&#039;&#039;&lt;br /&gt;
|Your tank becomes a radar-equipped scout (you can still shoot). In a certain radius around you, all tanks (except you) look obese (due to increased radar) and can be shot like obese tank (hitting is easier); they still fit through teleporters. In addition, cloaked and stealthed tanks and shots also become visible. Every tank on the play field can see and shoot the obese and cloaked tanks, so you have the advantages that&lt;br /&gt;
 &lt;br /&gt;
Tanks are more likely to shoot at each other, since you are normal in size, the others are obese&lt;br /&gt;
Others will think twice before destroying you since you provide them with a targeting aid&lt;br /&gt;
|-&lt;br /&gt;
|TurreT (TT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Turns your tank into a turret. Same as Burrow + Machine Gun + Angular Velocity, but your tank can&#039;t move at all.&lt;br /&gt;
|-&lt;br /&gt;
|AnnoYance (AY)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too easy to camp by a flag.&#039;&#039;&lt;br /&gt;
|Tank is very large and fast, can&#039;t shoot, and invincible. Can distract enemies while friendlies go in for the kill.&lt;br /&gt;
|-&lt;br /&gt;
|AntiMatter (AM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, needs more thought for vertical worlds.&#039;&#039;&lt;br /&gt;
|Tank cannot be hit except for SB/SW. 50% increased reload time, can be steamrolled by any tank, colliding with buildings results in death too&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Computer (TC)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, a lag nightmare.&#039;&#039;&lt;br /&gt;
|HUD shows where to aim for lead-ahead based on dead reckoning&lt;br /&gt;
|-&lt;br /&gt;
|StraFe (SF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, will not be a flag feature if ever implemented.&#039;&#039;&lt;br /&gt;
|Modifier key makes turning strafe&lt;br /&gt;
|-&lt;br /&gt;
|ECCM (um...)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|When firing from ECCM equipped tank, other tanks in front of it, 20/30 degrees, have for a while both not working radar and communication (excluding admins).&lt;br /&gt;
|-&lt;br /&gt;
|HeadAche (HA)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|All colors (not just tank colors) are inverted. Causes confusion for player, should have time limit. Submitted by ThatGuySpencer&lt;br /&gt;
|-&lt;br /&gt;
|Double Shot (DS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, see backfire.&#039;&#039;&lt;br /&gt;
|Shots come out of both ends of your tank, shoting backwards and fowards (maybe your bullets run out twice as fast) - Terminator&lt;br /&gt;
|-&lt;br /&gt;
|X-ray Vision(XV)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, difficult to portray with complex worlds.&#039;&#039;&lt;br /&gt;
|Can see through buildings, but not drive through them. Either they are completely invisible (making out-the window driving fun) or they show up like with OO. Makes it possible to surprise others who are behind objects, and who are depending only on radar to know where you are.&lt;br /&gt;
|-&lt;br /&gt;
|SNiper (SN)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, to much like laser.&#039;&#039;&lt;br /&gt;
|Tank has one, invisible, shot that lasts until it hits something/someone. Never ricochets. Blam!&lt;br /&gt;
|-&lt;br /&gt;
|PariaH (PH)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|Tank is identified in all ways as each other player&#039;s nemesis.&lt;br /&gt;
|-&lt;br /&gt;
|NeMesis (NM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, not a good flag feature.&#039;&#039;&lt;br /&gt;
|HUD indicates direction (but not distance) to last person to kill you, even if under stealth.&lt;br /&gt;
|-&lt;br /&gt;
|Rear Window (RW)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No.&#039;&#039;&lt;br /&gt;
|View is split horizontally, bottom half is view out the back.&lt;br /&gt;
|-&lt;br /&gt;
|Collector (CO)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No holding multiple flags, unproductive&#039;&#039;&lt;br /&gt;
|Or cleaner (CR). Everything is normal except this tank can collect all the flags, without being able to use them. The moment he presses spacebar or dies all flags he holds return to the world.&lt;br /&gt;
|-&lt;br /&gt;
|Bomber (BM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No we don&#039;t do splash damage&#039;&#039;&lt;br /&gt;
|Like WG, but all shots go downwards. Speed is determined by _gravity. Useful for flying servers. When flying with BM the speed is slower than that of WG, but bombs shot will have a larger radius (can kill more things around them).&lt;br /&gt;
|- &lt;br /&gt;
|Pole-aXed (PX)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No may as well just kill him, and we don&#039;t kill for a bad flag&#039;&#039;&lt;br /&gt;
|Tank cannot move forwards or backwards, can steer and jump (even on no jump servers,to be more fair). It&#039;s like being stuck on a pole.&lt;br /&gt;
|- &lt;br /&gt;
|Splash-Damage (SD)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No we don&#039;t do splash damage&#039;&#039;&lt;br /&gt;
