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	<id>https://wiki.bzflag.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ts</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=Ts"/>
	<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/Special:Contributions/Ts"/>
	<updated>2026-05-19T11:08:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Category:Leagues&amp;diff=8143</id>
		<title>Category:Leagues</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Category:Leagues&amp;diff=8143"/>
		<updated>2011-12-11T09:03:08Z</updated>

		<summary type="html">&lt;p&gt;Ts: ducati league URI was broken, fixed it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Active Leagues ==&lt;br /&gt;
&lt;br /&gt;
To join a league click on one of the links below and register your callsign. Some leagues may require that you be added to a list by an admin before you are allowed to talk/spawn on match servers. Please use the same callsign for matching that you have register on the league site. Most of the IRC channels for each league are situated on the [http://freenode.net/ freenode] network. Please refer to [[BZFlag on IRC]] for help on using IRC.&lt;br /&gt;
&lt;br /&gt;
=== Ducati League ===&lt;br /&gt;
Website: [http://league.bzflag.net/ http://league.bzflag.net/]&lt;br /&gt;
&lt;br /&gt;
IRC Channel: [irc://irc.freenode.net/##ducleague ##ducleague]&lt;br /&gt;
&lt;br /&gt;
Match Length: 15, 20 or 30 minutes&lt;br /&gt;
&lt;br /&gt;
Rules: 2 shots, no jumping, ricochet, CTF, randomly generated map.&lt;br /&gt;
&lt;br /&gt;
=== [[GU League]] ===&lt;br /&gt;
Website: [http://www.guleague.org/ http://www.guleague.org/]&lt;br /&gt;
&lt;br /&gt;
IRC Channel: [irc://irc.freenode.net/##guleague ##guleague]&lt;br /&gt;
&lt;br /&gt;
Match Length: 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Rules: 3 shots, jumping, ricochet, CTF, [[HiX]] map.&lt;br /&gt;
&lt;br /&gt;
=== Open League ===&lt;br /&gt;
Website: [http://openleague.net/ http://openleague.net/]&lt;br /&gt;
&lt;br /&gt;
IRC Channel: [irc://irc.freenode.net/#openleague.net ##openleague]&lt;br /&gt;
&lt;br /&gt;
Match Length: 15, 20, 30, 45 or 60 minutes.&lt;br /&gt;
&lt;br /&gt;
Rules: 3 shots, jumping , ricochet, CTF, [[babel]] or a map that changes every week (which can have different rules).&lt;br /&gt;
&lt;br /&gt;
=== 1vs1 League ===&lt;br /&gt;
Website: [http://1vs1.bzflag.net/ http://1vs1.bzflag.net/]&lt;br /&gt;
&lt;br /&gt;
IRC Channel: None.&lt;br /&gt;
&lt;br /&gt;
Match Length: First to 10 kills.&lt;br /&gt;
&lt;br /&gt;
Rules: &lt;br /&gt;
:classic &amp;amp; fancy style: -&amp;gt; FFA mode, 2 shots, ricochet, no jumping, no superflags, small randomly generated map&lt;br /&gt;
:hix style -&amp;gt; FFA mode, 3 shots, ricochet, jumping, no superflags, hix map&lt;br /&gt;
&lt;br /&gt;
== Defunct Leagues ==&lt;br /&gt;
&lt;br /&gt;
=== Pillbox League ===&lt;br /&gt;
Website: [http://pillbox.bzleague.com/ http://pillbox.bzleague.com/]&lt;br /&gt;
&lt;br /&gt;
IRC Channel: [irc://irc.freenode.net/#pillbox #pillbox]&lt;br /&gt;
&lt;br /&gt;
Match Length: 15, 20 or 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Rules: 3 shots, no jumping, no ricochet, CTF, pillbox map.&lt;br /&gt;
&lt;br /&gt;
=== Fun League ===&lt;br /&gt;
Website: [http://fun.bzleague.com/ http://fun.bzleague.com/]&lt;br /&gt;
&lt;br /&gt;
IRC Channel: None.&lt;br /&gt;
&lt;br /&gt;
Match Length: Depends on which map you play on.&lt;br /&gt;
&lt;br /&gt;
Rules: Depends on which map you play on.&lt;br /&gt;
&lt;br /&gt;
=== BZSoccer League ===&lt;br /&gt;
&lt;br /&gt;
Website: [http://bzsoccer.bzleague.com/ http://bzsoccer.bzleague.com/] *Note* Website has many bugs and will be fixed soon.&lt;br /&gt;
&lt;br /&gt;
IRC Channel: ##divi&lt;br /&gt;
&lt;br /&gt;
Match length: 15 minutes&lt;br /&gt;
&lt;br /&gt;
Rules: 2 shots, jumping, ricochet, soccer field map.&lt;br /&gt;
&lt;br /&gt;
Please note that this league is inactive. The league will be revived when the website is fixed.&lt;br /&gt;
&lt;br /&gt;
=== Plosileague ===	 &lt;br /&gt;
&lt;br /&gt;
Website: [http://bzfx.net/league/ http://bzfx.net/league/]	 &lt;br /&gt;
&lt;br /&gt;
IRC Channel: [irc://irc.freenode.net/#plosileague #plosileague]	 &lt;br /&gt;
&lt;br /&gt;
Match Length: 30 minutes or first to 5 caps and ahead of the other team by at least 2 caps	 &lt;br /&gt;
&lt;br /&gt;
Rules: 3 shots, jumping, ricochet, CTF, [[overlord]] or [[babel]] map.&lt;br /&gt;
&lt;br /&gt;
=== LavaHiX League ===&lt;br /&gt;
Website: [http://lavahix.wtwrp.de/ http://lavahix.wtwrp.de/]&lt;br /&gt;
&lt;br /&gt;
IRC Channel: None.&lt;br /&gt;
&lt;br /&gt;
Match Length: 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Rules: 3 shots, jumping, ricochet, CTF, [[HiX]] map with &amp;quot;lava&amp;quot; ground.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Main_Page&amp;diff=7871</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Main_Page&amp;diff=7871"/>
		<updated>2011-07-19T08:21:39Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 7870 by Tteresajeaster (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Areas of Interest list is too long ==&lt;br /&gt;
&lt;br /&gt;
I think the list is too long; it should contain 8 or 9 items only.&lt;br /&gt;
Concepts - I think is a meaningless category.&lt;br /&gt;
Gameplay and Tactics - merge?&lt;br /&gt;
Releases and Versions - merge?&lt;br /&gt;
[[User:Mr Burns|Mr Burns]]&lt;br /&gt;
&lt;br /&gt;
== International anyone? ==&lt;br /&gt;
&lt;br /&gt;
Hi all. &lt;br /&gt;
I was wandering whether there will any documentation in languages different from English. I an Italian, and I could contribute along with other people. But is it feaseble? &lt;br /&gt;
&lt;br /&gt;
Bye, piffy62&lt;br /&gt;
&lt;br /&gt;
== where to pass it on to Spanish? ==&lt;br /&gt;
&lt;br /&gt;
the game is only in the English language ... would be good also in this menu option to change to Spanish language. xD&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7135</id>
		<title>Server Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7135"/>
		<updated>2010-08-07T10:20:06Z</updated>

		<summary type="html">&lt;p&gt;Ts: clarify the confusion between _countdownResumeDelay and _countdownResumeTime&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 || Height of boxes on a random map?&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;
| _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 leader?) 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.&amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&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. &amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapShotAd || 1.75 || &#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&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 ||&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 || 400 || 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>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZEdit&amp;diff=7130</id>
		<title>BZEdit</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZEdit&amp;diff=7130"/>
		<updated>2010-07-22T19:28:41Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 7129 by 64.185.129.101 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZEdit is the name of the original [http://www.gtk.org/ GTK] based [[BZW]] map editor. Originally designed for [http://www.linux.org/ Linux] operating systems, portions of its code base was shared with the [http://www.microsoft.com/windows/ Microsoft Windows] version of BZEdit, [[BZEditWin32]].&lt;br /&gt;
&lt;br /&gt;
==  Overview ==&lt;br /&gt;
BZEdit provides a graphical representation of the BZFlag world, and tools to place various objects in it. It has tools to create and edit the basic objects that were supported in BZFlag version 1.7. These include:&lt;br /&gt;
*[[Box]]&lt;br /&gt;
*[[Pyramid]]&lt;br /&gt;
*[[Base]]&lt;br /&gt;
*[[Teleporter]]&lt;br /&gt;
*[[Link]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
BZEdit was developed by [[David Trowbridge]] aka CaptainProton, in May of 2000. Active development on the project stopped a year or so after. The project is currently abandoned with no active developers. No pre-made binary versions were ever made, but the code is in the [[BZFlag SVN]] repository.&lt;br /&gt;
&lt;br /&gt;
== Compiling and building ==&lt;br /&gt;
Building BZEdit has always been notoriously difficult due to it&#039;s use of the GTK GLArea for 3d drawing. The GLArea features were deprecated and removed from current GTK versions. This prevents many people from building BZEdit on modern GTK systems. The [[BZFed]] project built upon BZEdit and removed the GTK GLArea requirement, allowing it to be built on modern systems, but it too seems to have been abandoned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Replacement by blender ==&lt;br /&gt;
The current accepted method of graphicaly editing [[BZW]] maps on Linux 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>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Compiling&amp;diff=6687</id>
		<title>Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Compiling&amp;diff=6687"/>
		<updated>2009-09-24T21:32:06Z</updated>

		<summary type="html">&lt;p&gt;Ts: Change description of SDL requirement to make clear what is/should be really needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Compiling BZFlag is the act of taking the raw source codes for the game and using tools to build an executable application(s) for a target system.&lt;br /&gt;
&lt;br /&gt;
==Source Code==&lt;br /&gt;
In order to compile a user must have his or her own copy of the [[BZFlag_Source|Source Code]]. The code can be obtained from a source archive from the [[Download]] page, or from the [[BZFlag_SVN]] server.&lt;br /&gt;
&lt;br /&gt;
==Readme Files==&lt;br /&gt;
Users should always read the README files for the appropriate operating system. These files are located in the root directory of the source code tree.&lt;br /&gt;
&lt;br /&gt;
==Compilers==&lt;br /&gt;
BZFlag is capable of being built on a number of compilers. The compiler used will depend in some way on the operating system of the computer doing the build.&lt;br /&gt;
&lt;br /&gt;
Linux computers, use the GCC compiler.&lt;br /&gt;
Macintosh Computers use the XCode compiler&lt;br /&gt;
Windows Computers can use the Visual C++ compiler, or the MinGW compiler (based on GCC)&lt;br /&gt;
&lt;br /&gt;
===GCC===&lt;br /&gt;
The GCC build as a number of requirements;&lt;br /&gt;
* Automake X.XX&lt;br /&gt;
* Autoconf X.XX&lt;br /&gt;
* Autotools X.XX&lt;br /&gt;
* SDL Development libraries 1.2.10 or greater (on Mac OS X you need 2.99 from svn and SDL 1.3 which is also only in SVN, to build BZFlag x86_64 binaries; i386 binaries should build fine using Mac OS X version 10.6 after setting the correct environment variables to avoid building x86_64 instead)&lt;br /&gt;
* OpenGL Development libraries 1.1 or greater&lt;br /&gt;
&lt;br /&gt;
If the required dependencies are installed, the user must then run the following commands from at root level of the source tree&lt;br /&gt;
&lt;br /&gt;
  ./autogen.sh&lt;br /&gt;
  ./configure&lt;br /&gt;
  make&lt;br /&gt;
  make install&lt;br /&gt;
&lt;br /&gt;
Please note that depending on permissions levels the &#039;&#039;&#039;make install&#039;&#039;&#039; command may need to be run as an administrator or root.&lt;br /&gt;
On Mac you can either run make to find any problems, or xcodebuild (after ./configure) to make an .app that is useable.&lt;br /&gt;
&lt;br /&gt;
===XCode===&lt;br /&gt;
Launch XCode and open the &#039;&#039;&#039;bzflag/BZFlag.xcodeproj&#039;&#039;&#039; project. Note that XCode should have &#039;&#039;&#039;BZFlag&#039;&#039;&#039; selected as the active target and &#039;&#039;&#039;Development&#039;&#039;&#039; as the active build configuration. Click on &#039;&#039;&#039;Targets&#039;&#039;&#039; then click the &#039;&#039;&#039;Build&#039;&#039;&#039; icon. When this process completes, your application will be in &#039;&#039;&#039;bzflag/build/Development&#039;&#039;&#039;. You can then move it wherever you like.&lt;br /&gt;
&lt;br /&gt;
===Visual C++===&lt;br /&gt;
&lt;br /&gt;
==== 2.0.x ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiler&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to compile, you need to have Visual C++ 2003 or higher (Express version works just fine).&amp;lt;br&amp;gt;&lt;br /&gt;
To get the latest Express version of Visual C++, visit [http://www.microsoft.com/express/vc/ http://www.microsoft.com/express/vc/]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dependencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to compile you need &#039;&#039;&#039;ALL&#039;&#039;&#039; of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.microsoft.com/downloads/details.aspx?FamilyID=86cf7fa2-e953-475c-abde-f016e4f7b61a&amp;amp;DisplayLang=en Microsoft DirectX SDK April 2007] (Only the Headers and Libraries)&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.microsoft.com/downloads/details.aspx?familyid=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en Windows Platform SDK] (This is not required for Visual C++ 2008) &amp;lt;br&amp;gt;&lt;br /&gt;
[http://curl.haxx.se/download/libcurl-7.18.0-win32-msvc.zip LibCURL]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sourceforge.net/project/downloading.php?group_id=67586&amp;amp;use_mirror=superb-east&amp;amp;filename=glew-1.5.1-win32.zip&amp;amp;1970168 GLEW] &amp;lt;br&amp;gt;&lt;br /&gt;
[http://sourceforge.net/project/downloading.php?group_id=30480&amp;amp;use_mirror=superb-west&amp;amp;filename=pdc34dll.zip&amp;amp;38017788 PDCurses] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You then need to add them to your VC++ Directories, both include and lib folders.&lt;br /&gt;
&lt;br /&gt;
==== 2.99.x =====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiler&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to compile, you need to have Visual C++ 2008 or higher (Express version works just fine).&amp;lt;br&amp;gt;&lt;br /&gt;
To get the latest Express version of Visual C++, visit [http://www.microsoft.com/express/vc/ http://www.microsoft.com/express/vc/]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dependencies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.microsoft.com/downloads/details.aspx?FamilyId=5493F76A-6D37-478D-BA17-28B1CCA4865A&amp;amp;displaylang=en Microsoft DirectX SDK November 2008]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://sourceforge.net/project/downloading.php?group_id=30480&amp;amp;use_mirror=superb-west&amp;amp;filename=pdc34dll.zip&amp;amp;38017788 PDCurses] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You then need to add them to your VC++ Directories, both include and lib folders.&lt;br /&gt;
&lt;br /&gt;
===Other build systems===&lt;br /&gt;
Other build systems may be supported in the various readme files (minGW, IRIX, SOLARIS,etc..)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Compiling]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:V3RCChecklist&amp;diff=6520</id>
		<title>Talk:V3RCChecklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:V3RCChecklist&amp;diff=6520"/>
		<updated>2009-07-04T15:29:07Z</updated>

		<summary type="html">&lt;p&gt;Ts: New page: Could you please make sure inertia can be deactivated completely? GU league does not use inertia and I bet the league is not going to use it. Last time I tested it did not work and interti...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could you please make sure inertia can be deactivated completely? GU league does not use inertia and I bet the league is not going to use it. Last time I tested it did not work and intertia was different based on surface (e.g. pyramid vs. ground).&lt;br /&gt;
BTW: I think the MsgPause problem is server side. [[User:Ts|Ts]] 11:29, 4 July 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=5081</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=5081"/>
		<updated>2008-12-11T22:38:26Z</updated>

		<summary type="html">&lt;p&gt;Ts: Oops, category needs  and  instead of [ and ]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&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;
* 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;
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;
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 Vertical velocity (NV)&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|Shots will not keep Vertical Velocity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Ammo (AM)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|You will gain 1 shot for every 4 shots you have. You start with one shot gained.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Vertical Velocity (VV)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|Your shots will keep vertical velocity.&lt;br /&gt;
&lt;br /&gt;
&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;
|Your shots don&#039;t bounce off objects that they would normally bounce off of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Low Jump&lt;br /&gt;
| +/-&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|Tank won&#039;t jump to full height.  Blessing and a curse; less time in the air is good in combat but tank can&#039;t reach areas designed for normal jumps.&lt;br /&gt;
|-&lt;br /&gt;
|Long Range (LR)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If your bullets hit tanks within a short distance, they do not kill, but can kill at a long distance 2x the server-set distance&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Punch Bullet (PB)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If your bullets hit tanks they are thrown some distance away in the direction of the bullet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Tankochet (SA)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Like Tankochet flag below (bullets bounce off you) but for every bullet that bounces off you you lose a point and you die when you drop the flag (if you have been shot already)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Bouncy Tank (BT)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description:  Your tank bounces off of walls! &lt;br /&gt;
Description here: When you touch a wall or building, your tank will bounce off of it. This could make it easier to dodge. The server could possibly decide how much you bounce, or the angle and speed at which you hit the wall or building. --Data&lt;br /&gt;
|-&lt;br /&gt;
|Disable (DA)&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 travel faster and further, but only temporarily disables targets.&lt;br /&gt;
Description here: Increased reload speed (say, same as Rapid Fire) and perhaps also increased range (devs should determine best balance); shots have a different colour (much darker, or maybe even an &amp;quot;electric charge&amp;quot; crackle). On the other hand, hits don&#039;t actually kill, but only disables the target for some seconds (perhaps by server variable). Useful to freeze groups of enemies for instance during base invasion, but requires other team mates to actually finish the job. Shooting a disabled tank works as normal (that is, the shooter gets the point and the Disable-carrying tank gets nothing). /KlaymenDK&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;
|Description: You will 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;
|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;
|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;
|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;
|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>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=5080</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=5080"/>
		<updated>2008-12-11T22:32:57Z</updated>