|When one of your bullets hits an enemy, he explodes in a shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|PHase shift (PH)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Combines OO, SB and more -- too powerful.&#039;&#039;&lt;br /&gt;
|Oscillation Overthruster, but can backup, jump and shoot in walls. Shoots Super Bullets, and can be killed by Phantom Zone.}&lt;br /&gt;
|-&lt;br /&gt;
|ASsassin (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, too powerfull&#039;&#039;&lt;br /&gt;
|As small, fast and short-ranged as thief. Fatal and can&#039;t steal flags. Stealth and Cloaking in effect when someone is not in range, and cloaking in effect when you can&#039;t see them. (partial cloaking in effect when you can see part of them, that is, they&#039;re on the side of your view.) Can be steamrolled by anyone. Longer reload time than Thief. Can only kill once (but maybe you still keep the flag?).&lt;br /&gt;
|-&lt;br /&gt;
|BoMb (BM)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, rather pointless&#039;&#039;&lt;br /&gt;
|Can be transferred to someone by shooting them, also transfers the timer. When the bad flag timer (or another timer) is up, the holder dies and creates a shockwave.&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Immunity (TI)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too map specific&#039;&#039;&lt;br /&gt;
|User is invulnerable to, and can walk through, terrain hazards such as stuff that would normally be fatal to touch and conveyor belts.&lt;br /&gt;
|-&lt;br /&gt;
|Cloaked Bullet (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, getting killed by a shot you can&#039;t see is bad&#039;&#039;&lt;br /&gt;
|Your bullets are invisible out-the-window.&lt;br /&gt;
|-&lt;br /&gt;
|Charge Beam (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, just use multiple shots from a regular laser&#039;&#039;&lt;br /&gt;
|Hold mouse button to charge. Releasing shoots a laser that keeps firing for as long as you charged the beam for. (Maybe a limit on charge time, so there&#039;s a limit on how long you fire a laser for?)&lt;br /&gt;
|-&lt;br /&gt;
|Gravitational Field (GF)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;BZFlag is not a physics engine. Possible lag and sync nightmare.&#039;&#039;&lt;br /&gt;
|Attracts nearby tanks and bullets towards you. You are also afected by Newton&#039;s third law, with a resulting force pushing you in the opposite direction of the sum of all the force vectors of  all the tanks and bullets you attract.  It can be good and bad.  With skill you can use this flag to alter bullet paths and tank motion to your/your teammate&#039;s advantage, or to your enemy&#039;s disadvantage.  An example of the effect might be if a tank w/ WG is nearby you could be pulled aloung in flight,although flight would be more difficult for the tank w/ WG. There is a higher risk of being hit and higher difficulty in moving.&lt;br /&gt;
|-&lt;br /&gt;
|Destroy Buildings (DB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, significantly difficult to implement, and allows for to much abbuse&#039;&#039;&lt;br /&gt;
|When your shot hits an object (such as a building) it causes that object to disappear temporarily. Still ricochets off.&lt;br /&gt;
|-&lt;br /&gt;
|PLane (PL)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No multiple flags, no vertical shots, no weird [http://en.wikipedia.org/wiki/Royal_Flying_Corps flying] stuff. This probably won&#039;t be implemented.&#039;&#039;&lt;br /&gt;
|Turns your tank into a plane. Planes have two guns, one on each wing. You can accelerate or decelerate by using scroll wheel up to accelerate, down to decelerate. Point the mouse in the direction you want to turn. If you are shot or touch a wall you turn back into a tank. ENEMY tanks get vertical lock-on on you, meaning if they shoot while you are within their view, then their shot is at an angle upward or downward so that it might hit you. You can get some flags as a plane. Shock wave drops a bomb straight down with the velocity of a shot, plus your velocity; Laser shoots a laser from your nose-cone; Rapid Fire, Super Bullet, Machine Gun, GM are the same as normal (but you still have wing guns); Cloaking, Stealth, and Masquerade are the same; Thief shoots from nose-cone; Black Hole shoots from nose-cone; OO lets you fly through walls (except floor and the surrounding wall, of course); PZ is same as normal; Galaga makes you wider, but you can shoot more shots; Charge Beam from nose-cone; Sensor Package is same as normal; No Ricochet prevents ricochet; etc.. If you drop a flag as a plane, it drops first the grabbed flag, then once you have no grabbed flag, turns you back into a tank. I realize this probably won&#039;t be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Package (SP)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too powerful&#039;&#039;&lt;br /&gt;
|In-game description: &amp;quot;Tank has upgraded sensors and can send locks to guided missiles and allies.&amp;quot; Description here: You can see what flag an enemy has, you get those arrow things for enemy team flags as well as your own (and also vertical ones), all walls show up as green wireframe on black background; you get those &amp;quot;enemy in range, enemy to left/right&amp;quot; from Battle Zone when an enemy is in your range; you can lock on to enemies (but not allies) (as you do, all ENEMY missiles within the radius of a SW lock onto them, all ALLIES with GM lock onto them, but not their fired missiles), you also get notifications when you are within an enemy&#039;s line of sight and range, especially when you are within the blast radius of someone with shockwave, you can see what flag somebody has on the radar and HUD (letters over their head). &lt;br /&gt;
|-&lt;br /&gt;
|Flak (FK)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|Your tank shoots debris (or oval shaped sheilds or whatever they may look like) that collide and disintegrate regular type bullets instantly when the two come in contact.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Masquerade (IM)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no on shot changes, and too complex&#039;&#039;&lt;br /&gt;
|Your tank appears on the Radar and through the view finder as a friendly tank to the enemy, but not to right-clicks and identification through targeting. However, this lasts until your fire. When you fire, you immediately lose the flag. This is good for infiltrating another side, but as soon as someone right-clicks you in his targeting reticule, your identity is displayed.&lt;br /&gt;
|-&lt;br /&gt;
|Kick back (KB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, no advantage to the flag, just make it a server option for all shots&#039;&#039;&lt;br /&gt;
|When shot your tanks goes backwards a certain distance. This lasts for a server set # of seconds&lt;br /&gt;
[Note: How is this a positive flag? This is also too similar to Big Bullet.]&lt;br /&gt;
|-&lt;br /&gt;
|Oldschool (OS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is not general enough, depends on other map setup&#039;&#039;&lt;br /&gt;
|Immune to super bullets, missiles, laser beams, shock waves, and steamrolls. Tanks with other flags can still hit you, and theives can steal your flag; in other words, business as usual. Make others drop their precious flags.&lt;br /&gt;
|-&lt;br /&gt;
|New Age (NA)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, is not general enough, depends on other map setup&#039;&#039;&lt;br /&gt;
|Immune to regular bullets; can only be killed by lasers, missiles, super bullets, steamrolls, and shock waves. Opposite of Oldschool. Probably disabled on maps without easily accessible superweapon flags.&lt;br /&gt;
|-&lt;br /&gt;
|Entanglement (QE)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No&#039;&#039;&lt;br /&gt;
|Whoever kills you gets destroyed by the server.&lt;br /&gt;
|-&lt;br /&gt;
|Laser Tripwire (LT)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|Shot travels until it strikes a wall, then generates a (non-ricocheting) laser beam along the direction of the surface normal until it reaches another surface. Beam remains until touched by a tank, which is destroyed. If player fires another tripwire, the existing tripwire is deleted.  Player may drop the flag to leave the most recent tripwire in place. Shockwave will delete any tripwire it touches (if not too difficult to code).&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun (SG) (Different to other one)&lt;br /&gt;
| +/-&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too much like MG, same as the other ShotGun suggestion&#039;&#039;&lt;br /&gt;
|All available shots are fired at once (set # by server), 1 straight, the next a set # of degrees left of the first, then the next # of degress right of the first and so on creating dispersed shots. Fast bullets but reduced range, no ricochet and very slow reload time. Good against multiple enemies in range and provides strategic usage of walls for cover while reloading. Useless against laser and guided missle and good players can jump/avoid and shoot you while reloading which is why shots travel faster. Good for short range but useless in long range.&lt;br /&gt;
|-&lt;br /&gt;
|Air Safe (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, GM already has a counter flag: ST&#039;&#039;&lt;br /&gt;
|Countermeasure for guided missle. Guided missles that come within sw radius of the player are destroyed but all other shots unaffected. Dampens power of guided missle.&lt;br /&gt;
|-&lt;br /&gt;
|SHort tank (SH)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, simply make a server option to make burrow jump&#039;&#039;&lt;br /&gt;
|Makes tank short. Exactly like burrow except that it allows you to be on buildings and jump.&lt;br /&gt;
|-&lt;br /&gt;
|Communications Disruption (CD)&lt;br /&gt;
| -&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too specific to a play style&#039;&#039;&lt;br /&gt;
|You cannot send team messages. You can still send PMs, Admin messages and public messages.&lt;br /&gt;
|- &lt;br /&gt;
|Double Shot (DS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex, with not enough added benefit. Shots would have to bounce in non physical ways to seperate.&#039;&#039;&lt;br /&gt;