		<summary type="html">&lt;p&gt;Ts: Fix mistakes from anon user&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&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;
* 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;
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;
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 Vertical velocity (NV)&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|Shots will not keep Vertical Velocity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Ammo (AM)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|You will gain 1 shot for every 4 shots you have. You start with one shot gained.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Vertical Velocity (VV)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|Your shots will keep vertical velocity.&lt;br /&gt;
&lt;br /&gt;
&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;
|Your shots don&#039;t bounce off objects that they would normally bounce off of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Low Jump&lt;br /&gt;
| +/-&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|Tank won&#039;t jump to full height.  Blessing and a curse; less time in the air is good in combat but tank can&#039;t reach areas designed for normal jumps.&lt;br /&gt;
|-&lt;br /&gt;
|Long Range (LR)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If your bullets hit tanks within a short distance, they do not kill, but can kill at a long distance 2x the server-set distance&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Punch Bullet (PB)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If your bullets hit tanks they are thrown some distance away in the direction of the bullet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Tankochet (SA)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Like Tankochet flag below (bullets bounce off you) but for every bullet that bounces off you you lose a point and you die when you drop the flag (if you have been shot already)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Bouncy Tank (BT)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description:  Your tank bounces off of walls! &lt;br /&gt;
Description here: When you touch a wall or building, your tank will bounce off of it. This could make it easier to dodge. The server could possibly decide how much you bounce, or the angle and speed at which you hit the wall or building. --Data&lt;br /&gt;
|-&lt;br /&gt;
|Disable (DA)&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 travel faster and further, but only temporarily disables targets.&lt;br /&gt;
Description here: Increased reload speed (say, same as Rapid Fire) and perhaps also increased range (devs should determine best balance); shots have a different colour (much darker, or maybe even an &amp;quot;electric charge&amp;quot; crackle). On the other hand, hits don&#039;t actually kill, but only disables the target for some seconds (perhaps by server variable). Useful to freeze groups of enemies for instance during base invasion, but requires other team mates to actually finish the job. Shooting a disabled tank works as normal (that is, the shooter gets the point and the Disable-carrying tank gets nothing). /KlaymenDK&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;
|Description: You will 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;
|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;
|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;
|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;
|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>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=5072</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=5072"/>
		<updated>2008-12-05T22:29:15Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 5071 by 67.149.195.143 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&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;
* 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;
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;
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;
|Low Jump&lt;br /&gt;
| +/-&lt;br /&gt;
| style=&amp;quot;background-color:#5BFAFA;&amp;quot;| &#039;&#039; &#039;&#039;&lt;br /&gt;
|Tank won&#039;t jump to full height.  Blessing and a curse; less time in the air is good in combat but tank can&#039;t reach areas designed for normal jumps.&lt;br /&gt;
|-&lt;br /&gt;
|Long Range (LR)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If your bullets hit tanks within a short distance, they do not kill, but can kill at a long distance 2x the server-set distance&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Punch Bullet (PB)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|If your bullets hit tanks they are thrown some distance away in the direction of the bullet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Tankochet (SA)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Like Tankochet flag below (bullets bounce off you) but for every bullet that bounces off you you lose a point and you die when you drop the flag (if you have been shot already)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Bouncy Tank (BT)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description:  Your tank bounces off of walls! &lt;br /&gt;
Description here: When you touch a wall or building, your tank will bounce off of it. This could make it easier to dodge. The server could possibly decide how much you bounce, or the angle and speed at which you hit the wall or building. --Data&lt;br /&gt;
|-&lt;br /&gt;
|Disable (DA)&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 travel faster and further, but only temporarily disables targets.&lt;br /&gt;
Description here: Increased reload speed (say, same as Rapid Fire) and perhaps also increased range (devs should determine best balance); shots have a different colour (much darker, or maybe even an &amp;quot;electric charge&amp;quot; crackle). On the other hand, hits don&#039;t actually kill, but only disables the target for some seconds (perhaps by server variable). Useful to freeze groups of enemies for instance during base invasion, but requires other team mates to actually finish the job. Shooting a disabled tank works as normal (that is, the shooter gets the point and the Disable-carrying tank gets nothing). /KlaymenDK&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;
|Description: You will 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;
|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;
|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;
|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;
|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>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4998</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4998"/>
		<updated>2008-10-08T09:25:23Z</updated>

		<summary type="html">&lt;p&gt;Ts: Remove the duplicate with less detailed description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&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;
* 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;
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;
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;
|Bouncy Tank (BT)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description:  Your tank bounces off of walls! &lt;br /&gt;
Description here: When you touch a wall or building, your tank will bounce off of it. This could make it easier to dodge. The server could possibly decide how much you bounce, or the angle and speed at which you hit the wall or building. --Data&lt;br /&gt;
|-&lt;br /&gt;
|Disable (DA)&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 travel faster and further, but only temporarily disables targets.&lt;br /&gt;
Description here: Increased reload speed (say, same as Rapid Fire) and perhaps also increased range (devs should determine best balance); shots have a different colour (much darker, or maybe even an &amp;quot;electric charge&amp;quot; crackle). On the other hand, hits don&#039;t actually kill, but only disables the target for some seconds (perhaps by server variable). Useful to freeze groups of enemies for instance during base invasion, but requires other team mates to actually finish the job. Shooting a disabled tank works as normal (that is, the shooter gets the point and the Disable-carrying tank gets nothing). /KlaymenDK&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;
|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;
|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;
|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;
|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>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4997</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=4997"/>
		<updated>2008-10-08T09:21:05Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 4996 by 125.236.176.68 (Talk) as I see no reason to delete that flag suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some simple guidelines ==&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;
* 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;
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;
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;
|Bouncy Tank (BT)&lt;br /&gt;
| +&lt;br /&gt;
| style=&amp;quot;background-color:#5bfafa;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In-game description:  Your tank bounces off of walls! &lt;br /&gt;
Description here: When you touch a wall or building, your tank will bounce off of it. This could make it easier to dodge. The server could possibly decide how much you bounce, or the angle and speed at which you hit the wall or building. --Data&lt;br /&gt;
|-&lt;br /&gt;
|Disable (DA)&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 travel faster and further, but only temporarily disables targets.&lt;br /&gt;
Description here: Increased reload speed (say, same as Rapid Fire) and perhaps also increased range (devs should determine best balance); shots have a different colour (much darker, or maybe even an &amp;quot;electric charge&amp;quot; crackle). On the other hand, hits don&#039;t actually kill, but only disables the target for some seconds (perhaps by server variable). Useful to freeze groups of enemies for instance during base invasion, but requires other team mates to actually finish the job. Shooting a disabled tank works as normal (that is, the shooter gets the point and the Disable-carrying tank gets nothing). /KlaymenDK&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;
|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;
|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;
|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>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=DrawInfo&amp;diff=4778</id>
		<title>DrawInfo</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=DrawInfo&amp;diff=4778"/>
		<updated>2008-07-30T23:49:13Z</updated>

		<summary type="html">&lt;p&gt;Ts: I felt like Appearance needed some example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DrawInfo allows clients to render the [[mesh]] object more efficiently through LODs (Levels of Detail).  Many associate drawinfo with the ability to create moving objects in a map.  &lt;br /&gt;
==Code==&lt;br /&gt;
The code must be added to the mesh object.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
  drawInfo&lt;br /&gt;
    dlist		      # display list for all material sets&lt;br /&gt;
    decorative		      # older clients with not see this mesh&lt;br /&gt;
    angvel &amp;lt;degrees/sec&amp;gt;       # rotation about initial Z axis&lt;br /&gt;
    extents &amp;lt;minX&amp;gt; &amp;lt;minY&amp;gt; &amp;lt;minZ&amp;gt; &amp;lt;maxX&amp;gt; &amp;lt;maxY&amp;gt; &amp;lt;maxZ&amp;gt;&lt;br /&gt;
    sphere &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;radiusSquared&amp;gt;&lt;br /&gt;
    corner &amp;lt;v&amp;gt; &amp;lt;n&amp;gt; &amp;lt;t&amp;gt;	      (repeatable)&lt;br /&gt;
    vertex 0.0 0.0 0.0	      (repeatable)&lt;br /&gt;
    normal 0.0 0.0 0.0	      (repeatable)&lt;br /&gt;
    texcoord 0.0 0.0	      (repeatable)&lt;br /&gt;
    lod			      (repeatable)&lt;br /&gt;
      lengthPerPixel &amp;lt;value&amp;gt;&lt;br /&gt;
      matref &amp;lt;name&amp;gt;	      (repeatable)&lt;br /&gt;
        dlist		      # display list for this material set&lt;br /&gt;
        sphere &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;radiusSquared&amp;gt;&lt;br /&gt;
        points	 0	      (repeatable)&lt;br /&gt;
        lines	 0 1	      (repeatable)&lt;br /&gt;
        lineloop  0 1	      (repeatable)&lt;br /&gt;
        linestrip 0 1	      (repeatable)&lt;br /&gt;
        tris	 0 1 2	      (repeatable)&lt;br /&gt;
        tristrip  0 1 2	      (repeatable)&lt;br /&gt;
        trifan	 0 1 2	      (repeatable)&lt;br /&gt;
        quads	 0 1 2 3      (repeatable)&lt;br /&gt;
        quadstrip 0 1 2 3      (repeatable)&lt;br /&gt;
        polygon	 0 1 2	      (repeatable)&lt;br /&gt;
      end  # matref&lt;br /&gt;
    end	  # lod&lt;br /&gt;
  end	  # drawInfo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid parameters for drawinfo are:&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
dlist=requests that the client use display lists to render the object (recommended for meshes that are not overly complicated)&lt;br /&gt;
decorative=disables drawInfo in older clients&lt;br /&gt;
angvel=causes the mesh object to spin at the given rate in degrees per second&lt;br /&gt;
extents=the minimum and maximum x, y, and z point of the mesh to be drawn.  This helps with rendering efficiency, meshes whose extents are outside of the point of view will not be drawn.&lt;br /&gt;
sphere=an imaginary sphere that encompasses all x, y, and z coordinates.  Similar to extents, this helps increase rendering efficiency.&lt;br /&gt;
vertex=if defined within the drawInfo section, the vertices, normals, and texcoords will be used instead of those defined in the mesh&lt;br /&gt;
corner=(required)a point defined by a vertex, normal, and a texcoord&lt;br /&gt;
lod=(required)sections that determines which faces/points will be rendered from specific distances (lengthPerPixel)&lt;br /&gt;
lengthPerPixel=(required)distance from which the points will be rendered, 0 is close, .3 is about as far away as is needed &lt;br /&gt;
matref=(required)material to use for the faces that follow it.&lt;br /&gt;
points=&#039;&#039;description&#039;&#039;&lt;br /&gt;
lines=&#039;&#039;description&#039;&#039;&lt;br /&gt;
lineloop=&#039;&#039;description&#039;&#039;&lt;br /&gt;
linestrip=&#039;&#039;description&#039;&#039;&lt;br /&gt;
tris=index numbers of corners that create triangles&lt;br /&gt;
tristrip=series of points that form a chain of triangles.&lt;br /&gt;
trifan= a series of points that create triangles that fan out from a single point.  That point, usually in the center, is placed first in the series.  Trifans are used only in pyramid and cone-shaped meshes.&lt;br /&gt;
quads=points that create 4-sided mesh planes&lt;br /&gt;
quadstrip=series of points that create a chain of 4-sided planes.  Similarly to tristrips, the series zig-zags between the points, starting in the counter-clockwise direction.&lt;br /&gt;
polygon=same as quads except for planes of more than 4 sides.&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
DrawInfo is only applied to existing [[mesh]] objects. These mesh objects will be altered by DrawInfo parameters.&lt;br /&gt;
&lt;br /&gt;
A common example are spinning objects (angvel parameter in DrawInfo).&lt;br /&gt;
&lt;br /&gt;
LODs can improve framerate as it features substitution of complex mesh objects at given lengthPerPixel steps with more simplistic objects. If the substitution is done decent then it&#039;ll be unobtrusive. LODs are used in Louman&#039;s Mystic Valley for instance: Shrubbery and trees will change in appearance slightly when viewed from about 200 units away.&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
DrawInfo support has been added to obj to bzw converters: Modeltool (available through [[SVN]]) and [http://my.bzflag.org/bb/viewtopic.php?p=115772#115772 php-dIMachine].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
DrawInfo was added (by trepan) in BZFlag version 2.0.4 and is rarely used for anything other than experimental and proof-of-concept maps. Notable exceptions to this are trees in Louman&#039;s &amp;quot;Mystic Valley&amp;quot; and &amp;quot;Churchyard&amp;quot; maps, and a more recent practical use of moving drawinfo in Planet MoFo&#039;s halloween [[passion]] map. Following the creation of tools to generate drawinfo from .obj files, it is getting more frequent use by more experienced map makers.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Match_Management_System&amp;diff=4370</id>
		<title>Match Management System</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Match_Management_System&amp;diff=4370"/>
		<updated>2008-04-01T15:07:53Z</updated>

		<summary type="html">&lt;p&gt;Ts: speling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DesignDocument}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The goal is to replace the existing &#039;&#039;&#039;/countdown&#039;&#039;&#039; and &#039;&#039;&#039;/gameover&#039;&#039;&#039; commands with a more unified matching system.&lt;br /&gt;
&lt;br /&gt;
==Current Weaknesses==&lt;br /&gt;
The current system suffers from a number of weaknesses, including;&lt;br /&gt;
* Requiring everyone to leave the server to reset after a match.&lt;br /&gt;
* Little to no user control over who can and can not play.&lt;br /&gt;
* No method of reporting matches to the server owner or other authority.&lt;br /&gt;
* Inconstancy in command names.&lt;br /&gt;
* Has no support for non CTF leagues.&lt;br /&gt;
&lt;br /&gt;
== /match command==&lt;br /&gt;
The core concept is to remove the /countdown and /gameover commands and replace them with a new single &amp;quot;/match&amp;quot; command. The match command will handle all the match related features. All match related permissions will be folded into a single &amp;quot;MATCH&amp;quot; permission.&lt;br /&gt;
&lt;br /&gt;
The /match command will take the following options.&lt;br /&gt;
&lt;br /&gt;
* Start &amp;lt;duration&amp;gt;: Begins a timed match. If the optional duration is specified it will be used instead of the default.&lt;br /&gt;
* End &amp;lt;reason&amp;gt;: Ends a timed match, broadcasting the reason if specified. Triggers a log entry in the server reports file with the match results and the reason.&lt;br /&gt;
* Pause &amp;lt;duration&amp;gt;: If the game is not paused, pauses the match. If the duration is specified the pause will automatically resume after the specified time unless manually resumed. If the game is paused the command will resume the match. If a duration is specified then the match will resume after the specified time. When games are paused, players will not be able to move or shoot.&lt;br /&gt;
* Substitute &amp;lt;playerA&amp;gt; &amp;lt;playerB&amp;gt;: Swaps observer player A for player B. If the command is given by a playing player, playerB is inferred. If the command is given by an admin both players must be specified. The score of playerB is applied to playerA. PlayerB must also be ether dead, paused, or NR.&lt;br /&gt;
* NoReport: disables the reporting of the match when it ends.&lt;br /&gt;
* No Option: If no options are specified then the command will report the current status of the match.&lt;br /&gt;
&lt;br /&gt;
===Reporting===&lt;br /&gt;
The match command will automatically report results to the report channel. If the server is setup to log these to a file they will be logged with it.&lt;br /&gt;
&lt;br /&gt;
==API hooks==&lt;br /&gt;
API hooks will be added for each of the events, including the report event. This can allow for plug-ins to be made to report to websites or other reporting systems.&lt;br /&gt;
&lt;br /&gt;
==Match Sample Flow==&lt;br /&gt;
An example of how a match may go would be;&lt;br /&gt;
&lt;br /&gt;
* User calls /match start.&lt;br /&gt;
* Server announces that a timed match will begin in &#039;&#039;&#039;_matchPregameTime&#039;&#039;&#039; and does a countdown.&lt;br /&gt;
* Server waits for &#039;&#039;&#039;_matchPregameTime&#039;&#039;&#039;, then clears all scores, despawns all players, and resets all flags. &lt;br /&gt;
* Server announces that the match is starting, and spawns all players. If the game is a CTF game, all players will spawn on base.&lt;br /&gt;
* Match game plays out. If &#039;&#039;&#039;_matchDisallowJoins&#039;&#039;&#039; is true then new joining players will forced to observer.&lt;br /&gt;
* When match time reaches &#039;&#039;&#039;_matchEndCountdown&#039;&#039;&#039; from the end duration the server will begin an end countdown.&lt;br /&gt;
* When match reaches its duration the server will print out a notification, and report the results to everyone and the report channel.&lt;br /&gt;
* All players will be prevented from moving or shooting for &#039;&#039;&#039;_matchResetTime&#039;&#039;&#039;.&lt;br /&gt;
* When &#039;&#039;&#039;_matchResetTime&#039;&#039;&#039; has passed, all scores will be reset if &#039;&#039;&#039;_matchResetScoreOnEnd&#039;&#039;&#039; is true, and all players are despawned, and can respawn as desired. Again if the game is CTF all players will spawn at base.&lt;br /&gt;
&lt;br /&gt;
This breaks the game up into 3 major sections. Pregame, Game, and Postgame. The match can only be paused during the Game section. It can be ended early during the Pregame and Game sections. A new game can only be started during the Postgame section.&lt;br /&gt;
&lt;br /&gt;
== BZDB variables==&lt;br /&gt;
The following are the various BZDB vars that are used to configure the match system, as well as the default value.&lt;br /&gt;
* &#039;&#039;_matchPregameTime&#039;&#039; (&#039;&#039;&#039;60&#039;&#039;&#039;) number of seconds after a /match start command that the match will start in.&lt;br /&gt;
* &#039;&#039;_matchDisallowJoins&#039;&#039; (&#039;&#039;&#039;FALSE&#039;&#039;&#039;) controls whether or not players that join after the match has started will be allowed to join a real team. If this is true, new players will be shunted to the observer team.&lt;br /&gt;
* &#039;&#039;_matchDuration&#039;&#039; (&#039;&#039;&#039;1800&#039;&#039;&#039;) the default duration of a match in seconds, -1 means the match will run until ended manually, or by a plug-in.&lt;br /&gt;
* &#039;&#039;_matchEndCountdown&#039;&#039; (&#039;&#039;&#039;30&#039;&#039;&#039;) the number of seconds before the match end that the server will start a match end countdown.&lt;br /&gt;
* &#039;&#039;_matchResetTime&#039;&#039; (&#039;&#039;&#039;120&#039;&#039;&#039;) the number of seconds for the postGame wrap up.&lt;br /&gt;
* &#039;&#039;_matchResetScoreOnEnd&#039;&#039; (&#039;&#039;&#039;TRUE&#039;&#039;&#039;) controls whether or not the scores are reset after the post game time.&lt;br /&gt;
* &#039;&#039;_matchReportMatches&#039;&#039; (&#039;&#039;&#039;TRUE&#039;&#039;&#039;) controls whether or not the system will send match results to the /report channel.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Match_Management_System&amp;diff=4297</id>
		<title>Match Management System</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Match_Management_System&amp;diff=4297"/>
		<updated>2008-03-23T09:18:18Z</updated>