|Every time a player with this flag fires and the shots bounce off a wall (or other object) it splits the shot into 2 shots. Can only happen once (split shots cannot split again).&lt;br /&gt;
|- &lt;br /&gt;
|Super Shield (SS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;No, too complex&#039;&#039;&lt;br /&gt;
|You have to be shot a set amount of times to die. A bit like shield BUT different types of shots damage the tank more. (Say a tanks picks up the SS flag and he/she has to be hit 5 times to die, but SW takes off 4 hits so he only has to be hit 2 times with SW to die).  This could also work with Double Shot (DS) where when the shot splits it only makes half the damage of a normal shot. (He/she would now have to be hit 10 times with split bullets to die). Maybe put a health bar over the players tank that shows how many times YOU have to hit the tank with your bullets. (P1 gets SS flag and has to be hit 4 times to die, P2 gets GM (which takes off 2 hits) and he looks at P1 and it has the health bar and a number saying 2 (P2 has to hit P1 with the GM that he has 2 times) then P3 gets a SW flag and the health bar says 1 (because SW takes off 4 points and P1 only has 4 health points).  If the health bar is too hard then i think that you could just have the SS without a health bar.&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Template:Inaccurate&amp;diff=4246</id>
		<title>Template:Inaccurate</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Template:Inaccurate&amp;diff=4246"/>
		<updated>2008-03-18T09:53:10Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#ffcc99;border:2px solid #ff8080;&amp;quot;&lt;br /&gt;
|[[Image:MessedUp.png]]&lt;br /&gt;
||&#039;&#039;&#039;This page contains inaccurate information, blatant errors, wild claims, and/or simply unclear text.  Please discuss these issues on the [[Help:Talk page|talk page]] or fix them yourself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Look out for flying tanks.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Inaccurate]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Adding this template to a page will automatically add the page to the [[:Category:Inaccurate|Category:Inaccurate]] page. To use this template add &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{Inaccurate}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; to the top of the page you are creating/editing.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Scoreboard&amp;diff=4245</id>
		<title>Scoreboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Scoreboard&amp;diff=4245"/>
		<updated>2008-03-18T09:20:47Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* FFA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Individual Player Scores ==&lt;br /&gt;
===FFA=== &lt;br /&gt;
[[Image:Playerscores.png|frame|Typical scoreboard on a [[Free For All]] server]]&lt;br /&gt;
&lt;br /&gt;
The image shows a typical scoreboard found in [[BZFlag]] on a [[Free For All]] server with the sort order (in options) set to &#039;&#039;Score&#039;&#039;.  The scoreboard can be switched on and off using the &amp;quot;s&amp;quot; key.  Note that the font in the image is not the default font - look [[Change_Default_Font|here]] for ways of changing the default font.  Reading from left to right:-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Score&amp;quot; column&#039;&#039;&#039;&lt;br /&gt;
# Score of the player (kills - deaths).&lt;br /&gt;
# Number of times the player has made a kill on an enemy tank.&lt;br /&gt;
# Number of times the player had been killed.&lt;br /&gt;
# The number in square brackets shows the number of teammates the player has killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Kills&amp;quot; column&#039;&#039;&#039;&lt;br /&gt;
# The number of times you have killed that player.&lt;br /&gt;
# The number of times that player has killed you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Player&amp;quot; column&#039;&#039;&#039;&lt;br /&gt;
# The callsign registration status is denoted by (&amp;lt;blank&amp;gt;, &amp;quot;+&amp;quot;, &amp;quot;-&amp;quot; or &amp;quot;@&amp;quot;) and is described [[Global_Registration#Callsign_Markers|here]].&lt;br /&gt;
# The [[callsign]] of the player.&lt;br /&gt;
# In brackets is the email address of the player, which only shows if not blank. This is sometimes set to the team of the player if they are in a [[leagues|league]].  Players often use the field for humourous comments (take care that rude or offensive content can earn you attention from the server [[administrator]]).&lt;br /&gt;
# If the player is carrying a flag, a [[Flag_List|flag ID]] will show separated by a forward slash.&lt;br /&gt;
&lt;br /&gt;
The colour of each player&#039;s scoreboard entry shows to which team the player currently belongs. The users listed at the bottom are [[Observer_Mode|observers]] (could be waiting to join, or just... observing) and have no tank in play in the game.  Observers can interact textually; they can send player or team [[message|messages]] and can issue [[Slash_Commands|server commands]] as permitted by their [[Global_Registration#Callsign_Markers|status]].&lt;br /&gt;