		<summary type="html">&lt;p&gt;Ts: some spelling and grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DesignDocument}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The goal is to replace the existing &#039;&#039;&#039;/countdown&#039;&#039;&#039; and &#039;&#039;&#039;/gameover&#039;&#039;&#039; commands with a more unified matching system.&lt;br /&gt;
&lt;br /&gt;
==Current Weaknesses==&lt;br /&gt;
The current system suffers from a number of weaknesses, including;&lt;br /&gt;
* Requiring everyone to leave the server to reset after a match.&lt;br /&gt;
* Little to no user control over who can and can not play.&lt;br /&gt;
* No method of reporting matches to the server owner or other authority.&lt;br /&gt;
* Inconstancy in command names.&lt;br /&gt;
&lt;br /&gt;
== /match command==&lt;br /&gt;
The core concept is to remove the /countdown and /gameover commands and replace them with a new single &amp;quot;/match&amp;quot; command. The match command will handle all the match related features. All match related permissions will be folded into a single &amp;quot;MATCH&amp;quot; permission.&lt;br /&gt;
&lt;br /&gt;
The /match command will take the following options.&lt;br /&gt;
&lt;br /&gt;
* Start &amp;lt;duration&amp;gt;: Begins a timed match. If the optional duration is specified it will be used instead of the default.&lt;br /&gt;
* End &amp;lt;reason&amp;gt;: Ends a timed match, broadcasting the reason if specified. Triggers a log entry in the server reports file with the match results and the reason.&lt;br /&gt;
* Pause &amp;lt;duration&amp;gt;: If the game is not paused, pauses the match. If the duration is specified the pause will automatically resume after the specified time unless manually resumed. If the game is paused the command will resume the match. If a duration is specified then the match will resume after the specified time. When games are paused, players will not be able to move or shoot.&lt;br /&gt;
* Substitute &amp;lt;playerA&amp;gt; &amp;lt;playerB&amp;gt;: Swaps observer player A for player B. If the command is given by a playing player, playerB is inferred. If the command is given by an admin both players must be specified. The score of playerB is applied to playerA. PlayerB must also be ether dead, paused, or NR.&lt;br /&gt;
* No Option: If no options are specified then the command will report the current status of the match.&lt;br /&gt;
&lt;br /&gt;
===Reporting===&lt;br /&gt;
The match command will automatically report results to the report channel. If the server is setup to log these to a file they will be logged with it.&lt;br /&gt;
&lt;br /&gt;
==API hooks==&lt;br /&gt;
API hooks will be added for each of the events, including the report event. This can allow for plug-ins to be made to report to websites or other reporting systems.&lt;br /&gt;
&lt;br /&gt;
==Match Sample Flow==&lt;br /&gt;
An example of how a match may go would be;&lt;br /&gt;
&lt;br /&gt;
* User calls /match start.&lt;br /&gt;
* Server announces that a timed match will begin in &#039;&#039;&#039;_matchPregameTime&#039;&#039;&#039; and does a countdown.&lt;br /&gt;
* Server waits for &#039;&#039;&#039;_matchPregameTime&#039;&#039;&#039;, then clears all scores, despawns all players, and resets all flags.&lt;br /&gt;
* Server announces that the match is starting, and spawns all players.&lt;br /&gt;
* Match game plays out. if &#039;&#039;&#039;_matchDisallowJoins&#039;&#039;&#039; is true then new joining players will forced to observer.&lt;br /&gt;
* When match time reaches &#039;&#039;&#039;_matchEndCountdown&#039;&#039;&#039; from the end duration the server will begin an end countdown.&lt;br /&gt;
* When match reaches its duration the server will print out a notification, and report the results to everyone and the report channel.&lt;br /&gt;
* All players will be prevented from moving or shooting for &#039;&#039;&#039;_matchResetTime&#039;&#039;&#039;.&lt;br /&gt;
* When &#039;&#039;&#039;_matchResetTime&#039;&#039;&#039; has passed, all scores will be reset, and all players despawned, and can respawn as desired.&lt;br /&gt;
&lt;br /&gt;
This breaks the game up into 3 major sections. Pregame, Game, and Postgame. The match can only be paused during the Game section. It can be ended early during the Pregame and Game sections. A new game can only be started during the Postgame section.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Lag&amp;diff=3703</id>
		<title>Lag</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Lag&amp;diff=3703"/>
		<updated>2007-11-26T20:13:24Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3701 by 121.45.59.135 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term Lag is a shorthand version for the concept of [http://en.wikipedia.org/wiki/Lag Network Latency]. It represents the real world delay in sending messages from one computer to another over a network. All network connections have latency.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Lag is the network latency of a connection, or the time it takes for a network packet to travel from one host to another. Due to the speed of light, all network transmissions take some time, there is no such thing is a true &amp;quot;0&amp;quot; lag. &lt;br /&gt;
&lt;br /&gt;
Different types of internet connections have different latency characteristics, dependent on the technologies they use. Most modern broadband systems ( like cable modems or DSL ) have a minimum latency that measures in a few milliseconds. Modems can have minimum latencies that measure in the 10s to 100s of milliseconds. The bandwidth rating of a network connection has little impact on it&#039;s minimum latency. A DSL line rated at 3 megabits in bandwidth often has the same latency as one rated at 1 megabit.&lt;br /&gt;
&lt;br /&gt;
The distance along the network a message travels will also increase the time it takes to reach it&#039;s destination. The more hubs, routers, and switches the packets have to travel ( or hops ) will add additional time, as each hop takes some time to complete. Hosts that are more physically distant usually have more hops between them, due to the nature of the internet.&lt;br /&gt;
&lt;br /&gt;
==Lag and BZFlag==&lt;br /&gt;
Latency affects real time games in a very specific manner. A message sent from one user to the server will take some time to reach the server. This means that by the time the server receives a position update from a player, that user may  and probably has) have already moved from that position. Additional time is spent sending the message from the server to the other players. Depending on the latency of the various network connections, each player will get the update message at a different real world time. &lt;br /&gt;
&lt;br /&gt;
The short version of this is, when you get a message, the client isn&#039;t there anymore. This presents problems for messages that are time sensitive, such as positional updates, and shots.&lt;br /&gt;
&lt;br /&gt;
The current version of BZFlag ([[BZFlag 2.0.8|v.2.0.8]]) does not do any type of latency compensation on player messages. This means that the player you see on your screen is not where he is on his screen. This can produce an error in the perceived game states between the 2 users. One user may shoot where he believes the other is, and in his view score a hit, while on the other user&#039;s screen he has moved away from the position and saw a clear miss. The first user simply has not received his new positional update yet, because it is in the middle of network transmission.&lt;br /&gt;
&lt;br /&gt;
The BZFlag server has a method for measuring the latency of each client, and displaying it as a numeric value in milliseconds. You can check lag for all players by using the command &#039;&#039;&#039;/lagstats&#039;&#039;&#039; while playing (just send &#039;&#039;&#039;/lagstats&#039;&#039;&#039; as a chat message). Lagstats shows an approximation of the amount of time it takes for a network message to go back and forth from one player to the server and back again, not the amount of time it takes to go from one player to another player. For example, if you fire a shot, your client sends a message to the server, giving shot direction and speed. The server then relays this information to all the other clients.&lt;br /&gt;
&lt;br /&gt;
Other lag-related problems are &amp;quot;missing&amp;quot; or &amp;quot;dropped&amp;quot; packets and &amp;quot;jitter&amp;quot;. These can occur if there are more severe network problems which cause messages between players and the server to simply get lost, or to be delayed by inconsistent amounts of time. In an attempt to keep this explanation simple, these problems will not be covered here, other than to say that they compound the effects of lag to an even higher degree.&lt;br /&gt;
&lt;br /&gt;
Lag affects what you see while playing BZFlag, especially if the delay is high. The most common effect seen is &amp;quot;shots going through other tanks.&amp;quot; Many times you will hear players say &amp;quot;my shot went through you&amp;quot;, or &amp;quot;why didn&#039;t you die.&amp;quot; Many people have been accused of cheating due to the sometimes misunderstood affects of lag.&lt;br /&gt;
&lt;br /&gt;
== Fixing Lag ==&lt;br /&gt;
How to fix lag depends on what is causing it.&lt;br /&gt;
&lt;br /&gt;
=== Slow Internet Connection ===&lt;br /&gt;
Lag can be caused by a slow internet connection, such as dial-up. In that case, find a server that is more allowing, or get a better connection.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Internet ===&lt;br /&gt;
Satellite internet is far too laggy for BZFlag. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Automatic Updates ===&lt;br /&gt;
Make sure software is not running scans for automatic updates in the background.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
Don&#039;t download something and play BZFlag at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Internet-intensive programs ===&lt;br /&gt;
Other programs, such as other people playing an online game on your network, can cause lag.&lt;br /&gt;
&lt;br /&gt;
=== Distant Server ===&lt;br /&gt;
Try a different server. Often, lag is just caused by distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The lag test program==&lt;br /&gt;
[[Image:Sample.png|thumb|200px|right|Chestal&#039;s lag-recording test program]]&lt;br /&gt;
&lt;br /&gt;
On the right, is a capture from a test program created by Chestal. This test program allows us to accurately capture and replay events which occur in BZFlag. With a small modification to the BZflag client program, it is possible to log tank movements and shots to a file. This file can then be analyzed with a special visualization program. In this sample, you can see two tanks, surrounded by circles which are their &#039;hit-zones&#039;. Any shots which intersect the hit-zone circle should result in an exploding tank! The green tank represents the player who was logging, other tank(s) are always red. Here, the green tank was lucky enough to avoid both shots by squeezing between them!&lt;br /&gt;
&lt;br /&gt;
NOTE: The tools mentioned here are not generally available, due to the large size of the log files created, and requirements of the visualization tool. There was some progress on this (automatic playback, height indicator, map displaying, callsigns) but the results are not available to the public, either.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===A real, common example of lag.===&lt;br /&gt;
&lt;br /&gt;
Here is a rather common example of a near-miss (no tanks exploded in this sequence). This is a real example, not an illustration. All three tankers were running the special logging client described above, and these images visualize all three captured logs at approximately the same moment. Note that even though lag was relatively low (all players were below 100ms), these captures show that each player sees something a bit different. Keep in mind that the green tank in each image is the one who&#039;s log is being shown. Click on any image for a full screen capture of the visualization tool.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smallb.png|thumb|262px|right|Tank B&#039;s View]]&lt;br /&gt;
TANK B&#039;s LOG:&lt;br /&gt;
&lt;br /&gt;
Here we see tank B&#039;s point of view. From here, we see a shot which appears to hit tank A. In fact from this tank&#039;s point of view, it clearly does hit tank A.&lt;br /&gt;
&lt;br /&gt;
(Note: Tank B lag was approx. 50ms)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
[[Image:Smalla.png|thumb|262px|right|Tank A&#039;s View]]&lt;br /&gt;
TANK A&#039;s LOG:&lt;br /&gt;
&lt;br /&gt;
And, here is tank A&#039;s point of view. The shot here has missed tank A. Keep in mind that tank A is moving forward here.&lt;br /&gt;
&lt;br /&gt;
(Note: Tank A lag was approx. 90ms)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
[[Image:Smallc.png|thumb|262px|right|Tank C&#039;s View]]&lt;br /&gt;
TANK C&#039;s LOG:&lt;br /&gt;
&lt;br /&gt;
Tank C sees something similar to what tank B saw.&lt;br /&gt;
&lt;br /&gt;
(Note: Tank C lag was approx. 25ms)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===So, what happened?===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probably the most important factor to keep in mind here is that it is a player&#039;s OWN client which determines when he/she is hit,&#039;&#039;&#039; as it has the most accurate representation of its own tank location. Your tank&#039;s position is calculated locally, without any lag.&lt;br /&gt;
&lt;br /&gt;
So, tank A did not explode, because it &#039;knew&#039; that it had moved forward to avoid the shot. Due to the delay from lag, tanks B and C still saw tank A at its old position which had occurred a little over 1/10 second ago, so it &#039;&#039;&#039;appeared&#039;&#039;&#039; to them that the shot went through.&lt;br /&gt;
&lt;br /&gt;
In conclusion, not only can understanding lag make you a better player, but it can also explain why shots seem to go through other tanks. In general, your shots will be much more accurate if you compensate for lag by shooting where you opponent will be in 100ms, or whatever you and your opponent&#039;s combined lag is. Of course, if your opponent is constantly switching directions, this can be difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Client]]&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_2.99&amp;diff=3675</id>
		<title>BZFlag 2.99</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_2.99&amp;diff=3675"/>
		<updated>2007-11-21T09:08:13Z</updated>

		<summary type="html">&lt;p&gt;Ts: speling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag version 3.0 is the next planned release of BZFlag. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Version 3.0 is currently in development and marked as version v2.99.x. Upon release it will be marked as version v3.0. The primary goals for this version are improved server side stability and security in an effort to minimize the impact of clients that have been modified to provide their users benefit ( aka, cheating ). Additional efforts are being made to extend the server side customization of the game. v3.0 will be completely incompatible with all previous versions of the game. Users of v3.0 will only be able to play on 3.0 servers. This is similar to how v2.0 was incompatible with 1.10.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Development began on 3.0 on October 25th 2005.  After an initial rush of changes, development stalled, as a number of bugs were found in the current release build of the time ([[BZFlag 2.0.4|v2.0.4]]). These bugs and problems, as well as a number of graphical changes from [[trepan]] necessitated the release of a compatible [[BZFlag 2.0.6|v2.0.6]], [[BZFlag 2.0.8|v2.0.8]], and [[BZFlag 2.0.10|v2.0.10]] releases.&lt;br /&gt;
&lt;br /&gt;
==Version Number Change==&lt;br /&gt;
v3.0 is the first version to use the new version numbering system.  The 3.0 release initially began as the 2.1 development line, with the intent of being released as version 2.2.  Part of the way through development, however, the [[Versions|versioning]] number scheme changed and the development revision changed from 2.1 to 2.99.  With previous releases the minor version number in the version triplet (major.minor.revision) represented protocol and client compatibility.  With 3.0 compatibility is instead reflected in the major version number. This new scheme gives more &amp;quot;room&amp;quot; to deal with minor packaging revisions and patch release updates.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
v2.99 already has a number of server side features that make for a much improved gameplay experience.&lt;br /&gt;
Features such as&lt;br /&gt;
*Flag pickups&lt;br /&gt;
*Identify&lt;br /&gt;
*Pausing&lt;br /&gt;
*Water Death&lt;br /&gt;
*Shot type&lt;br /&gt;
*Bots&lt;br /&gt;
have all been moved to the server, preventing a modified client from changing the outcome of the game logic. Additional features are planed to be moved server side, including shot, hit, and death detection.&lt;br /&gt;
&lt;br /&gt;
A number of small checks and fixes have been put in to verify the game state as well.&lt;br /&gt;
&lt;br /&gt;
Changes have been made to the graphical quality settings. What was Experimental quality in 2.0.8 is now High quality. Medium quality is between the old High and Medium, and Low has remained mostly unchanged.&lt;br /&gt;
&lt;br /&gt;
The new Experimental mode includes new shot and flag graphics. Examples of the new shots (internally called, GeoBolt and GeoLaser) can be seen here.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Geo_bolt_example1.jpg|A shot in experimental in 2.99&lt;br /&gt;
Image:Geo_bolt_example2.jpg|Another shot in experimental in 2.99&lt;br /&gt;
Image:Geo_laser_example1.jpg|The thief beam in 2.99&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
It should be noted that the new shot graphics are not for people with older or slower video cards.&lt;br /&gt;
&lt;br /&gt;
A full list of changes can be found in the [http://bzflag.svn.sourceforge.net/viewvc/*checkout*/bzflag/trunk/bzflag/NEWS NEWS] file in the [[BZFlag Source]] code in [[BZFlag SVN|SVN]].&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
A lot of stuff needs testing, and probably doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
==Release Date==&lt;br /&gt;
As is always the case for major updates to BZFlag, &#039;&#039;&#039;&#039;&#039;3.0 will be released when it is done&#039;&#039;&#039;&#039;&#039;. At present, a number of major features still need to be implemented before a new release will be made.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Versions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Versions]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Mesh&amp;diff=3441</id>
		<title>Mesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Mesh&amp;diff=3441"/>
		<updated>2007-10-13T10:29:45Z</updated>

		<summary type="html">&lt;p&gt;Ts: speling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mesh is a [[BZW]] map object that defines an arbitrary three dimensional shape. A mesh is defined as a series of faces containing 3 or more points(vertices) in three dimensional space.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
The code for a mesh object is as follows, this is only an example&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 mesh&lt;br /&gt;
  name example_mesh&lt;br /&gt;
  # Material properties applied to a mesh apply to all faces&lt;br /&gt;
  # that follow the setting. Mesh faces will alter their own&lt;br /&gt;
  # properties without affecting the state of the mesh properties.&lt;br /&gt;
  # The same pattern is used to apply physics drivers.&lt;br /&gt;
  inside 5.5 4.5 1.2 # add an inside point (repeatable) &lt;br /&gt;
  outside 0 0 1000 # add an outside point (repeatable) &lt;br /&gt;
  vertex 100 200 300 # add a vertex (repeatable) &lt;br /&gt;
  normal 1.0 0 0 # add a normal (repeatable) &lt;br /&gt;
  texcoord 0.1 0.75 # add a texture coordinate (repeatable) &lt;br /&gt;
  shift 0 0 0 # (repeatable) &lt;br /&gt;
  scale 1 1 1 # (repeatable) &lt;br /&gt;
  shear 0 0 0 # (repeatable) &lt;br /&gt;
  spin angle nx ny nz # (repeatable) &lt;br /&gt;
  phydrv example_phydrv # assign a physics driver &lt;br /&gt;
  smoothbounce # ricochets use normals &lt;br /&gt;
  noclusters # render each mesh face individually &lt;br /&gt;
             # (this can be useful for occluders) &lt;br /&gt;
  face # start a face (repeatable) &lt;br /&gt;
       # faces must be convex polygons &lt;br /&gt;
    vertices 1 4 0 3 5 # list of vertices (requires at least three) &lt;br /&gt;
    normals 2 6 0 4 7 # list of normals (optional) &lt;br /&gt;
    texcoords 0 3 2 4 9 # list of texture coordinates (optional) &lt;br /&gt;
    phydrv example_phydrv # assign a physics driver &lt;br /&gt;
    smoothbounce &lt;br /&gt;
    noclusters &lt;br /&gt;
    drivethrough &lt;br /&gt;
    shootthrough &lt;br /&gt;
    passable &lt;br /&gt;
    material &lt;br /&gt;
  endface # end the face &lt;br /&gt;
  #&lt;br /&gt;
  #  This next element can be added to increase the rendering speed&lt;br /&gt;
  #  of the mesh object. If the client is capable of using this data,&lt;br /&gt;
  #  then it is used to draw the mesh instead of the face  information.&lt;br /&gt;
  #&lt;br /&gt;
  drawInfo&lt;br /&gt;
    dlist		      # display list for all material sets&lt;br /&gt;
    decorative		      # older clients with not see this mesh&lt;br /&gt;
    angvel &amp;lt;degrees/sec&amp;gt;       # rotation about initial Z axis&lt;br /&gt;
    extents &amp;lt;minX&amp;gt; &amp;lt;minY&amp;gt; &amp;lt;minZ&amp;gt; &amp;lt;maxX&amp;gt; &amp;lt;maxY&amp;gt; &amp;lt;maxZ&amp;gt;&lt;br /&gt;
    sphere &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;radiusSquared&amp;gt;&lt;br /&gt;
    corner &amp;lt;v&amp;gt; &amp;lt;n&amp;gt; &amp;lt;t&amp;gt;	      (repeatable)&lt;br /&gt;
    vertex 0.0 0.0 0.0	      (repeatable)&lt;br /&gt;
    normal 0.0 0.0 0.0	      (repeatable)&lt;br /&gt;
    texcoord 0.0 0.0	      (repeatable)&lt;br /&gt;
    lod			      (repeatable)&lt;br /&gt;
      lengthPerPixel &amp;lt;value&amp;gt;&lt;br /&gt;
      matref &amp;lt;name&amp;gt;	      (repeatable)&lt;br /&gt;
        dlist		      # display list for this material set&lt;br /&gt;
        sphere &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;radiusSquared&amp;gt;&lt;br /&gt;
        points	 0	      (repeatable)&lt;br /&gt;
        lines	 0 1	      (repeatable)&lt;br /&gt;
        lineloop  0 1	      (repeatable)&lt;br /&gt;
        linestrip 0 1	      (repeatable)&lt;br /&gt;
        tris	 0 1 2	      (repeatable)&lt;br /&gt;
        tristrip  0 1 2	      (repeatable)&lt;br /&gt;
        trifan	 0 1 2	      (repeatable)&lt;br /&gt;
        quads	 0 1 2 3      (repeatable)&lt;br /&gt;
        quadstrip 0 1 2 3      (repeatable)&lt;br /&gt;
        polygon	 0 1 2	      (repeatable)&lt;br /&gt;
      end  # matref&lt;br /&gt;
    end	  # lod&lt;br /&gt;
  end	  # drawInfo&lt;br /&gt;
 end	  # mesh&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid parameters for a mesh are&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
name=The name of the mesh&lt;br /&gt;
vertex= this is a &#039;corner&#039; of your mesh - a point where faces connect. (at least 3 are required)&lt;br /&gt;
normal= a unit vector describing the direction light will reflect off the object&lt;br /&gt;
texcoord= this is used for mapping textures onto the mesh.  This will link a point of the 2-Dimensional texture to a vertex on the 3-Dimensional object.  (0,0) refers to the lower left corner of the texture, (1,1) refers to the top right.  Textures are defined in the [[material]] object.&lt;br /&gt;
inside= an arbitrary vertex placed on the inside of the mesh object.  This keeps tanks from driving or spawning inside the object.&lt;br /&gt;
phydrv=Assign a physics driver as defined in the [[physics]] object.&lt;br /&gt;
smoothbounce=shot will ricochet from the face in the same direction as the defined normal.&lt;br /&gt;
noclusters=Render each face individually.&lt;br /&gt;
shift=places the mesh using &amp;lt;x y z&amp;gt; coordinates&lt;br /&gt;
scale=resizes the mesh along the x, y, or z axis&lt;br /&gt;
shear=repeatable&lt;br /&gt;
spin=spins the mesh &amp;lt;angle&amp;gt; number of degrees, &amp;lt;n&amp;gt; number of rotations along one or more of the x, y, or z axiis&lt;br /&gt;
matref=Assign a [[material]] to all below faces.&lt;br /&gt;
face=Start a face (required), see below:&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
Valid parameters within the face sub-object:&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
vertices=Numbered list of vertices for this face. (requires at least three)&lt;br /&gt;
normals=Numbered list of normals for this face.&lt;br /&gt;
texcoords=Numbered list of texture coordinates for this face.&lt;br /&gt;
phydrv=Assign a [[Physics|physics driver]] to this face only.&lt;br /&gt;
smoothbounce=use normals to determine shot ricochets for this face.&lt;br /&gt;
noclusters&#039;&#039;&#039;&lt;br /&gt;
drivethrough=Tanks can drive through this face.&lt;br /&gt;
shootthrough=Tanks can shoot through this face.&lt;br /&gt;
passable=Tanks can both shoot and drive through this face&lt;br /&gt;
matref=Assign a [[material]] to this face.&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
Meshes have full support for [[Material]] (wherein custom textures can be defined) and [[Physics Drivers]].&lt;br /&gt;
&lt;br /&gt;
==DrawInfo==&lt;br /&gt;
[[DrawInfo]] can be added to the mesh object to increase rendering efficiency, allowing the designer to specify which details will be seen from certain distances.  It can also be used to rotate a mesh object, though tanks can not interact with the moving object.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The appearance of a mesh will vary greatly as by its very nature it can be defined to look like anything.&lt;br /&gt;
&lt;br /&gt;
==Simplified Examples==&lt;br /&gt;
{|&lt;br /&gt;
|Simple Cube&lt;br /&gt;
 mesh&lt;br /&gt;
    vertex -10 -10 0&lt;br /&gt;
    vertex 10 -10 0&lt;br /&gt;
    vertex 10 10 0&lt;br /&gt;
    vertex -10 10 0&lt;br /&gt;
    vertex -10 -10 10&lt;br /&gt;
    vertex 10 -10 10&lt;br /&gt;
    vertex 10 10 10&lt;br /&gt;
    vertex -10 10 10&lt;br /&gt;
    face #south&lt;br /&gt;
        vertices 0 1 5 4&lt;br /&gt;
    endface&lt;br /&gt;
    face #east&lt;br /&gt;
        vertices 1 2 6 5&lt;br /&gt;
    endface&lt;br /&gt;
    face #north&lt;br /&gt;
        vertices 2 3 7 6&lt;br /&gt;
    endface&lt;br /&gt;
    face #west&lt;br /&gt;
        vertices 3 0 4 7 &lt;br /&gt;
    endface&lt;br /&gt;
    face #bottom&lt;br /&gt;
        vertices 0 1 2 3&lt;br /&gt;
    endface&lt;br /&gt;
    face #top&lt;br /&gt;
        vertices 4 5 6 7&lt;br /&gt;
    endface&lt;br /&gt;
 end #mesh&lt;br /&gt;
|Simple billboard with texcoords&lt;br /&gt;
 mesh &lt;br /&gt;
     vertex -10 0 0&lt;br /&gt;
     vertex 10 0 0&lt;br /&gt;
    vertex 10 0 10&lt;br /&gt;
    vertex -10 0 10&lt;br /&gt;
    texcoord 0 0&lt;br /&gt;
    texcoord 1 0&lt;br /&gt;
    texcoord 1 1&lt;br /&gt;
    texcoord 0 1&lt;br /&gt;
    matref myBilboard&lt;br /&gt;
    face&lt;br /&gt;
        vertices 0 1 2 3&lt;br /&gt;
        texcoord 0 1 2 3&lt;br /&gt;
    endface&lt;br /&gt;
    face #backside&lt;br /&gt;
        vertices 1 0 3 2&lt;br /&gt;
        texcoord 1 0 3 2&lt;br /&gt;
    endface&lt;br /&gt;
 end #mesh&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
The mesh object is supported by the [[BZWTools]] blender plugin, the Wings3D Exporter or hand coding.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Mesh object was added with the [[BZFlag 2.0.0|v2.0.0]] release of BZFlag.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
[[Category:Map_Objects]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=3426</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=3426"/>
		<updated>2007-10-06T09:25:55Z</updated>

		<summary type="html">&lt;p&gt;Ts: Oldschool is a interesting idea&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;
Tankochet- bullets ricochet off your tank for a limited time&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;
|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;
|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;
|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;
|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.&#039;&#039;&lt;br /&gt;
|Other tanks&#039; radars get jammed within a certain range.&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;
|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;
|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;
|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;
|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;
|Thief Beam (TB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#ffff00;&amp;quot;|&#039;&#039;Looks like a blatant attempt to pass off a Thief flag as a new idea.&#039;&#039;&lt;br /&gt;
|Laser with higher rate of fire than normal shots, and steals flags instead of killing.&lt;br /&gt;
|-&lt;br /&gt;
|ASsassin (AS)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#5BFAFA;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Your bullets are invisible out-the-window.&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;
|Charge Beam (CB)&lt;br /&gt;
| +&lt;br /&gt;
|style=&amp;quot;background-color:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#a14141;&amp;quot;|&#039;&#039;Yes.&#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:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#5BFAFA;&amp;quot;|&#039;&#039; &#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:#5BFAFA;&amp;quot;|&#039;&#039; &#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;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Box&amp;diff=3419</id>
		<title>Box</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Box&amp;diff=3419"/>
		<updated>2007-10-03T10:05:16Z</updated>

		<summary type="html">&lt;p&gt;Ts: Texsize notes where a bit wrong, correct them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Box is a [[BZW]] map structure that defines a rectilinear parellepiped in the world.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
[[Image:BoxeAppearance.png|thumbnail|399px|right|Default boxes in [[BZFlag_2.2|2.2]]]]&lt;br /&gt;
The code for a box object is as follows&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 box&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;
Valid parameters for a box 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;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In versions 2.0.8 and older, boxes do not support&#039;&#039;&#039; [[material]], custom textures, or [[Physics_Drivers|physics drivers]]. The [[meshbox]] object replaces the box object and supports all these features and capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, as of June 6, 2006 (SVN revision 13013, version 2.0.9)&#039;&#039;&#039;, bzfs will convert the box object to a mesh when necessary. This feature allows them to be textured and have physics drivers assigned to them.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 box&lt;br /&gt;
  position 0 40 0&lt;br /&gt;
  size 5 5 10&lt;br /&gt;
  rotation 0&lt;br /&gt;
  &#039;&#039;&#039;top matref something1&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;sides matref something2&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;y  matref something3&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;y- matref something4&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;bottom matref something6&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;texsize 1 1&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;phydrv physics_driver_name&#039;&#039;&#039;&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
x , x-, y , y-, z , and z-=Assigns a [[material]] to a specific side of the box&lt;br /&gt;
top=Assigns a [[material]] to the top (z ) of the box&lt;br /&gt;
bottom=Assigns a [[material]] to the bottom (z-) of the box &lt;br /&gt;
sides or outside=Assigns a [[material]] to the x , x-, y , and y- sides of the box&lt;br /&gt;
texsize=Texture sizes, changes how the textures scale on the object.&lt;br /&gt;
texoffset=Controls the offset of the texture&lt;br /&gt;
phydrv=Reference to a predefined [[physics|physics driver]].&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information that needs to be merged into the wiki, as well as the BZW manfile: [http://my.bzflag.org/bb/viewtopic.php?t=8199 Smart Boxes and Pyramids]&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Box objects by default have a red brick texture on the vertical sides, and a white plaster texture on the top and bottom. A box of height 0 on ground level &#039;&#039;is&#039;&#039; visible.&lt;br /&gt;
&lt;br /&gt;
The texsizes of boxes and boxes made of meshes (e.g. meshbox and box with one of the new properties) can be different. This depends on the choosen display quality setting in options menu.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Box type&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;texsize with quality setting experimental in [[BZFlag_Version_Numbers|2.0.x]] and high in [[BZFlag_Version_Numbers|2.1]]&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|box (old style box)&lt;br /&gt;
| -2.0f -2.0f -8.0f -8.0f&lt;br /&gt;
|-&lt;br /&gt;
|meshbox&lt;br /&gt;
| -8.0f -8.0f -8.0f -8.0f&lt;br /&gt;
|-&lt;br /&gt;
|box with one meshbox property&lt;br /&gt;
| -8.0f -8.0f -8.0f -8.0f&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Box type&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;texsize with lower quality setting than in the above table&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|box (old style box)&lt;br /&gt;
| -2.0f -2.0f -8.0f -8.0f&lt;br /&gt;
|-&lt;br /&gt;
|meshbox&lt;br /&gt;
| -2.0f -2.0f -8.0f -8.0f&lt;br /&gt;
|-&lt;br /&gt;
|box with one meshbox property&lt;br /&gt;
| -2.0f -2.0f -8.0f -8.0f&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This will cause the textures to scale differently for some players in X and Z axis. This can not be solved by adjusting the texsizes in map. The advice is not to mix old style boxes, meshboxes and boxes with one meshbox property in one map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[BZFlag_2.2|BZFlag 2.2]] quality level experimental will become the new level high.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The box is one of the original objects supported by BZFlag and has been a mainstay of maps since the very beginning. Boxes are heavily used by the software when generating random maps. In [[BZFlag 2.0.0|v2.0.0]] the box was replaced with the [[meshbox]] object to support [[Material|Materials]] and [[Physics Drivers]]. The original box definition was left unchanged, in order to maintain functional compatibility for older maps.&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
The box 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>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_resetFlags&amp;diff=3378</id>
		<title>Bz resetFlags</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_resetFlags&amp;diff=3378"/>
		<updated>2007-09-26T21:47:03Z</updated>

		<summary type="html">&lt;p&gt;Ts: Remove the spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Funcs}}&lt;br /&gt;
==Prototype==&lt;br /&gt;
BZF_API void bz_resetFlags ( bool onlyUnused );&lt;br /&gt;
==Parameters==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |onlyUnused &lt;br /&gt;
  |bool&lt;br /&gt;
  |only reset non-player flags&lt;br /&gt;
  |-&lt;br /&gt;
  |shotType &lt;br /&gt;
  |[[bz_eShotType]]&lt;br /&gt;
  |the new shot type to assign to the player&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This API function will force all flags to be reset and respawned. If the onlyUnused parameter is true, then flags carried by players will not be reset, otherwise all flags will be reset.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Sean_Morrison&amp;diff=3370</id>
		<title>Sean Morrison</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Sean_Morrison&amp;diff=3370"/>
		<updated>2007-09-26T17:47:52Z</updated>

		<summary type="html">&lt;p&gt;Ts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sean Morrison aka, Brlcad or Learner is a developer and [[Project_Administrators|system administrator]] for the project.&lt;br /&gt;
&lt;br /&gt;
[[Category:Developer]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Meshbox&amp;diff=3369</id>
		<title>Talk:Meshbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Meshbox&amp;diff=3369"/>
		<updated>2007-09-26T17:47:15Z</updated>

		<summary type="html">&lt;p&gt;Ts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does obstacle belong in the meshbox definition on this page? Also if anyone feels up to it this article also really needs a properties table...[[User:DonnyBaker|DonnyBaker]] 04:36, 24 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:BZFlag_SVN&amp;diff=3368</id>
		<title>Talk:BZFlag SVN</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:BZFlag_SVN&amp;diff=3368"/>
		<updated>2007-09-26T17:46:28Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3358 by 218.58.136.4 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;d forgotten how unwieldy this page has become.  Note to self: do something about it. [[User:Mr Burns|Mr Burns]] 10:40, 29 August 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Help:External_searches&amp;diff=3367</id>
		<title>Help:External searches</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Help:External_searches&amp;diff=3367"/>
		<updated>2007-09-26T17:46:01Z</updated>

		<summary type="html">&lt;p&gt;Ts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to create an external searches of a topic using key words using a template.&lt;br /&gt;
&lt;br /&gt;
For example this is something that would work for [http://www.google.com Google]&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;border: 1px solid #CCD5DB;&amp;quot;&amp;gt;[[Image:GoogleIcon.PNG]] [http://www.google.com/search?hl=en&amp;amp;safe=off&amp;amp;q={{{1|Wiki}}}&amp;amp;btnG=Search&amp;amp;meta= {{{1|Google}}}]&amp;lt;/span&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
Allows to establish a link to a search query at the Google search engine:&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:table; width:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Google|Term1+Term2+Term3}}&lt;br /&gt;
&amp;amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Template|Google]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The usage is very simple and easy to use. &amp;lt;nowiki&amp;gt;{{Google|firstTerm+Second+etc}}&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is also possible to do phrases by using %22Term1+Term2+etc%22&lt;br /&gt;
&lt;br /&gt;
*External searches are useful where an article requires certain keywords to make an effective search.&lt;br /&gt;
*For the editor it allows making searches of web more quickly and painlessly.&lt;br /&gt;
&lt;br /&gt;
Other applications of the template include searching Forums, for bug reports of the same type for software development wiki&#039;s where the wiki and forum work together.&lt;br /&gt;
&lt;br /&gt;
Note: Wikipedia may have policies that don&#039;t allow this kind of searching for whatever reason, check with Wikipedia policies and uses. This article is aimed at wiki administrators and editors that are in the situation where the information is a moving target and would like to be able to help readers search the web using good keywords and not clutter the pages with long http text.&lt;br /&gt;
&lt;br /&gt;
[http://www.clickwiki.info/index.php/Template:Google External reference to template example in use at ClickWiki.info]&lt;br /&gt;
[[Category:Help|External Searches]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Help:Special_pages&amp;diff=3366</id>
		<title>Help:Special pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Help:Special_pages&amp;diff=3366"/>
		<updated>2007-09-26T17:45:30Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3355 by 207.44.238.95 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Special pages&#039;&#039;&#039; are pages that are created by the software on demand. They are located in their own [[Help:Namespaces|namespace]] &#039;&#039;Special:&#039;&#039; and are not editable directly as other pages. &lt;br /&gt;
&lt;br /&gt;
Some special pages depend on the [[Help:Preferences|preferences]] that have been set by a user, e.g. the number of titles which is displayed on a user&#039;s [[Help:Watchlist|watchlist]].&lt;br /&gt;
&lt;br /&gt;
==List of special pages==&lt;br /&gt;
Clicking the link &#039;&#039;[[Special:Specialpages]]&#039;&#039; will take you to a list of all special pages on a wiki.&lt;br /&gt;
&lt;br /&gt;
* [[Help:Allmessages]] &lt;br /&gt;
* [[Help:Random page]] &lt;br /&gt;
* [[Help:Recent changes]] &lt;br /&gt;
* ...&lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
[[Category:Help|Special pages]]&lt;br /&gt;
[[Category:Special Pages| ]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlagWiki:Only_Revert_Once&amp;diff=3365</id>
		<title>BZFlagWiki:Only Revert Once</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlagWiki:Only_Revert_Once&amp;diff=3365"/>
		<updated>2007-09-26T17:44:56Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3354 by 203.69.39.251 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All editors should [[BZFlagWiki:Be bold|be bold]] when editing pages, however, some edits may introduce incorrect information, give poor advice, or add information that does not comply with the [[BZFlagWiki:Content Policy|Content Policy]].  The quality of information on BZFlagWiki is extremely valuable, so editors are allowed to revert such edits in good faith.  The reverting editor should note the reason for the reversion in the edit summary.&lt;br /&gt;
&lt;br /&gt;
==An edit may only be reverted once==&lt;br /&gt;
&lt;br /&gt;
If you find that your edit was reverted, please discuss it on the talk page of that article.  If you do not receive a response, you may leave a note on the user talk page of the editor who reverted your edit, asking him to discuss the matter on the talk page of the article.  If there is consensus among discussing editors, the reverted edit will be added back into the article.&lt;br /&gt;
&lt;br /&gt;
==Revert wars are not allowed==&lt;br /&gt;
&lt;br /&gt;
Violations of this policy are not excuses to follow in suit.  If you revert an edit you believe is bad, and the other editor reverts your revert, you are not allowed to revert again; take it to the talk page as per above.&lt;br /&gt;
&lt;br /&gt;
Reverting in violation of this policy may subject the editor to administrative action.&lt;br /&gt;
&lt;br /&gt;
[[Category:BZFlagWiki Policy]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Zone&amp;diff=3364</id>
		<title>Talk:Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Zone&amp;diff=3364"/>
		<updated>2007-09-26T17:43:26Z</updated>