&lt;br /&gt;
== Team Scores ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Teamscores.png|frame|Team scores on a [[FFA|Free For All]] server]]&lt;br /&gt;
===FFA===&lt;br /&gt;
Reading from left to right:-&lt;br /&gt;
&lt;br /&gt;
# The total score of the team (wins - losses).&lt;br /&gt;
# The number of times players on the team have killed other players.&lt;br /&gt;
# The number of times players on the team been killed.&lt;br /&gt;
# The number of players on the team. The image shows 4 purples, 3 greens, 2 reds and 3 blues. Note that rogues and observers do not show here because neither is a team, in the BZFlag sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Client]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Google_Summer_of_Code:_2008&amp;diff=4217</id>
		<title>Talk:Google Summer of Code: 2008</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Google_Summer_of_Code:_2008&amp;diff=4217"/>
		<updated>2008-03-12T14:37:06Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is informational only.  There are no wrong answers.  This is more just to get a visual on what we&#039;re all thinking.  Rank what you feel the top five projects ideas from most important to least with a 1, 2, 3, 4, and 5 respectively.  Your ranking criteria for determining importance are:&lt;br /&gt;
&lt;br /&gt;
 1) projects that are &#039;&#039;needed&#039;&#039; for BZFlag&#039;s long-term development&lt;br /&gt;
 2) projects that are &#039;&#039;wanted&#039;&#039; due to features or capabilities they provide&lt;br /&gt;
 3) projects that will make the most &#039;&#039;impact&#039;&#039; on our users&lt;br /&gt;
 4) those that are likely to be &#039;&#039;successfully&#039;&#039; worked on over three months by a student remembering that the scope can be defined/reduced as needed&lt;br /&gt;
 5) ideas that are of specific interest to you as a dev that warrant involving others in your evil aspirations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only mark your top five&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Also, anyone not listed that would like to share their importance ordering is QUITE WELCOME to add their name and numbers to the table.&lt;br /&gt;
&lt;br /&gt;
{|- border=&amp;quot;1&amp;quot;&lt;br /&gt;
! PROJECT&lt;br /&gt;
! dtremenak&lt;br /&gt;
! jeffm&lt;br /&gt;
! jbdigriz&lt;br /&gt;
! spldart&lt;br /&gt;
! blast&lt;br /&gt;
! sean&lt;br /&gt;
! Mr_Burns&lt;br /&gt;
! [...]&lt;br /&gt;
|-&lt;br /&gt;
! Enhanced Statistics system&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Dead Reckoning &amp;amp; Networking&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Modularization of Game Logic&lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Global Authentication Daemon&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! BZWorkBench World Editor&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Enhanced Server Listing&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Multiple Display Support&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! In-game Profile Management&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! BZFS Web Interface&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Network Testing Framework&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Cross Server Communications System&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Cheat Preventions&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Google_Summer_of_Code:_2008&amp;diff=4197</id>
		<title>Talk:Google Summer of Code: 2008</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Google_Summer_of_Code:_2008&amp;diff=4197"/>
		<updated>2008-03-09T11:13:52Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Updated project column to match headings on GSOC project description page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is informational only.  There are no wrong answers.  This is more just to get a visual on what we&#039;re all thinking.  Rank what you feel the top five projects ideas from most important to least with a 1, 2, 3, 4, and 5 respectively.  Your ranking criteria for determining importance are:&lt;br /&gt;
&lt;br /&gt;
 1) projects that are &#039;&#039;needed&#039;&#039; for BZFlag&#039;s long-term development&lt;br /&gt;
 2) projects that are &#039;&#039;wanted&#039;&#039; due to features or capabilities they provide&lt;br /&gt;
 3) projects that will make the most &#039;&#039;impact&#039;&#039; on our users&lt;br /&gt;
 4) those that are likely to be &#039;&#039;successfully&#039;&#039; worked on over three months by a student remembering that the scope can be defined/reduced as needed&lt;br /&gt;
 5) ideas that are of specific interest to you as a dev that warrant involving others in your evil aspirations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only mark your top five&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Also, anyone not listed that would like to share their importance ordering is QUITE WELCOME to add their name and numbers to the table.&lt;br /&gt;
&lt;br /&gt;
{|- border=&amp;quot;1&amp;quot;&lt;br /&gt;
! PROJECT&lt;br /&gt;