		<summary type="html">&lt;p&gt;Ts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the difference between &#039;&#039;&#039;zoneflag&#039;&#039;&#039; and &#039;&#039;&#039;flag&#039;&#039;&#039;? I do not understand from this description. Is there a difference? I am assuming so since there are two different options. [[User:DonnyBaker|DonnyBaker]] 21:10, 23 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Umm, I assume that &#039;&#039;&#039;zoneflag&#039;&#039;&#039; guarantee that there will be x number of x flag in that zone at any time. &#039;&#039;&#039;Flag&#039;&#039;&#039; probably just says that if there are any of x flag, they may spawn in there or they might not. Sorta confusing. Might want to get that double checked. In the old wiki it says, &amp;quot;Zone flag - Actually generates each flag listed w/in this zone (add ,n for quantity)&amp;quot; and for &amp;quot;Flag - where flag may spawn&amp;quot;. [[User:Tanner|Tanner]] 15:54, 24 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See what I put there now. Basically, flag says what kind of flags should spawn there (they need to be specified on the command line) while zoneflag spawns extra flags for the zone. [[User:TD-Linux|TD-Linux]] 21:20, 8 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Much clearer, thanks [[User:DonnyBaker|DonnyBaker]] 08:08, 9 April 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_saveWorldCacheFile&amp;diff=3344</id>
		<title>Bz saveWorldCacheFile</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_saveWorldCacheFile&amp;diff=3344"/>
		<updated>2007-09-26T09:44:02Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3343 by 222.240.208.14 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Funcs}}&lt;br /&gt;
==Prototype==&lt;br /&gt;
BZF_API bool bz_saveWorldCacheFile( const char* file );&lt;br /&gt;
&lt;br /&gt;
==Parameters==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value desription&lt;br /&gt;
  |-&lt;br /&gt;
  |file &lt;br /&gt;
  |const char*&lt;br /&gt;
  |path and file name to save the cache file to&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Forces the server to save out a world cache file into the specified file. The function will return true if the write  was sucsessfull, or false if there was an error.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Auto-props&amp;diff=3342</id>
		<title>Auto-props</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Auto-props&amp;diff=3342"/>
		<updated>2007-09-26T07:49:40Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3330 by 64.22.93.128 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Developers should make sure their auto-props are set correctly before committing to [[SVN]].  This helps preserve the correct line endings across platforms.  This is the &amp;quot;standard&amp;quot; auto-props section we are using (you may of course set your own if you prefer).  You&#039;ll need to edit your subversion config file(s), which varies depending on platform and Subversion client.&lt;br /&gt;
&lt;br /&gt;
For UNIX-like platforms, edit your &#039;&#039;~/.subversion/config&#039;&#039; file to set the auto-props.  Also, please be sure that you uncomment the &#039;&#039;&#039;enable-auto-props&#039;&#039;&#039; option and set it to yes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
### Section for configuring automatic properties.&lt;br /&gt;
[auto-props]&lt;br /&gt;
### The format of the entries is:&lt;br /&gt;
###   file-name-pattern = propname[=value][;propname[=value]...]&lt;br /&gt;
### The file-name-pattern can contain wildcards (such as &#039;*&#039; and&lt;br /&gt;
### &#039;?&#039;).  All entries which match will be applied to the file.&lt;br /&gt;
### Note that auto-props functionality must be enabled, which&lt;br /&gt;
### is typically done by setting the &#039;enable-auto-props&#039; option.&lt;br /&gt;
*.c = svn:eol-style=native&lt;br /&gt;
*.cpp = svn:eol-style=native&lt;br /&gt;
*.cxx = svn:eol-style=native&lt;br /&gt;
*.h = svn:eol-style=native&lt;br /&gt;
*.pl = svn:eol-style=native&lt;br /&gt;
*.py = svn:eol-style=native&lt;br /&gt;
*.php = svn:eol-style=native&lt;br /&gt;
&lt;br /&gt;
*.po = svn:eol-style=native&lt;br /&gt;
*.am = svn:eol-style=native&lt;br /&gt;
*.ac = svn:eol-style=native&lt;br /&gt;
*.in = svn:eol-style=native&lt;br /&gt;
*.m4 = svn:eol-style=native&lt;br /&gt;
&lt;br /&gt;
*.dsp = svn:eol-style=CRLF&lt;br /&gt;
*.dsw = svn:eol-style=CRLF&lt;br /&gt;
*.sln = svn:eol-style=CRLF&lt;br /&gt;
*.vcproj = svn:eol-style=CRLF&lt;br /&gt;
*.nsi = svn:eol-style=CRLF&lt;br /&gt;
*.manifest = svn:eol-style=CRLF&lt;br /&gt;
&lt;br /&gt;
*.sh = svn:eol-style=native;svn:executable&lt;br /&gt;
&lt;br /&gt;
*.txt = svn:eol-style=native;svn:mime-type=text/plain&lt;br /&gt;
README = svn:eol-style=native;svn:mime-type=text/plain&lt;br /&gt;
*.html = svn:eol-style=native;svn:mime-type=text/html&lt;br /&gt;
*.xml = svn:eol-style=native;svn:mime-type=text/xml&lt;br /&gt;
*.bzw = svn:eol-style=native&lt;br /&gt;
&lt;br /&gt;
*.xpm = svn:eol-style=native;svn:mime-type=image/x-xpm&lt;br /&gt;
*.bmp = svn:mime-type=image/x-bmp&lt;br /&gt;
*.png = svn:mime-type=image/png&lt;br /&gt;
*.jpg = svn:mime-type=image/jpeg&lt;br /&gt;
*.ogg = svn:mime-type=application/ogg&lt;br /&gt;
*.wav = svn:mime-type=audio/x-wav&lt;br /&gt;
*.ttf = svn:mime-type=font/ttf&lt;br /&gt;
*.ico = svn:mime-type=image/ico&lt;br /&gt;
*.rgb = svn:mime-type=image/x-rgb&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Message&amp;diff=3341</id>
		<title>Message</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Message&amp;diff=3341"/>
		<updated>2007-09-26T07:48:08Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3335 by 203.69.39.251 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Messaging ==&lt;br /&gt;
Messages can be sent to one, some or all of the players in a game.  The message appears in the &#039;&#039;&#039;&#039;&#039;All&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Chat&#039;&#039;&#039;&#039;&#039; message areas at the bottom of the screen.  For example, press &#039;&#039;&#039;n&#039;&#039;&#039; and&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Send to all:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
appears at the bottom of the screen.  Type in your message, press &#039;&#039;&#039;Enter&#039;&#039;&#039; and your message appears in the message area of all the current players and observers.&lt;br /&gt;
&lt;br /&gt;
Individual players and other predefined groups can be messaged in this way.  The following table lists the initiating keypress (like &#039;&#039;&#039;n&#039;&#039;&#039; in the above example) and the consequent recipient(s).&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Keypress&#039;&#039;&#039;&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Recipient(s)&#039;&#039;&#039;&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Explanation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| n || Send to all || All players and observers&lt;br /&gt;
|-&lt;br /&gt;
| m || Send to teammates || All players on your team (ie. the same color as you)&lt;br /&gt;
|-&lt;br /&gt;
| z || Send to Admin || All players and observers who are [[administrator]]&lt;br /&gt;
|-&lt;br /&gt;
| . (dot) || Send to individual || Use left-arrow and right-arrow to cycle through player names&lt;br /&gt;
|-&lt;br /&gt;
| , (comma) || Send to nemesis || The last player you killed, or who killed you&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that pestering administrators with requests to grant you administrator access is frowned upon.  At best you will be politely refused.  At worst you may be [[kick | kicked]] or [[ban | banned]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Send to all&#039;&#039;&#039;&#039;&#039; feature can also be used to send [[Slash Commands|administrative commands]] to the server.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=KeepAway&amp;diff=3340</id>
		<title>KeepAway</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=KeepAway&amp;diff=3340"/>
		<updated>2007-09-26T07:47:35Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3332 by 80.78.23.226 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DoDoc|cleanup the article according to the standards, and other plug-in articles}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The keepaway plugin will create a Keep Away game mode in which a player/team must hold a &amp;quot;Keep Away&amp;quot; flag (defined in map file) for a defined amount of time; if held long enough all other teams (or players) are killed.&lt;br /&gt;
&lt;br /&gt;
Plugin features/notes:&lt;br /&gt;
&lt;br /&gt;
* Server messaging for Keep Away flag is free (which one to hold), Keep Away flag held (by whom and how long they have to hold it), regular countdown warnings while someone is holding the Keep Away Flag (every minute and 30, 20 &amp;amp; 10 seconds until flag is held long enough), and successful Keep Away announcements.  Long callsigns are truncated in server messages.&lt;br /&gt;
&lt;br /&gt;
* Players cannot pause while holding Keep Away flag - if they try the flag will be taken away with a warning message not to do so.&lt;br /&gt;
&lt;br /&gt;
* Keep Away will be disabled until there are 2 or more teams, 2 or more rogue players, or at least 1 rogue player and 1 or more team player(s).&lt;br /&gt;
&lt;br /&gt;
* It is highly recommended to add exactly 1 flag to the map file for each type of flag that might be considered the Keep Away flag. Duplicate Keep Away flags has not been tested.&lt;br /&gt;
&lt;br /&gt;
* There is an autotime function (optional) that will reduce the time to hold the Keep Away flag, based on the number of players in the game.  With this option enabled, the time is reduced a certain percentage (default is 3%) with every additional player (after 2) to a certain minimum percentage (defaut is 50%) of the original specified time to hold.  This means that (with default settings) the time to hold would not be affected for 2 players, but would be reduced by 3% for 3 players, 6% for 4 players and so on.  The minimum 50% of the original time to hold would be reached at about 19 players and would remain at 50%, no matter how many additional players were to join after that.&lt;br /&gt;
&lt;br /&gt;
* Local sounds for dropped Keep Away flag, team grab, successful Keep Away, etc. are incorporated into plugin.  In general, these sounds correspond to standard CTF sounds.&lt;br /&gt;
&lt;br /&gt;
* There is a &amp;quot;/kas &amp;lt;message&amp;gt;&amp;quot; command available to all players to send a message to person holding the Keep Away flag.&lt;br /&gt;
&lt;br /&gt;
* There is a &amp;quot;/kaf&amp;quot; command available to all players that will return the current Keep Away flag to find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
There are 2 modes of play available:&lt;br /&gt;
&lt;br /&gt;
1) Teamplay: if a player from a team holds the Keep Away flag long enough, all other teams (except his/hers) are killed.  Score credits are given to the team, but not given to player that kept the flag.  If a rogue manages to hold the Keep Away flag long enough in this mode, all players (except him/her) are killed and he/she gets individual score credit for all of the kills.&lt;br /&gt;
&lt;br /&gt;
2) No teamplay: for this mode it is recommended to set up a map with only rogue players allowed.  If a player holds the Keep Away flag long enough, all other players are killed and score credit is given to the player who held the Keep Away flag for all of the kills. Obviously, if teams are allowed in this mode, it would result in repeated team kills - no fun.  Basically this is a free-for-all mode for Keep Away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters of the Keep Away (keepaway) map definition are follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;teamplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional.  This will enable the teamplay mode of Keep Away (see above).  If not included, teamplay is disabled and it becomes as basic free for all Keep Away mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;holdtime &amp;lt;seconds&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional.  This defines the time (in seconds) required to hold the Keep Away flag before a player is declared winner and other teams/players are zapped.  If not included, the default setting is 120 seconds (2 minutes).  The limits of this setting are controlled to a minimum of 1 second and a maximum of 7200 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;autotime &amp;lt;multiplier&amp;gt; &amp;lt;minimum multiplier&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional.  This will enable the automatic time reduction feature of the plugin that will reduce the time to hold the Keep Away flag, based on the number of players in the game (see description above).  The multiplier field will set the hold time reduction percentage per new player.  The minimum multiplier field will set the minimum hold time reduction percentage.  If these fields are left blank, the default multiplier = 3% and the default minimum multiplier = 50%.  The&lt;br /&gt;
multiplier fields should be between 1 and 99 (percent).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;forcedflags&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional.  This will force sequential Keep Away flag selection based on flags defined in flag parameter (below).  If a player is holding the next flag to be used as Keep Away flag, it is taken away from him/her with a message apologizing for the take (&amp;quot;Sorry, server needs your flag for Keep Away :/&amp;quot;).  If this parameter is not included, the plugin will take away the winner&#039;s flag and search for the next available Keep Away flag that is not held.  If it cannot find one, it will repeat the Keep Away flag that was just used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;keepawayflags &amp;lt;flag type&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag type&amp;gt;...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Required.  This will define which flags the plugin will cycle through as Keep Away flags.  At least one is required.  If no flags are defined, the plugin will be effectively disabled.  Remember, the plugin has not been tested for duplicate flags on the map, so it is highly recommended to explicitly define only 1 flag per Keep Away flag type to be present on map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nosound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional.  This will disable sounds associated with Keep Away plugin(some clients seem to have issues with this feature).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;noflagreset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional.  This will disable automatic flag reset function of the Keep Away plugin (enabled as default).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
Examples of map (.bzw) entries:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;keepaway&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;holdtime 90&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;autotime 2 40&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;keepawayflags SB G TH MG GM L&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;forcedflags&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;teamplay&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;noflagreset&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;end&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
This would set up a Keep Away game using Super Bullet, Genocide, Thief, Machine Gun, Guided Missile and Laser flags for Keep Away flags.  Teamplay would be enabled and the initial required time to hold the Keep Away flag would be 90 seconds (1.5 minutes).  Time to hold would automatically adjust downward with new players; 2% per new player after 2, to a minimum of 40% of the original time to hold (36 seconds).  The automatic flag reset function of the plugin would be disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;keepaway&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;holdtime 60&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;keepawayflags IB PZ US RO&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;teamplay&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;nosound&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;end&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
This would set up a Keep Away game using Invisible Bullet, Phantom Zone, Useless and Reverse Only flags for Keep Away flags.  Teamplay would be enabled and the initial required time to hold the Keep Away flag would be 60 seconds (1 minute).  Time to hold would not automatically adjust downward with new players - it would remain at 60 seconds.  The sounds associated with Keep Away would be disabled.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
Obviously, the plugin must be loaded to the server at startup, or it will not recoginize these map parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Server Commands==&lt;br /&gt;
&lt;br /&gt;
There are two commands available to all players with the plugin:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;kas &amp;lt;message&amp;gt;&amp;quot; - this will send message to the player holding the Keep Away flag.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaf&amp;quot; - this will return the current Keep Away flag to be found &amp;amp; who holds it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several administrator commands available with the plugin:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;kaon&amp;quot; - this will turn Keep Away mode on, if turned off previously.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaoff&amp;quot; - this will turn Keep Away mode off for normal gameplay.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;katimemult&amp;quot; - this will set auto time multiplier (per new player).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;katimemultmin&amp;quot; - this will set minimum auto time multiplier.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaautotimeon&amp;quot; - this will enable the autotime function.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaautotimeoff&amp;quot; - this will disable the autotime funtion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;katime &amp;lt;seconds&amp;gt;&amp;quot; - this will change Keep Away hold time 1 -&amp;gt; 7200 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kastatus&amp;quot; - this will return the status of the plugin modes, times, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaffon&amp;quot; - this will turn on forced flags.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaffoff&amp;quot; - this will turn off forced flags.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaf+&amp;quot; - advance to next Keep Away flag.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kasoundon&amp;quot; - enables Keep Away sounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kasoundoff&amp;quot; - disables Keep Away sounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaflagreseton&amp;quot; - enables Keep Away sounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;kaflagresetoff&amp;quot; - disables Keep Away sounds.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Global_Registration&amp;diff=3339</id>
		<title>Global Registration</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Global_Registration&amp;diff=3339"/>
		<updated>2007-09-26T07:47:17Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3329 by 216.23.162.164 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Global Registration is the link between the [[BZFlag Forums]] and the game. If you are registered at the forums, you are registered on the game (although you only have one registration - the forums). The game uses the forums to authenticate you as a registered user.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_flagPlayer&amp;diff=3338</id>
		<title>Bz flagPlayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_flagPlayer&amp;diff=3338"/>
		<updated>2007-09-26T07:46:47Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3331 by 218.58.136.4 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Funcs}}&lt;br /&gt;
==Prototype==&lt;br /&gt;
BZF_API int bz_flagPlayer ( int flag );&lt;br /&gt;
==Parameters==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |flag&lt;br /&gt;
  |int &lt;br /&gt;
  |the flag ID to search for&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This API function return the playerID of the player that is carrying the specified flag. If the flag is on the ground, it will return -1&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Python_(plug-in)&amp;diff=3337</id>
		<title>Talk:Python (plug-in)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Python_(plug-in)&amp;diff=3337"/>
		<updated>2007-09-26T07:46:06Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3333 by 161.200.255.162 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would love to see an example of a python based plugin for an example.   [[User:SilverFox|SilverFox]] 12:10, 19 February 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlagWiki:About&amp;diff=3336</id>
		<title>BZFlagWiki:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlagWiki:About&amp;diff=3336"/>
		<updated>2007-09-26T07:45:46Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3334 by 63.241.9.240 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the official Wiki for [http://www.bzflag.org BZFlag], a free 3D multiplayer tank warfare game.&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Sample_conf&amp;diff=3290</id>
		<title>Sample conf</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Sample_conf&amp;diff=3290"/>
		<updated>2007-09-21T19:25:34Z</updated>

		<summary type="html">&lt;p&gt;Ts: Undo revision 3289 by Optic Delusion (Talk): 2.0.10 is not out now and wrong content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
# This is a BZFlag Server (bzfs) configuration file.&lt;br /&gt;
# It assumes that you wish to connect to the bzflag list server.&lt;br /&gt;
# Please read through it carefully.  Lines starting with a # are comments.&lt;br /&gt;
# to enable an option, remove the # at the beginning of a line.  To&lt;br /&gt;
# disable that option, put the # back.  There are some examples in this&lt;br /&gt;
# file.  Make sure you change the examples if you uncomment the line.  If&lt;br /&gt;
# you don&#039;t know what something does, you are okay to just leave&lt;br /&gt;
# it commented out.  Failure to read through this file (looking for&lt;br /&gt;
# already uncommented lines) might be a little embarrassing. Have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# This option is for debug.  You can have as many as 4 of them.&lt;br /&gt;
# simple debug&lt;br /&gt;
#-d&lt;br /&gt;
# and more complex debugging.&lt;br /&gt;
-dd&lt;br /&gt;
#-ddd&lt;br /&gt;
#-dddd&lt;br /&gt;
&lt;br /&gt;
# Sets the admin password for the server. It is necessary for server &lt;br /&gt;
# administration if no groups are used.&lt;br /&gt;
# CHANGE THIS!&lt;br /&gt;
-password abcdef&lt;br /&gt;
&lt;br /&gt;
# Enables inertia and sets the maximum linear and angular accelerations.&lt;br /&gt;
# The units are somewhat arbitrary so you&#039;ll have to experiment to find&lt;br /&gt;
# suitable values.  The values must be non-negative and higher values&lt;br /&gt;
# yield greater inertia.&lt;br /&gt;
# Used to control &amp;quot;Mouse Enhancements&amp;quot;&lt;br /&gt;
-a 50 38&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## World ##&lt;br /&gt;
&lt;br /&gt;
# This specifies the world filename.&lt;br /&gt;
# Use this format for Windows&lt;br /&gt;
#-world &amp;quot;c:\mymaps\louschurchyard.bzw&amp;quot;&lt;br /&gt;
# Use this format for *nix and Mac&lt;br /&gt;
#-world /users/noob/lousdesktop.bzw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Random World Generation ##&lt;br /&gt;
&lt;br /&gt;
# This option allows world objects to be randomly rotated. Only applies&lt;br /&gt;
# if a randomly generated world is used.&lt;br /&gt;
#-b&lt;br /&gt;
&lt;br /&gt;
# Enables capture-the-flag style game with a balanced random map. Default is&lt;br /&gt;
# free-for-all style game.&lt;br /&gt;
#-cr&lt;br /&gt;
&lt;br /&gt;
# Adds teleporters to the game. for random maps only&lt;br /&gt;
#-t&lt;br /&gt;
&lt;br /&gt;
# This option controls the building density on random worlds(1-10) default is 5&lt;br /&gt;
#-density 7&lt;br /&gt;
&lt;br /&gt;
# This option changes the size of random maps.&lt;br /&gt;
#-worldsize 800&lt;br /&gt;
&lt;br /&gt;
# This option gives buildings random heights.  This is used when&lt;br /&gt;
# you are using random maps.&lt;br /&gt;
#-h&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Game Styles ##&lt;br /&gt;
&lt;br /&gt;
# This enables capture-the-flag style game. Default is free-for-all style.&lt;br /&gt;
# Requires one base object for each team to be specified in the world file.&lt;br /&gt;
# Can be used with random world generation.&lt;br /&gt;
#-c&lt;br /&gt;
&lt;br /&gt;
# More than one team-flag may be specified. &lt;br /&gt;
# This is generally not desirable.&lt;br /&gt;
# B* - Blue Team   G* - Green Team, P* - Purple Team,  R* - Red Team,&lt;br /&gt;
#+f B*&lt;br /&gt;
#+f R*&lt;br /&gt;
&lt;br /&gt;
# This sets the maximum number of shots before a reload.  The default&lt;br /&gt;
# is 5.&lt;br /&gt;
-ms 3&lt;br /&gt;
&lt;br /&gt;
# This makes most shots ricochet.&lt;br /&gt;
+r&lt;br /&gt;
&lt;br /&gt;
# This option allows jumping.&lt;br /&gt;
-j&lt;br /&gt;
&lt;br /&gt;
# These two flags can be used if they are not specified as options.&lt;br /&gt;
# +f R{1} # Ricochet&lt;br /&gt;
# +f J{1} # Jumping &lt;br /&gt;
&lt;br /&gt;
# This option allows for flags on box buildings.&lt;br /&gt;
#-fb&lt;br /&gt;
&lt;br /&gt;
# This option allows tanks to spawn on buildings. This is especially useful&lt;br /&gt;
# as tank spawn locations are now calculated on the server without the&lt;br /&gt;
# advantage of knowing where shots are.&lt;br /&gt;
#-sb&lt;br /&gt;
&lt;br /&gt;
# By default if a player kills a teammate, he dies too, this option turns this&lt;br /&gt;
# off.  Used mostly for capture the flag style games.&lt;br /&gt;
#-tk&lt;br /&gt;
&lt;br /&gt;
# Kick a player if his ratio of teammate to non-teammate kills is this&lt;br /&gt;
# percentage or greater.&lt;br /&gt;
-tkkr 32&lt;br /&gt;
&lt;br /&gt;
# This option allows you to tell the server how long a team flag remains&lt;br /&gt;
# before it is reset after the last player on a team leaves.  The default&lt;br /&gt;
# is 30 seconds.&lt;br /&gt;
#-tftimeout 60&lt;br /&gt;
&lt;br /&gt;
# Hunt the rabbit game is activated with this option.  &lt;br /&gt;
# Use only one of these options.&lt;br /&gt;
# Choose rabbit based on score.&lt;br /&gt;
#-rabbit score&lt;br /&gt;
# Rabbit is chosen by whoever kills the rabbit.&lt;br /&gt;
#-rabbit killer&lt;br /&gt;
# Or you can choose the rabbit randomly.&lt;br /&gt;
#-rabbit random&lt;br /&gt;
&lt;br /&gt;
# It is possible to restrict bots and autopilot from being used on the server.&lt;br /&gt;
# This is accomplished with the following.&lt;br /&gt;
#-disableBots&lt;br /&gt;
&lt;br /&gt;
# This option causes the server to quit after serving one game.  This is&lt;br /&gt;
# handy if you want to do a timed game, or script a rotating server.&lt;br /&gt;
#-g&lt;br /&gt;
&lt;br /&gt;
# This option sets the max score for players.  The game ends when a person&lt;br /&gt;
# reaches this score and is declared the winner.&lt;br /&gt;
#-mps 100&lt;br /&gt;
&lt;br /&gt;
# This sets the max team score.  The first team to reach this score is&lt;br /&gt;
# declared the winner and the game is ended.&lt;br /&gt;
#-mts 250&lt;br /&gt;
&lt;br /&gt;
# This dumps the score to console when it changes.&lt;br /&gt;
#-printscore&lt;br /&gt;
&lt;br /&gt;
# This sets time limit (in seconds) for the game.  Time starts when first&lt;br /&gt;
# client connects.&lt;br /&gt;
#-time 3600&lt;br /&gt;
&lt;br /&gt;
# This option requires a timed game to be started using the /countdown&lt;br /&gt;
# command to start a timed game.  Default is when first player joins.&lt;br /&gt;
#-timemanual&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## List server Connection ##&lt;br /&gt;
&lt;br /&gt;
# This is the public message that the server advertises on the public&lt;br /&gt;
# server list.  This is required if you want to be shown on the list.&lt;br /&gt;
# It often advertises the map you are using.  Keep it short.&lt;br /&gt;
-public &amp;quot;Noo BZFlag Server With Random Map&amp;quot;&lt;br /&gt;
&lt;br /&gt;
# This is also needed to be listed on the public server list.  The&lt;br /&gt;
# address needs to be valid in DNS. It&#039;s your IP, plus port number.&lt;br /&gt;
-publicaddr 123.456.789.000:5154&lt;br /&gt;
&lt;br /&gt;
# The server will listen on this port.  Default port is 5154.&lt;br /&gt;
-p 5154&lt;br /&gt;
&lt;br /&gt;
# Tells server not to respond to &amp;quot;pings&amp;quot;. This makes the server private.&lt;br /&gt;
# You should remove -public and -publicaddr when using it.&lt;br /&gt;
# If your router is open, you can still give people your IP and port, and  &lt;br /&gt;
# they will be able to connect, you just wont be on the list.&lt;br /&gt;
#-q&lt;br /&gt;
&lt;br /&gt;
# You probably don&#039;t need to use this, but it is there if you do.  This&lt;br /&gt;
# specifies where the server advertises itself.  The built-in default&lt;br /&gt;
# should work just fine.  You need to hunt down the proper address if&lt;br /&gt;
# it doesn&#039;t work. DON&#039;T Change It&lt;br /&gt;
#-publiclist &amp;lt;list-server-url&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Server will listen for and respond to &amp;quot;pings&amp;quot; (sent via broadcast) on&lt;br /&gt;
# the given interface.  The server uses the first interface by default.&lt;br /&gt;
# This is the TCP/UDP/IP address the server will listen on.&lt;br /&gt;
# You don&#039;t need to use this unless your server has multiple&lt;br /&gt;
# interfaces and doesn&#039;t show up on the server lists.&lt;br /&gt;
#-i 123.456.789.000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Player Connections ##&lt;br /&gt;
&lt;br /&gt;
# Automatically assigns players to teams when they join so that teams are&lt;br /&gt;
# evenly matched in number of players.  Players are placed on teams with&lt;br /&gt;
# lowest number of players first, then those with the lowest scores or&lt;br /&gt;
# kill ratios.&lt;br /&gt;
-autoTeam&lt;br /&gt;
&lt;br /&gt;
# This sets the max number of players.  It can be done in 2 ways.  A flat&lt;br /&gt;
# count of players, or by number of players on a given team.&lt;br /&gt;
# This allows up to 50 players, no team limits.&lt;br /&gt;
# Typical home DSL connections max out at 12 players before lag begins.&lt;br /&gt;
# Lag equals players times shots. So a one-shot server could have more &lt;br /&gt;
# players, and vice-versa. &lt;br /&gt;
-mp 12&lt;br /&gt;
&lt;br /&gt;
# This allows for max player by team.&lt;br /&gt;
# The order is rogue, red, green, blue, purple, observer.&lt;br /&gt;
#-mp 3,3,3,3,3,3&lt;br /&gt;
&lt;br /&gt;
# This requires clients to use UDP (a good thing).  This will generally&lt;br /&gt;
# make the server behave better, and make play more smooth.&lt;br /&gt;
# It will kick players who are unable to establish a UDP connection&lt;br /&gt;
# when they attempt to fire.&lt;br /&gt;
-requireudp&lt;br /&gt;
&lt;br /&gt;
# Set to not use a UDP connection for players. You typically do NOT want to&lt;br /&gt;
# do this (UDP is good!)&lt;br /&gt;
#-noudp&lt;br /&gt;
&lt;br /&gt;
# This option warns the user their lag is too high when it crosses the&lt;br /&gt;
# number of milliseconds set.&lt;br /&gt;
-lagwarn 350&lt;br /&gt;
&lt;br /&gt;
# This option kicks players after they have been warned about high lag for&lt;br /&gt;
# a certain number of times.&lt;br /&gt;
-lagdrop 3&lt;br /&gt;
&lt;br /&gt;
# This option warns the user their packet loss is too high.&lt;br /&gt;
#-packetlosswarn 25&lt;br /&gt;
&lt;br /&gt;
# This option kicks players after they have been warned about packet loss &lt;br /&gt;
# a certain number of times.&lt;br /&gt;
#-packetlossdrop 3&lt;br /&gt;
&lt;br /&gt;
# This option kicks the user after they have been idle for a number of &lt;br /&gt;
# seconds. Idle means paused, not-spawning or not-responding.  &lt;br /&gt;
-maxidle 300&lt;br /&gt;
&lt;br /&gt;
# This option sets up your ban list.  This is ip masks separated by commas.&lt;br /&gt;
# The * character is used as a wild card in range bans. &lt;br /&gt;
#-ban &amp;quot;192.168.1.5,10.10.2.*,10.2.*.*&amp;quot;&lt;br /&gt;
&lt;br /&gt;
# This option tells the server where to store the ban list. The ban list will&lt;br /&gt;
# be loaded from this file when the server starts (if the file exists) and&lt;br /&gt;
# written back to the file when someone gets banned or unbanned. If this&lt;br /&gt;
# option isn&#039;t used the ban list will not be saved.&lt;br /&gt;
#-banfile /path/to/mybanfile.txt&lt;br /&gt;
&lt;br /&gt;
# Registered player files which will be loaded on startup.&lt;br /&gt;
# Use all three if you are not connecting to the list server.&lt;br /&gt;
# Players can use /register passwd and  /identify passwd &lt;br /&gt;
# to  confirm their identities. &lt;br /&gt;
# passdb stores local user password mappings.&lt;br /&gt;
#-passdb /path/to/passes.txt &lt;br /&gt;
# userdb stores user to group mappings.&lt;br /&gt;
#-userdb /path/to/users.txt&lt;br /&gt;
&lt;br /&gt;
# If you use the BZFlag forums at http://my.bzflag.org/bb&lt;br /&gt;
# and have established groups there, you only need groupdb&lt;br /&gt;
# Though local registrations can also be used.&lt;br /&gt;
# groupdb stores group to permission mappings.&lt;br /&gt;
#-groupdb /path/to/groups.txt&lt;br /&gt;
&lt;br /&gt;
# If you have registered groups at the bzbb forums, only players&lt;br /&gt;
# in this group will see your server in the list. &lt;br /&gt;
#-advertise NOOB.COP &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## General Options ##&lt;br /&gt;
&lt;br /&gt;
# adds timestamps to every line of the log&lt;br /&gt;
#-ts&lt;br /&gt;
&lt;br /&gt;
# This is the server welcome message.  Please change it. &lt;br /&gt;
-srvmsg &amp;quot; This is a Noo BZFlag Server &amp;quot;&lt;br /&gt;
-srvmsg &amp;quot; Have Fun and Play Nice &amp;quot;&lt;br /&gt;
&lt;br /&gt;
# Define a message which will be broadcast to all players every 15 minutes.&lt;br /&gt;
-admsg &amp;quot; Noo BZFlag Server &amp;quot;&lt;br /&gt;
-admsg &amp;quot; BZFlag is Fun &amp;quot;&lt;br /&gt;
&lt;br /&gt;
# This sets the amount of time in seconds that is required to pass between&lt;br /&gt;
# two identical messages sent.&lt;br /&gt;
-spamtime 15&lt;br /&gt;
&lt;br /&gt;
# This sets the amount of times to warn spammers (see -spamtime) before they&lt;br /&gt;
# are kicked.&lt;br /&gt;
-spamwarn 3&lt;br /&gt;
&lt;br /&gt;
# Specify a file that contains bad words that will be used when &lt;br /&gt;
# either -filterCallsigns or -filterChat is enabled.&lt;br /&gt;
# A multilingual badwords file can be found in source downloads. &lt;br /&gt;
#-badwords /path/to/badwords.txt&lt;br /&gt;
&lt;br /&gt;
# Turn on the filtering of chat messages.  Messages have words provided&lt;br /&gt;
# via a  -badwords file are replaced with !@#$%^&amp;amp;* characters.&lt;br /&gt;
#-filterChat&lt;br /&gt;
&lt;br /&gt;
# Turn on the filtering of callsigns.  Callsigns are compared against&lt;br /&gt;
# bad words provided via -badwords.&lt;br /&gt;
#-filterCallsigns&lt;br /&gt;
&lt;br /&gt;
# By default, all filtering is aggressive, matching much more than what&lt;br /&gt;
# is strictly listed in a -badwords file for convenience. Providing this&lt;br /&gt;
# option will make the -filterCallsigns and -filterChat comparisons&lt;br /&gt;
# exact match only.&lt;br /&gt;
#-filterSimple&lt;br /&gt;
&lt;br /&gt;
# This forces all clients to use the same time of day.  The time is&lt;br /&gt;
# determined by the server&#039;s clock.  This disables the + and - keys&lt;br /&gt;
# on the clients.&lt;br /&gt;
#-synctime&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Player Controlled Functions ##&lt;br /&gt;
&lt;br /&gt;
# This option specifies a help file that will be displayed when the player&lt;br /&gt;
# types /help name  &lt;br /&gt;
# Maximum length is 50 lines and 120 characters per line&lt;br /&gt;
#-helpmsg shock /path/to/shockwavehelp.txt &lt;br /&gt;
#-helpmsg noob /path/to/noobhelp.txt&lt;br /&gt;
&lt;br /&gt;
# You can specify a file so that people can type /report to report problems&lt;br /&gt;
# on the server.  The reports are logged in this file.&lt;br /&gt;
#-reportfile /path/to/reports.txt&lt;br /&gt;
&lt;br /&gt;
# You can also use this option to cause the /report to trigger a command&lt;br /&gt;
# as well as, or instead of, logging to a file.&lt;br /&gt;
#-reportpipe command&lt;br /&gt;
&lt;br /&gt;
# This specifies the number of seconds in which a poll can be vetoed.&lt;br /&gt;
#-vetoTime 60&lt;br /&gt;
&lt;br /&gt;
# This specifies the percentage of people required for a successful vote.&lt;br /&gt;
#-votePercentage 51&lt;br /&gt;
&lt;br /&gt;
# This is the number of voters required to hold a poll.&lt;br /&gt;
#-votesRequired 6&lt;br /&gt;
&lt;br /&gt;
# This is the length of time that players have to vote.&lt;br /&gt;
#-voteTime 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Flags ##&lt;br /&gt;
&lt;br /&gt;
# This option allows for antidote flags to be available for players who&lt;br /&gt;
# get bad flags.&lt;br /&gt;
-sa&lt;br /&gt;
&lt;br /&gt;
# Bad flags are automatically dropped after this many seconds.&lt;br /&gt;
-st 5&lt;br /&gt;
&lt;br /&gt;
# Bad flags are automatically dropped after this many wins.&lt;br /&gt;
-sw 1&lt;br /&gt;
&lt;br /&gt;
# This allows you to limit the number of shots from a particular flag.&lt;br /&gt;
#-sl GM 20&lt;br /&gt;
#-sl L 20&lt;br /&gt;
&lt;br /&gt;
# There are two sets of flags. Flags that must be in the world at all times&lt;br /&gt;
# and flags that may get generated randomly. in addition. +f specifies flags that&lt;br /&gt;
# must be there and -f specifies flags the should never be generated.&lt;br /&gt;
&lt;br /&gt;
# The server will randomly place flags from the following list. &lt;br /&gt;
# To be sure there is at least a certain amount of a flag on the map&lt;br /&gt;
# at any given time, you can use the +f option to guarantee a certain&lt;br /&gt;
# number of a flag.&lt;br /&gt;
&lt;br /&gt;
# Good Flags&lt;br /&gt;
+f A{2}  #  Agility&lt;br /&gt;
+f CL{2} #  Cloaking &lt;br /&gt;
+f F{2}  #  rapid Fire&lt;br /&gt;
+f G{1}  #  Genocide&lt;br /&gt;
+f GM{2} #  Guided Missile&lt;br /&gt;
+f IB{2} #  Invisible Bullett&lt;br /&gt;
+f L{2}  #  Laser&lt;br /&gt;
+f MG{2} #  Machine Gun&lt;br /&gt;
+f N{2}  #  Narrow&lt;br /&gt;
+f OO{2} #  Oscillation Overthruster&lt;br /&gt;
+f PZ{2} #  Phantom Zone&lt;br /&gt;
+f QT{2} #  QuickTurn&lt;br /&gt;
+f SB{2} #  Super Bullet&lt;br /&gt;
+f SE{2} #  SEer&lt;br /&gt;
+f SH{2} #  SHield &lt;br /&gt;
+f SR{2} #  SteamRoller&lt;br /&gt;
+f ST{2} #  STealth&lt;br /&gt;
+f SW{2} #  ShockWave &lt;br /&gt;
+f T{2}  #  Tiny&lt;br /&gt;
+f TH{2} #  THeif&lt;br /&gt;
+f US{2} #  USeless&lt;br /&gt;
+f V{2}  #  Velocity (high speed)&lt;br /&gt;
+f WG{2} #  WinGs &lt;br /&gt;
&lt;br /&gt;
# BAD FLAGS&lt;br /&gt;
+f B{1}  #  Blindness&lt;br /&gt;
+f BY{1} #  BouncY&lt;br /&gt;
+f CB{1} #  Color Blindess&lt;br /&gt;
+f FO{1} #  Forward Only&lt;br /&gt;
+f JM{1} #  JaMming&lt;br /&gt;
+f LT{1} #  Left Turn only&lt;br /&gt;
+f M{1}  #  Momentum&lt;br /&gt;
+f NJ{1} #  No Jumping&lt;br /&gt;
+f O{1}  #  Obesity&lt;br /&gt;
+f RC{1} #  Reverse Controls&lt;br /&gt;
+f RO{1} #  Reverse Only&lt;br /&gt;
+f RT{1} #  Right Turn only&lt;br /&gt;
+f TR{1} #  TRigger happy&lt;br /&gt;
+f WA{1} #  Wide Angle&lt;br /&gt;
&lt;br /&gt;
#  Using &amp;quot;+f good&amp;quot; is the equivalent of doing +f for each of the good flags. &lt;br /&gt;
# If you want to restrict a certain flag, you can use the -f option.&lt;br /&gt;
# just like with the +f option.  &amp;quot;-f bad&amp;quot; is the same as doing -f for&lt;br /&gt;
# all of the bad flags.  &lt;br /&gt;
#-f bad  #no bad flags&lt;br /&gt;
#+f good #one of each good flag&lt;br /&gt;
#-f G    #no genocide&lt;br /&gt;
&lt;br /&gt;
# Use +s to have the server generate a certain number of extra flags&lt;br /&gt;
# and have them available at all times. This is in addition to &lt;br /&gt;
# any other flags specified.&lt;br /&gt;
#+s 20&lt;br /&gt;
&lt;br /&gt;
# The server will have up to this many super flags at any time.&lt;br /&gt;
# Use this if you don&#039;t use any other method of flag generation.&lt;br /&gt;
#-s 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Variables ##&lt;br /&gt;
&lt;br /&gt;
# There are three ways to load sets of server-specific variables.&lt;br /&gt;
# They can be specified in this .conf file.&lt;br /&gt;
# They can be specified in the .bzw map file in an options block.&lt;br /&gt;
# Or they can be specified in a third file with this option&lt;br /&gt;
#-vars /path/to/vars.txt&lt;br /&gt;
&lt;br /&gt;
# Server variables can also be modified in-game using &lt;br /&gt;
# /set _varName value&lt;br /&gt;
# View the entire variable list by using &lt;br /&gt;
# /set    (with nothing afterward) lists all vars&lt;br /&gt;
# /diff will list most non-default settings&lt;br /&gt;
# /?    will list other available commands&lt;br /&gt;
&lt;br /&gt;
# Here are a few examples of variables.&lt;br /&gt;
# Some variables are set to 0 for off, 1 for on. &lt;br /&gt;
#-set _obeseFactor 12&lt;br /&gt;
#-set _skyColor grey44&lt;br /&gt;
#-set _wingsJumpCount 3&lt;br /&gt;
#-set _tankExplosionSize 60&lt;br /&gt;
#-set _jumpVelocity 20&lt;br /&gt;
#-set _squishTime 7&lt;br /&gt;
#-set _mirror grey22&lt;br /&gt;
#-set _wallHeight 2&lt;br /&gt;
#-set _shotsKeepVerticalVelocity 1&lt;br /&gt;
#-set _drawGround 1&lt;br /&gt;
#-set _drawSky 1&lt;br /&gt;
#-set _drawClouds 0&lt;br /&gt;
#-set _drawMountains 0&lt;br /&gt;
#-set _fogMode exp&lt;br /&gt;
#-set _fogColor black&lt;br /&gt;
#-set _fogDensity .01&lt;br /&gt;
-set _rainType bubble&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Plugins ##&lt;br /&gt;
&lt;br /&gt;
# Plugins have mostly superseded patches as a means of modifying&lt;br /&gt;
# the play of BZFlag servers. Recent improvements in the bzfs2.0.9 have enabled &lt;br /&gt;
# almost every server functionality to be modified with the plugin API.&lt;br /&gt;
# &lt;br /&gt;
# Plugins cannot be accessed unless you compile your plugins and  &lt;br /&gt;
# bzfs binary with the option --enable-shared &lt;br /&gt;
#-loadplugin /path/to/playHistoryTracker &lt;br /&gt;
&lt;br /&gt;
## Replay ##&lt;br /&gt;
&lt;br /&gt;
# You can set up a server for replay mode by entering this option&lt;br /&gt;
#-replay&lt;br /&gt;
&lt;br /&gt;
# This option sets the recording buffer to the specified amount of megabytes.&lt;br /&gt;
#-recbuf 2&lt;br /&gt;
&lt;br /&gt;
# This option sets the directory to look for and save recordings.&lt;br /&gt;
#-recdir &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## More Comments ##&lt;br /&gt;
# An excellent conf builder exists at this location  &lt;br /&gt;
#  http://groupdb.links-clan.net/bzfs_conf.php&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# This is intended to include the minimum options for a working &lt;br /&gt;
# BZFlag server, that is also connected to the list server.&lt;br /&gt;
# All you need to do is edit your IP numbers in -publicaddr&lt;br /&gt;
# and start bzfs.&lt;br /&gt;
# As it connects to the list server, your terminal will show &lt;br /&gt;
# something that looks like a player has joined, then immediately left. &lt;br /&gt;
# When you see that happen, you have succeeded, and are listed.&lt;br /&gt;
# If you can not connect to the list server, you probably need to open  &lt;br /&gt;
# port 5154 through your router, for both UDP and TCP. Instructions for that&lt;br /&gt;
# are not included here.&lt;br /&gt;
&lt;br /&gt;
# You join your server locally, by opening your BZFlag game client  &lt;br /&gt;
# and editing these lines in the JOIN GAME screen.  &lt;br /&gt;
# In the SERVER line add  localhost &lt;br /&gt;
# In the PORT line add     5154&lt;br /&gt;
# Then JOIN your server.&lt;br /&gt;
&lt;br /&gt;
# Here are the short instructions.&lt;br /&gt;
# Open your router firewall at port 5154&lt;br /&gt;
# Change the -publicaddr line in this .file to match your IP.&lt;br /&gt;
# In your terminal, cd to the location of the bzfs binary.&lt;br /&gt;
# ./bzfs -conf /path/to/sample.conf&lt;br /&gt;
# Don&#039;t take out any # comment markers or add options that you think look cool&lt;br /&gt;
# until after you have the server working.&lt;br /&gt;
# The options you need have been included in this file.&lt;br /&gt;
# You don&#039;t even need to specify a map, bzfs will create a random map for you. &lt;br /&gt;
#&lt;br /&gt;
# You do not even need this .conf file to start a server.&lt;br /&gt;
# You can use as many options you&#039;d like just typing them into the terminal.&lt;br /&gt;
# Assuming you have installed BZFlag in default locations.  &lt;br /&gt;
# In Macintosh terminal application these two should work&lt;br /&gt;
# cd /Applications/BZFlag2.0.8/Contents/MacOS/ &lt;br /&gt;
# ./bzfs -dd &lt;br /&gt;
#&lt;br /&gt;
# In windows command prompt, these two commands should suffice &lt;br /&gt;
# cd C:\program files\bzflag2.0.2&lt;br /&gt;
# bzfs.exe -dd &lt;br /&gt;
# All other path examples given in this file use *nix format&lt;br /&gt;
# Windows users will have to change all the path examples given in this file.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_2.0.10&amp;diff=3233</id>
		<title>BZFlag 2.0.10</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_2.0.10&amp;diff=3233"/>
		<updated>2007-09-09T22:22:29Z</updated>