! dtremenak&lt;br /&gt;
! jeffm&lt;br /&gt;
! jbdigriz&lt;br /&gt;
! spldart&lt;br /&gt;
! blast&lt;br /&gt;
! sean&lt;br /&gt;
! [...]&lt;br /&gt;
|-&lt;br /&gt;
! Dead Reckoning &amp;amp; Networking&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Modularization of Game Logic&lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Global Authentication Daemon&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! BZWorkBench World Editor&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Enhanced Server Listing&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Multiple Display Support&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! In-game Profile Management&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! BZFS Web Interface&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Network Testing Framework&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Cross Server Communications System&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Cheat Preventions&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Google_Summer_of_Code:_2008&amp;diff=4183</id>
		<title>Google Summer of Code: 2008</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Google_Summer_of_Code:_2008&amp;diff=4183"/>
		<updated>2008-03-07T09:41:21Z</updated>

		<summary type="html">&lt;p&gt;Mr Burns: /* Cheat preventions (reference pages have been merged) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Google Summer of Code 2008 was announced on February 25, 2008. Given our enormously successful participation in the program in 2007, BZFlag plans to reapply to participate in the program in 2008. If accepted, BZFlag will accept student project proposals from March 24 to March 31 ending at 5:00 PDT (0:00 April 1 GMT). Further information on the application proccess and some proposal ideas are below.&lt;br /&gt;
&lt;br /&gt;
= Promotion Flyers =&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
 |[[Image:BZGSoC2008_small.gif|thumb|left|512px]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Provided below is a promotional flyer to help spread the word about our involvement with the Google Summer of Code.  Flyers are available in various languages that we have mentors for so that students from all over the globe can be informed about the program.  While many developers can converse fluently in other languages, English is still expected for most developer discussions.  Feel free to distribute the flyer around your local colleges and universities.&lt;br /&gt;
&lt;br /&gt;
* English ([http://my.bzflag.org/gsoc/BZGSoC2008.pdf PDF]) ([http://my.bzflag.org/gsoc/BZGSoC2008.png PNG])&lt;br /&gt;
* Deutsch | German  ([http://my.bzflag.org/gsoc/BZGSoC2008_de.pdf PDF]) ([http://my.bzflag.org/gsoc/BZGSoC2008_de.png PNG])&lt;br /&gt;
* Español | Spanish ([http://my.bzflag.org/gsoc/BZGSoC2008_es.pdf PDF]) ([http://my.bzflag.org/gsoc/BZGSoC2008_es.png PNG])&lt;br /&gt;
&lt;br /&gt;
High praise and special thanks to Harry Keller (aka Saturos) for designing our 2008 GSoC flyer.&lt;br /&gt;
&lt;br /&gt;
= Preparing an Application =&lt;br /&gt;
&lt;br /&gt;
There is specific format to applications, but students should be detailed in their approach and background information about themselves.  They should state specifically what they intend to deliver and any implementation details they feel relevant such as what language they intend to use.  C/C++ proposals are preferred though others will be considered.  Students that just submit the summaries contained below will not do very well.  If you talk with us on IRC about your SoC proposal, you should include your IRC nickname somewhere in your proposal.&lt;br /&gt;
&lt;br /&gt;
Early proposal submission are encouraged as it gives us more time to review your proposals in detail, comment on them, and potentially ask for additional input.  Submitting closer to the deadline will not be a negative consideration as all submissions will be predominantly judged on their merit, but submitting and discussing early is an advantage for submissions that are similar to other submissions.  &lt;br /&gt;
&lt;br /&gt;
Students are asked to propose what they actually want to work on, how they intend to work on it, what they intend to DO, what they know about that task, some details about themselves, etc.  Their ability to perform the task is outright presumed, so they are supposed to propose a task that they are comfortable and knowledgeable with performing.&lt;br /&gt;
&lt;br /&gt;
= Program Evaluation =&lt;br /&gt;
&lt;br /&gt;
All the applications we receive will be reviewed, evaluated, and critiqued.  Of those applications, only a few can be selected to work on BZFlag.  We expect to receive many good applications, making the selection process very competitive and difficult.  &#039;&#039;This cannot be stressed enough.&#039;&#039;  It will be really hard to narrow down the submissions but in the end we will have only so many slots to work with and the line will eventually need to be drawn.  Every application will be read multiple times and reviewed in detail.  We thank &#039;&#039;&#039;everyone&#039;&#039;&#039; that submits a proposal and hope to still see some of you become involved in our software development.&lt;br /&gt;