		<summary type="html">&lt;p&gt;Ts: /* Current Change Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag version 2.0.10 is a future version of the BZFlag game that is hoped to be released in October of 2007. It is primarily intended to fix a number of small issues that have been found in 2.0.8 and provide good binary packages for the various Linux distributions.&lt;br /&gt;
==Bug to fix before release==&lt;br /&gt;
* Distance check is faulty&lt;br /&gt;
&lt;br /&gt;
==Bug that is good to fix before release==&lt;br /&gt;
* End of Shot kick cheat check faulty. Possibly tank signal a double hit on the same frame?&lt;br /&gt;
&lt;br /&gt;
==Proposed back ports from 2.1==&lt;br /&gt;
&lt;br /&gt;
To help on merging see the [http://my.bzflag.org/~atupone/CommitList-2.1 2.1 commit list]&lt;br /&gt;
&lt;br /&gt;
===Implemented===&lt;br /&gt;
* Implemented Confine Mouse for Windows platforms - Daniel Remenak&lt;br /&gt;
* Implemented fullscreen-&amp;gt;windowed mode toggle on Windows - Daniel Remenak&lt;br /&gt;
* Jitter Kick - Thomas Stauer&lt;br /&gt;
* Fixed cross-platform and 64-bit network protocol bug - Andrew McNabb&lt;br /&gt;
* Packetloss Kick - Thomas Stauer&lt;br /&gt;
* First map no longer ignored in Start Server menu - Ravu al Hemio&lt;br /&gt;
* Updated zlib to version 1.2.3 - Sean Morrison&lt;br /&gt;
* Added optional delay before the countdown gets resumed - Thomas Stauer&lt;br /&gt;
&lt;br /&gt;
===Approved===&lt;br /&gt;
* fixed issues on some SMP Linux systems due to bad timekeeping - A. W. Wright&lt;br /&gt;
* Fixed framerate jitter-inducing bug on SMP systems - Sean Morrison&lt;br /&gt;
* Researched and updated BZFlag contributors documentation - Sean Morrison&lt;br /&gt;
* Callsign bans are now handled case-insensitively - Sean Morrison&lt;br /&gt;
&lt;br /&gt;
===Possible===&lt;br /&gt;
* Anti-aliased rendering option - Snick&lt;br /&gt;
* Fixed map line ending parse bug for flag zones - Jeff Myers&lt;br /&gt;
* increased joystick button support to 32 buttons - Markus\&lt;br /&gt;
* framerate independent keyboard turn dampening - Sean Morrison, snick&lt;br /&gt;
* improved French localization - Christophe Henry&lt;br /&gt;
&lt;br /&gt;
==Current Change Log==&lt;br /&gt;
* Add the rabidRabbit plugin - LouMan&lt;br /&gt;
* Add /packetlosswarn and /packetlossdrop - Thomas Stauer&lt;br /&gt;
* Fixed memory loss for sound sample - Tupone Alfredo&lt;br /&gt;
* Fixed invalid kick speed - Tupone Alfredo&lt;br /&gt;
* Add packet loss kick - Thomas Stauer&lt;br /&gt;
* Fix a segfault when re-joining - Tupone Alfredo&lt;br /&gt;
* Add the rabbitTimer plugin - L4m3r&lt;br /&gt;
* Fix a segfault when re-joining from observer - Tupone Alfredo&lt;br /&gt;
* Fix the build system to be more distro friendly - Tupone Alfredo&lt;br /&gt;
* Fixed high fps problem - Frank Thilo&lt;br /&gt;
* API calls to reset bzdb - Jeff Myers&lt;br /&gt;
* API call to get the player pause state. - Jeff Myers&lt;br /&gt;
* API calls to reload bans, and other files - Jeff Myers&lt;br /&gt;
* API event for shot ends - Jeff Myers&lt;br /&gt;
* API command to move a flag - Jeff Myers&lt;br /&gt;
* add API exposure for lag, jitter, and packetloss - Jeff Myers&lt;br /&gt;
* Add koth plugin - LouMan&lt;br /&gt;
* Add timedctf plugin - LouMan&lt;br /&gt;
* Add teamflagreset plugin - LouMan&lt;br /&gt;
* Add keepaway plugin - LouMan&lt;br /&gt;
* Add wwzones plugin - LouMan&lt;br /&gt;
* fix compiler problem with gcc-4 - Tupone Alfredo&lt;br /&gt;
* torBlock plugin added - Jeff Myers&lt;br /&gt;
* flagStay plugin added - Jeff Myers&lt;br /&gt;
* Give everyone notice of pause messages - Jeff Myers&lt;br /&gt;
* Fix for /silence command - Skeeve&lt;br /&gt;
* Fix mousebox edge positioning - Mark Thomas&lt;br /&gt;
* Fixed on spanish localization - xukosky@yahoo.es&lt;br /&gt;
* Instructions to fix sound on ALSA added - Tupone Alfredo&lt;br /&gt;
* Change filename format for easier location of matches - uso&lt;br /&gt;
* Add jitter kick - Thomas Stauer, backported by uso&lt;br /&gt;
* Global banlist reload with local banlist - uso&lt;br /&gt;
* Added more info for observers - Jeff Myers&lt;br /&gt;
* Fix to spawned and lag attributes in bz_updatePlayerData - Matthew Marshall&lt;br /&gt;
* Ability to change the killer in a PlayerDieEvent - Matthew Marshall&lt;br /&gt;
* Added shotID to bz_PlayerDieEventData - Matthew Marshall&lt;br /&gt;
* Expose the countdown and game time stuff to the api - Jeff Myers&lt;br /&gt;
* Backport the record stop function from 2.1 - Jeff Myers&lt;br /&gt;
* Backported WW GMs from 2.1 - Matthew Marshall&lt;br /&gt;
* Converts box &amp;amp; pyramids to mesh if required - Anonymous&lt;br /&gt;
* Allows leading face specification (x+,x-,y+,y-,z+,z-) - Anonymous&lt;br /&gt;
* Authorization is invariant to case - Anonymous&lt;br /&gt;
&lt;br /&gt;
[[Category:Versions]]&lt;br /&gt;
[[Category:Releases]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_2.0.10&amp;diff=3232</id>
		<title>BZFlag 2.0.10</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_2.0.10&amp;diff=3232"/>
		<updated>2007-09-09T22:21:18Z</updated>

		<summary type="html">&lt;p&gt;Ts: delay already implemented&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag version 2.0.10 is a future version of the BZFlag game that is hoped to be released in October of 2007. It is primarily intended to fix a number of small issues that have been found in 2.0.8 and provide good binary packages for the various Linux distributions.&lt;br /&gt;
==Bug to fix before release==&lt;br /&gt;
* Distance check is faulty&lt;br /&gt;
&lt;br /&gt;
==Bug that is good to fix before release==&lt;br /&gt;
* End of Shot kick cheat check faulty. Possibly tank signal a double hit on the same frame?&lt;br /&gt;
&lt;br /&gt;
==Proposed back ports from 2.1==&lt;br /&gt;
&lt;br /&gt;
To help on merging see the [http://my.bzflag.org/~atupone/CommitList-2.1 2.1 commit list]&lt;br /&gt;
&lt;br /&gt;
===Implemented===&lt;br /&gt;
* Implemented Confine Mouse for Windows platforms - Daniel Remenak&lt;br /&gt;
* Implemented fullscreen-&amp;gt;windowed mode toggle on Windows - Daniel Remenak&lt;br /&gt;
* Jitter Kick - Thomas Stauer&lt;br /&gt;
* Fixed cross-platform and 64-bit network protocol bug - Andrew McNabb&lt;br /&gt;
* Packetloss Kick - Thomas Stauer&lt;br /&gt;
* First map no longer ignored in Start Server menu - Ravu al Hemio&lt;br /&gt;
* Updated zlib to version 1.2.3 - Sean Morrison&lt;br /&gt;
* Added optional delay before the countdown gets resumed - Thomas Stauer&lt;br /&gt;
&lt;br /&gt;
===Approved===&lt;br /&gt;
* fixed issues on some SMP Linux systems due to bad timekeeping - A. W. Wright&lt;br /&gt;
* Fixed framerate jitter-inducing bug on SMP systems - Sean Morrison&lt;br /&gt;
* Researched and updated BZFlag contributors documentation - Sean Morrison&lt;br /&gt;
* Callsign bans are now handled case-insensitively - Sean Morrison&lt;br /&gt;
&lt;br /&gt;
===Possible===&lt;br /&gt;
* Anti-aliased rendering option - Snick&lt;br /&gt;
* Fixed map line ending parse bug for flag zones - Jeff Myers&lt;br /&gt;
* increased joystick button support to 32 buttons - Markus\&lt;br /&gt;
* framerate independent keyboard turn dampening - Sean Morrison, snick&lt;br /&gt;
* improved French localization - Christophe Henry&lt;br /&gt;
&lt;br /&gt;
==Current Change Log==&lt;br /&gt;
* Add the rabidRabbit plugin - LouMan&lt;br /&gt;
* Add /packetlosswarn and /packetlossdrop - Thomas Stauer&lt;br /&gt;
* Fixed memory loss for sound sample - Tupone Alfredo&lt;br /&gt;
* Fixed invalid kick speed - Tupone Alfredo&lt;br /&gt;
* Add packet loss kick - Thomas Stauer&lt;br /&gt;
* Fix a segfault when re-joining - Tupone Alfredo&lt;br /&gt;
* Add the rabbitTimer plugin - L4m3r&lt;br /&gt;
* Fix a segfault when re-joining from observer - Tupone Alfredo&lt;br /&gt;
* Fix the build system to be more distro friendly - Tupone Alfredo&lt;br /&gt;
* Fixed high fps problem - Frank Thilo&lt;br /&gt;
* API calls to reset bzdb - Jeff Myers&lt;br /&gt;
* API call to get the player pause state. - Jeff Myers&lt;br /&gt;
* API calls to reload bans, and other files - Jeff Myers&lt;br /&gt;
* API event for shot ends - Jeff Myers&lt;br /&gt;
* API command to move a flag - Jeff Myers&lt;br /&gt;
* add API exposure for lag, jitter, and packetloss - Jeff Myers&lt;br /&gt;
* Add koth plugin - LouMan&lt;br /&gt;
* Add timedctf plugin - LouMan&lt;br /&gt;
* Add teamflagreset plugin - LouMan&lt;br /&gt;
* Add keepaway plugin - LouMan&lt;br /&gt;
* Add wwzones plugin - LouMan&lt;br /&gt;
* fix compiler problem with gcc-4 - Tupone Alfredo&lt;br /&gt;
* torBlock plugin added - Jeff Myers&lt;br /&gt;
* flagStay plugin added - Jeff Myers&lt;br /&gt;
* Give everyone notice of pause messages - Jeff Myers&lt;br /&gt;
* Fix for /silence command - Skeeve&lt;br /&gt;
* Fix mousebox edge positioning - Mark Thomas&lt;br /&gt;
* Fixed on spanish localization - xukosky@yahoo.es&lt;br /&gt;
* Instructions to fix sound on ALSA added - Tupone Alfredo&lt;br /&gt;
* Change filename format for easier location of matches - uso&lt;br /&gt;
* Adding jitterdrop &amp;amp; jitterkick - Thomas Stauer, backported by uso&lt;br /&gt;
* Global banlist reload with local banlist - uso&lt;br /&gt;
* Added more info for observers - Jeff Myers&lt;br /&gt;
* Fix to spawned and lag attributes in bz_updatePlayerData - Matthew Marshall&lt;br /&gt;
* Ability to change the killer in a PlayerDieEvent - Matthew Marshall&lt;br /&gt;
* Added shotID to bz_PlayerDieEventData - Matthew Marshall&lt;br /&gt;
* Expose the countdown and game time stuff to the api - Jeff Myers&lt;br /&gt;
* Backport the record stop function from 2.1 - Jeff Myers&lt;br /&gt;
* Backported WW GMs from 2.1 - Matthew Marshall&lt;br /&gt;
* Converts box &amp;amp; pyramids to mesh if required - Anonymous&lt;br /&gt;
* Allows leading face specification (x+,x-,y+,y-,z+,z-) - Anonymous&lt;br /&gt;
* Authorization is invariant to case - Anonymous&lt;br /&gt;
&lt;br /&gt;
[[Category:Versions]]&lt;br /&gt;
[[Category:Releases]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_2.0.9&amp;diff=3230</id>
		<title>BZFlag 2.0.9</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_2.0.9&amp;diff=3230"/>
		<updated>2007-09-09T19:12:57Z</updated>