&lt;br /&gt;
In the end, submissions will be selected according to the overall long-term impact that accepting the proposal could make for the game, perception of the submitter&#039;s abilities to complete the task within the program timeframe, general consensus on the technical approach being proposed, and overall interest in having such modifications made to BZFlag.  Particular notice will be made of students that are responsive to questions and readily interactive in the IRC channel.  Communication is a good thing.&lt;br /&gt;
&lt;br /&gt;
While there&#039;s never any guarantee that work on any code will be integrated, this is very much the desire and &#039;&#039;&#039;intention&#039;&#039;&#039; of our participation in the Summer of Code.  Students are expected to interact on the [http://my.bzflag.org/irc/ #bzflag IRC channel] on the Freenode network, abide by the [http://bzflag.svn.sourceforge.net/viewvc/*checkout*/bzflag/trunk/bzflag/DEVINFO DEVINFO] rules, agree to the [[Google Summer of Code Acceptance|development requirements]], and focus on providing a clean maintainable implementation.&lt;br /&gt;
&lt;br /&gt;
Biding BZFlag&#039;s acceptance into the program, the final list of selected proposals will be announced on April 14, 2008 at 12:00 noon PDT.&lt;br /&gt;
&lt;br /&gt;
= Proposal Ideas =&lt;br /&gt;
&lt;br /&gt;
While there are lots of [[Ideas]] floating around of varying utility to the game, the ideas listed below are the specific areas that we are predominantly interested in seeing worked on as part of the GSoC.  Please note that students are also welcome to apply with their own original ideas.  They should run those ideas by one of the developers beforehand, as there are some ideas which will not be accepted regardless of the quality of the application and applicant, due to desire to preserve the scope and focus of the project.&lt;br /&gt;
&lt;br /&gt;
Ideas marked with an &amp;quot;*&amp;quot; indicate entries where we have received at least two or more submissions for that idea.&lt;br /&gt;
&lt;br /&gt;
== Dead Reckoning and other Networking Enhancements ==&lt;br /&gt;
The basic idea is to improve BZFlag&#039;s networking by performing dead reckoning on the server along with context-sensitive packet delivery culling.  Much work has gone into the game towards moving more and more of the game state to the server, but there is additional migration and protocol changes required.  Similarly, network utilization can be optimized by not relaying certain packets (like miniscule position updates to distant players) based on the current game state.  Some useful background reading for this task include &amp;quot;[http://www.research.ibm.com/netgames2005/papers/aggarwal.pdf Fairness in Dead-Reckoning based Distributed Multi-Player Games (pdf)]&amp;quot; and &amp;quot;[http://www.sigcomm.org/sigcomm2004/workshop_papers/net610-aggarwal.pdf Accuracy in Dead-Reckoning Based Distributed Multi-Player Games (pdf)]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Modularization of game logic ==&lt;br /&gt;
Much of the game logic is presently mixed in with BZFlag&#039;s graphics code. This lack of organization make it difficult to find code when necessary, and does not allow bzfs, bzrobots, or other tools to utilize the game logic. The game code should be modularized into [[DevelopmentGoals#libGame|libgame]] so that all that is left in the client code is the graphics subsystem. This will also ease the possible future integration of a 3D graphics engine.&lt;br /&gt;
&lt;br /&gt;
== Global authentication daemon ==&lt;br /&gt;
The goal of this project would be to provide global account management system daemon that the client and servers would communicate with for account, group membership, and profile information.  This effort preferably be written in C++, would need to talk to an LDAP server for persistent storage on the backend, and allow chaining across multiple daemons for data replication and failover service.  The daemon would need to provide a well structured simple communications API that the game client and game servers can securely talk to.&lt;br /&gt;
&lt;br /&gt;
== Enhanced server listing ==&lt;br /&gt;
The game client includes a simplistic listing of publicly available servers.  This task would involve significantly enhancing the listing section in BZFlag to allow for various sortings (e.g. ping time, country, name, etc), favorites, recently used, specific additional information on specific servers, and all existing information.  The task would involve coming up with a user-friendly design that is fully keyboard-accessible.  It could leverage external gui toolkits, use BZFlag&#039;s existing gui library, and/or extend the existing capabilities.  The focus would be on creating an intuitive and informative listing enhancement within the constraints of the gaming interface.&lt;br /&gt;
&lt;br /&gt;
== BZWorkBench world editor enhancement ==&lt;br /&gt;
As a participant in last year&#039;s program, Jude Nelson started work on BZWorkBench.  It is a world file editor with a very solid foundation but much work still remains to be done, including a cross-platform GUI, mesh support, and other editor features.&lt;br /&gt;
&lt;br /&gt;
== Enhanced cross-platform multiple display support ==&lt;br /&gt;
Add the ability to effectively manage multiple display environments from within the game allowing for the detection, alignment/orientation specification, and resolution parameters for each display via menu options as well as proper full-screen and/or windowed support.  An additional feature could involve allowing the user to dedicate a display to the various primary gui elements (the 3D environment, the radar, and the chat console).  BZFlag&#039;s current context management is mostly handled by SDL or other platform-specific modules, so this could be taken into consideration.  There&#039;s also the possibility of our move to an integrated graphics engine would similarly impact how multidisplay contexts are created and managed.&lt;br /&gt;
&lt;br /&gt;
== In-game profile management ==&lt;br /&gt;
BZFlag allows players to specify a callsign and team in addition to other player characteristics and preferences.  This enhancement would focus on allowing the user to specify and manage multiple profiles from within the game.  Profiles could be linked together and should be presented in an intuitive manner (proposal should highlight how you&#039;d go about achieving that).  The profiles would need to associate with global account information as well.&lt;br /&gt;
&lt;br /&gt;
== Integrated BZFS web interface ==&lt;br /&gt;
The BZFlag game server, BZFS, could benefit from having a browser-accessible http/https interface for viewing server statistics, setting various parameters, and otherwise controlling the server daemon while it is running.  Similar to how your network router has a web interface for changing configuration parameters, this idea is simply to create this interface in a maintainable and portable manner.  Please go into detail on how exactly you&#039;d go about doing this.&lt;br /&gt;
&lt;br /&gt;
== Network Testing and Simulation Environment ==&lt;br /&gt;
This task should provide a controlled testing environment for simulating network behavioral characteristics, including the ability to change virtual network parameters to induce different network conditions of lag and packet loss.  This environment should provide a viewer capability to observe interactions of BZFlag clients being tested from the perspective of the player, the server, and third-party observers.  This simulation framework should work with the client and server directly so that testing of actual changes may be performed in a stand-alone environment.&lt;br /&gt;
&lt;br /&gt;
== Cross server communications system ==&lt;br /&gt;
This task would be the design and implementation of a server spanning chat system. It would allow players from one server to send chat messages to players on other servers. It should also be able to be used to allow players to know where there friends or &amp;quot;buddies&amp;quot; are playing if they are online. The system should tie into the central user name registration system. Added benefits would be the use of existing protocols or applications, such as Jabber or IRC, if they can be integrated cleanly. Support for using off-line apps for chat and friends list access as well as server management would be a plus.&lt;br /&gt;
&lt;br /&gt;
== Cheat preventions ==&lt;br /&gt;
This task involves making BZFlag more robust towards preventing various cheats from working in the game.  This task implicitly requires adding protections on the server, moving game logic from the client to the server, and/or adding heuristics and other measures for detecting and dealing with cheat clients.  The student should have a strong grasp of the variety of BZFlag cheats that are available.  Please go into detail about which cheats you&#039;re interested in preventing and how you intend to employ those preventive measures. For information on known cheats, check out the [[Known Cheats]] wiki page.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;INSERT YOUR IDEA HERE&amp;gt; ==&lt;br /&gt;
BZFlag is always open to new development ideas and is under constant improvement.  If you are familiar with BZFlag&#039;s current capabilities and would like to propose some new enhancement, we&#039;d be happy to hear about.  Please discuss any new ideas with the existing core developers (on our IRC channel), if only to make sure the ideas are in-line with the spirit and constraints of the game.&lt;br /&gt;
&lt;br /&gt;
= Thanks &amp;amp; Appreciation =&lt;br /&gt;
&lt;br /&gt;
Thank you to the following individuals in the BZFlag community that helped prepare GSoC-related marketing materials:&lt;br /&gt;
&lt;br /&gt;
* Harry Keller (aka Saturos)&lt;br /&gt;
* Julio Jiménez Borreguero (aka jujibo aka Manu)&lt;br /&gt;
* Dexter Mason (aka whodaman)&lt;br /&gt;
* Sean Morrison (aka learner aka brlcad)&lt;br /&gt;
* Jeffrey Myers (aka JeffM)&lt;br /&gt;
&lt;br /&gt;
[[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Mr Burns</name></author>
	</entry>
</feed>