		<summary type="html">&lt;p&gt;Ts: 2.0.10 info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag 2.0.9 is an unreleased development branch of BZFlag. It is an extension of the source code released with version [[BZFlag 2.0.8]] of the game. It contains minor bug fixes and patches mostly relating to [[BZFS]] and the [[BZFS API]]. This code base is only available from the [[BZFlag SVN|SVN]] repository.&lt;br /&gt;
&lt;br /&gt;
A commit list of the things that make this release to the time of writing is:&lt;br /&gt;
[[CommitList-2.0.9]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time there were no plans to release a [[BZFlag_2.0.10|BZFlag 2.0.10]] version of BZFlag. Due to a lot of changes and bug fixes, there is currently a schedule for [[BZFlag_2.0.10|BZFlag 2.0.10]], more info about it at [[BZFlag_2.0.10|BZFlag 2.0.10 page]].&lt;br /&gt;
&lt;br /&gt;
Development on new features has proceeded in [[BZFlag_2.2|BZFlag 2.2]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[BZFlag Version Numbers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Versions]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Versions&amp;diff=3229</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Versions&amp;diff=3229"/>
		<updated>2007-09-09T19:08:24Z</updated>

		<summary type="html">&lt;p&gt;Ts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages related to various versions of BZFlag.&lt;br /&gt;
&lt;br /&gt;
== Articles in category &amp;quot;Versions&amp;quot; ==&lt;br /&gt;
There are currently 34 open source versions of BZFlag. Versions earlier then 1.7c-X were closed source.&lt;br /&gt;
&lt;br /&gt;
The versions in chronological order are;&lt;br /&gt;
&lt;br /&gt;
* [[BZFlag 1.7c-1]]&lt;br /&gt;
* [[BZFlag 1.7c-2]]&lt;br /&gt;
* [[BZFlag 1.7c-2-1]]&lt;br /&gt;
* [[BZFlag 1.7c-2-2]]&lt;br /&gt;
* [[BZFlag 1.7c-2-3]]&lt;br /&gt;
* [[BZFlag 1.7d-1]]&lt;br /&gt;
* [[BZFlag 1.7d-2]]&lt;br /&gt;
* [[BZFlag 1.7d-3]]&lt;br /&gt;
* [[BZFlag 1.7d-4]]&lt;br /&gt;
* [[BZFlag 1.7d-5]]&lt;br /&gt;
* [[BZFlag 1.7d-6]]&lt;br /&gt;
* [[BZFlag 1.7d-7]]&lt;br /&gt;
* [[BZFlag 1.7d-8]]&lt;br /&gt;
* [[BZFlag 1.7d-9]]&lt;br /&gt;
* [[BZFlag 1.7e]]&lt;br /&gt;
* [[BZFlag 1.7e1]]&lt;br /&gt;
* [[BZFlag 1.7e2]]&lt;br /&gt;
* [[BZFlag 1.7e4]]&lt;br /&gt;
* [[BZFlag 1.7e6]]&lt;br /&gt;
* [[BZFlag 1.7g0]]&lt;br /&gt;
* [[BZFlag 1.7g2]]&lt;br /&gt;
* [[BZFlag 1.10.0]]&lt;br /&gt;
* [[BZFlag 1.10.2]]&lt;br /&gt;
* [[BZFlag 1.10.4]]&lt;br /&gt;
* [[BZFlag 1.10.6]]&lt;br /&gt;
* [[BZFlag 1.10.8]]&lt;br /&gt;
* [[BZFlag 2.0.0]]&lt;br /&gt;
* [[BZFlag 2.0.2]]&lt;br /&gt;
* [[BZFlag 2.0.4]]&lt;br /&gt;
* [[BZFlag 2.0.6]]&lt;br /&gt;
* [[BZFlag 2.0.8]]&lt;br /&gt;
* [[BZFlag 2.0.9]]&lt;br /&gt;
* [[BZFlag 2.0.10]]&lt;br /&gt;
* [[BZFlag 2.2]]&lt;br /&gt;
* [[BZFlag SVN]]&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_2.0.10&amp;diff=3228</id>
		<title>BZFlag 2.0.10</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_2.0.10&amp;diff=3228"/>
		<updated>2007-09-09T18:24:34Z</updated>

		<summary type="html">&lt;p&gt;Ts: jitterkick and jitterdrop authors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag version 2.0.10 is a future version of the BZFlag game that is hoped to be released in October of 2007. It is primarily intended to fix a number of small issues that have been found in 2.0.8 and provide good binary packages for the various Linux distributions.&lt;br /&gt;
==Bug to fix before release==&lt;br /&gt;
* SDL build now ask for a display resolution not supported and fail&lt;br /&gt;
* LagInfo needs some loving&lt;br /&gt;
* Distance check is faulty&lt;br /&gt;
==Bug that is good to fix before release==&lt;br /&gt;
* End of Shot kick cheat check faulty. Possibly tank signal a double hit on the same frame?&lt;br /&gt;
&lt;br /&gt;
==Proposed back ports from 2.1==&lt;br /&gt;
&lt;br /&gt;
To help on merging see the [http://my.bzflag.org/~atupone/CommitList-2.1 2.1 commit list]&lt;br /&gt;
&lt;br /&gt;
===Implemented===&lt;br /&gt;
* Implemented Confine Mouse for Windows platforms - Daniel Remenak&lt;br /&gt;
* Implemented fullscreen-&amp;gt;windowed mode toggle on Windows - Daniel Remenak&lt;br /&gt;
* Jitter Kick - Thomas Stauer&lt;br /&gt;
* Fixed cross-platform and 64-bit network protocol bug - Andrew McNabb&lt;br /&gt;
* Packetloss Kick - Thomas Stauer&lt;br /&gt;
* First map no longer ignored in Start Server menu - Ravu al Hemio&lt;br /&gt;
* Updated zlib to version 1.2.3 - Sean Morrison&lt;br /&gt;
&lt;br /&gt;
===Approved===&lt;br /&gt;
* fixed issues on some SMP Linux systems due to bad timekeeping - A. W. Wright&lt;br /&gt;
* Fixed framerate jitter-inducing bug on SMP systems - Sean Morrison&lt;br /&gt;
* Researched and updated BZFlag contributors documentation - Sean Morrison&lt;br /&gt;
* Callsign bans are now handled case-insensitively - Sean Morrison&lt;br /&gt;
&lt;br /&gt;
===Possible===&lt;br /&gt;
* Anti-aliased rendering option - Snick&lt;br /&gt;
* Fixed map line ending parse bug for flag zones - Jeff Myers&lt;br /&gt;
* Added optional delay before the countdown gets resumed - Thomas Stauer&lt;br /&gt;
* increased joystick button support to 32 buttons - Markus\&lt;br /&gt;
* framerate independent keyboard turn dampening - Sean Morrison, snick&lt;br /&gt;
* improved French localization - Christophe Henry&lt;br /&gt;
&lt;br /&gt;
==Current Change Log==&lt;br /&gt;
* Add the rabidRabbit plugin - LouMan&lt;br /&gt;
* Add /packetlosswarn and /packetlossdrop - Thomas Stauer&lt;br /&gt;
* Fixed memory loss for sound sample - Tupone Alfredo&lt;br /&gt;
* Fixed invalid kick speed - Tupone Alfredo&lt;br /&gt;
* Add packet loss kick - Thomas Stauer&lt;br /&gt;
* Fix a segfault when re-joining - Tupone Alfredo&lt;br /&gt;
* Add the rabbitTimer plugin - L4m3r&lt;br /&gt;
* Fix a segfault when re-joining from observer - Tupone Alfredo&lt;br /&gt;
* Fix the build system to be more distro friendly - Tupone Alfredo&lt;br /&gt;
* Fixed high fps problem - Frank Thilo&lt;br /&gt;
* API calls to reset bzdb - Jeff Myers&lt;br /&gt;
* API call to get the player pause state. - Jeff Myers&lt;br /&gt;
* API calls to reload bans, and other files - Jeff Myers&lt;br /&gt;
* API event for shot ends - Jeff Myers&lt;br /&gt;
* API command to move a flag - Jeff Myers&lt;br /&gt;
* add API exposure for lag, jitter, and packetloss - Jeff Myers&lt;br /&gt;
* Add koth plugin - LouMan&lt;br /&gt;
* Add timedctf plugin - LouMan&lt;br /&gt;
* Add teamflagreset plugin - LouMan&lt;br /&gt;
* Add keepaway plugin - LouMan&lt;br /&gt;
* Add wwzones plugin - LouMan&lt;br /&gt;
* fix compiler problem with gcc-4 - Tupone Alfredo&lt;br /&gt;
* torBlock plugin added - Jeff Myers&lt;br /&gt;
* flagStay plugin added - Jeff Myers&lt;br /&gt;
* Give everyone notice of pause messages - Jeff Myers&lt;br /&gt;
* Fix for /silence command - Skeeve&lt;br /&gt;
* Fix mousebox edge positioning - Mark Thomas&lt;br /&gt;
* Fixed on spanish localization - xukosky@yahoo.es&lt;br /&gt;
* Instructions to fix sound on ALSA added - Tupone Alfredo&lt;br /&gt;
* Change filename format for easier location of matches - uso&lt;br /&gt;
* Adding jitterdrop &amp;amp; jitterkick - Thomas Stauer, backported by uso&lt;br /&gt;
* Global banlist reload with local banlist - uso&lt;br /&gt;
* Added more info for observers - Jeff Myers&lt;br /&gt;
* Fix to spawned and lag attributes in bz_updatePlayerData - Matthew Marshall&lt;br /&gt;
* Ability to change the killer in a PlayerDieEvent - Matthew Marshall&lt;br /&gt;
* Added shotID to bz_PlayerDieEventData - Matthew Marshall&lt;br /&gt;
* Expose the countdown and game time stuff to the api - Jeff Myers&lt;br /&gt;
* Backport the record stop function from 2.1 - Jeff Myers&lt;br /&gt;
* Backported WW GMs from 2.1 - Matthew Marshall&lt;br /&gt;
* Converts box &amp;amp; pyramids to mesh if required - Anonymous&lt;br /&gt;
* Allows leading face specification (x+,x-,y+,y-,z+,z-) - Anonymous&lt;br /&gt;
* Authorization is invariant to case - Anonymous&lt;br /&gt;
&lt;br /&gt;
[[Category:Versions]]&lt;br /&gt;
[[Category:Releases]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_2.0.10&amp;diff=3227</id>
		<title>BZFlag 2.0.10</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_2.0.10&amp;diff=3227"/>
		<updated>2007-09-09T18:22:23Z</updated>

		<summary type="html">&lt;p&gt;Ts: snick == randomparticle AFAIK&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag version 2.0.10 is a future version of the BZFlag game that is hoped to be released in October of 2007. It is primarily intended to fix a number of small issues that have been found in 2.0.8 and provide good binary packages for the various Linux distributions.&lt;br /&gt;
==Bug to fix before release==&lt;br /&gt;
* SDL build now ask for a display resolution not supported and fail&lt;br /&gt;
* LagInfo needs some loving&lt;br /&gt;
* Distance check is faulty&lt;br /&gt;
==Bug that is good to fix before release==&lt;br /&gt;
* End of Shot kick cheat check faulty. Possibly tank signal a double hit on the same frame?&lt;br /&gt;
&lt;br /&gt;
==Proposed back ports from 2.1==&lt;br /&gt;
&lt;br /&gt;
To help on merging see the [http://my.bzflag.org/~atupone/CommitList-2.1 2.1 commit list]&lt;br /&gt;
&lt;br /&gt;
===Implemented===&lt;br /&gt;
* Implemented Confine Mouse for Windows platforms - Daniel Remenak&lt;br /&gt;
* Implemented fullscreen-&amp;gt;windowed mode toggle on Windows - Daniel Remenak&lt;br /&gt;
* Jitter Kick - Thomas Stauer&lt;br /&gt;
* Fixed cross-platform and 64-bit network protocol bug - Andrew McNabb&lt;br /&gt;
* Packetloss Kick - Thomas Stauer&lt;br /&gt;
* First map no longer ignored in Start Server menu - Ravu al Hemio&lt;br /&gt;
* Updated zlib to version 1.2.3 - Sean Morrison&lt;br /&gt;
&lt;br /&gt;
===Approved===&lt;br /&gt;
* fixed issues on some SMP Linux systems due to bad timekeeping - A. W. Wright&lt;br /&gt;
* Fixed framerate jitter-inducing bug on SMP systems - Sean Morrison&lt;br /&gt;
* Researched and updated BZFlag contributors documentation - Sean Morrison&lt;br /&gt;
* Callsign bans are now handled case-insensitively - Sean Morrison&lt;br /&gt;
&lt;br /&gt;
===Possible===&lt;br /&gt;
* Anti-aliased rendering option - Snick&lt;br /&gt;
* Fixed map line ending parse bug for flag zones - Jeff Myers&lt;br /&gt;
* Added optional delay before the countdown gets resumed - Thomas Stauer&lt;br /&gt;
* increased joystick button support to 32 buttons - Markus\&lt;br /&gt;
* framerate independent keyboard turn dampening - Sean Morrison, snick&lt;br /&gt;
* improved French localization - Christophe Henry&lt;br /&gt;
&lt;br /&gt;
==Current Change Log==&lt;br /&gt;
* Add the rabidRabbit plugin - LouMan&lt;br /&gt;
* Add /packetlosswarn and /packetlossdrop - Thomas Stauer&lt;br /&gt;
* Fixed memory loss for sound sample - Tupone Alfredo&lt;br /&gt;
* Fixed invalid kick speed - Tupone Alfredo&lt;br /&gt;
* Add packet loss kick - Thomas Stauer&lt;br /&gt;
* Fix a segfault when re-joining - Tupone Alfredo&lt;br /&gt;
* Add the rabbitTimer plugin - L4m3r&lt;br /&gt;
* Fix a segfault when re-joining from observer - Tupone Alfredo&lt;br /&gt;
* Fix the build system to be more distro friendly - Tupone Alfredo&lt;br /&gt;
* Fixed high fps problem - Frank Thilo&lt;br /&gt;
* API calls to reset bzdb - Jeff Myers&lt;br /&gt;
* API call to get the player pause state. - Jeff Myers&lt;br /&gt;
* API calls to reload bans, and other files - Jeff Myers&lt;br /&gt;
* API event for shot ends - Jeff Myers&lt;br /&gt;
* API command to move a flag - Jeff Myers&lt;br /&gt;
* add API exposure for lag, jitter, and packetloss - Jeff Myers&lt;br /&gt;
* Add koth plugin - LouMan&lt;br /&gt;
* Add timedctf plugin - LouMan&lt;br /&gt;
* Add teamflagreset plugin - LouMan&lt;br /&gt;
* Add keepaway plugin - LouMan&lt;br /&gt;
* Add wwzones plugin - LouMan&lt;br /&gt;
* fix compiler problem with gcc-4 - Tupone Alfredo&lt;br /&gt;
* torBlock plugin added - Jeff Myers&lt;br /&gt;
* flagStay plugin added - Jeff Myers&lt;br /&gt;
* Give everyone notice of pause messages - Jeff Myers&lt;br /&gt;
* Fix for /silence command - Skeeve&lt;br /&gt;
* Fix mousebox edge positioning - Mark Thomas&lt;br /&gt;
* Fixed on spanish localization - xukosky@yahoo.es&lt;br /&gt;
* Instructions to fix sound on ALSA added - Tupone Alfredo&lt;br /&gt;
* Change filename format for easier location of matches - uso&lt;br /&gt;
* Adding jitterdrop - Thomas Stauer&lt;br /&gt;
* Adding jitterkick - uso&lt;br /&gt;
* Global banlist reload with local banlist - uso&lt;br /&gt;
* Added more info for observers - Jeff Myers&lt;br /&gt;
* Fix to spawned and lag attributes in bz_updatePlayerData - Matthew Marshall&lt;br /&gt;
* Ability to change the killer in a PlayerDieEvent - Matthew Marshall&lt;br /&gt;
* Added shotID to bz_PlayerDieEventData - Matthew Marshall&lt;br /&gt;
* Expose the countdown and game time stuff to the api - Jeff Myers&lt;br /&gt;
* Backport the record stop function from 2.1 - Jeff Myers&lt;br /&gt;
* Backported WW GMs from 2.1 - Matthew Marshall&lt;br /&gt;
* Converts box &amp;amp; pyramids to mesh if required - Anonymous&lt;br /&gt;
* Allows leading face specification (x+,x-,y+,y-,z+,z-) - Anonymous&lt;br /&gt;
* Authorization is invariant to case - Anonymous&lt;br /&gt;
&lt;br /&gt;
[[Category:Versions]]&lt;br /&gt;
[[Category:Releases]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=CommitList-2.0.9&amp;diff=3197</id>
		<title>CommitList-2.0.9</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=CommitList-2.0.9&amp;diff=3197"/>
		<updated>2007-09-06T17:51:25Z</updated>

		<summary type="html">&lt;p&gt;Ts: -lagannounce added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2007-09-06 13:27  t-s&lt;br /&gt;
&lt;br /&gt;
	include/LagInfo.h, src/bzfs/CmdLineOptions.cxx,&lt;br /&gt;
	  src/bzfs/CmdLineOptions.h, src/bzfs/bzfs.cxx,&lt;br /&gt;
	  src/game/LagInfo.cxx, man/bzfs.6.in: Add -lagannounce for admins.&lt;br /&gt;
	  Useful in league matches.&lt;br /&gt;
&lt;br /&gt;
2007-09-05 16:50  t-s&lt;br /&gt;
&lt;br /&gt;
	include/LagInfo.h, src/bzfs/CmdLineOptions.cxx,&lt;br /&gt;
	  src/bzfs/CmdLineOptions.h, src/bzfs/bzfs.cxx,&lt;br /&gt;
	  src/game/LagInfo.cxx, man/bzfs.6.in: Add -adminlagannounce for admins.&lt;br /&gt;
	  Useful for noticing people with &amp;gt; 1000ms quicker.&lt;br /&gt;
&lt;br /&gt;
2007-08-31 20:51  t-s&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/commands.cxx: Add /packetlosswarn and /packetlossdrop&lt;br /&gt;
&lt;br /&gt;
2007-08-31 08:21  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/sound.cxx: mono array should never be allocated, it is&lt;br /&gt;
	  always a pointer inside monoRaw&lt;br /&gt;
&lt;br /&gt;
2007-08-30 12:13  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/LocalPlayer.cxx: Refix speed check&lt;br /&gt;
&lt;br /&gt;
2007-08-30 00:34  atupone&lt;br /&gt;
&lt;br /&gt;
	* debian/rules: while [^ work for the bash shell [! should work for&lt;br /&gt;
	  all the posix on&lt;br /&gt;
&lt;br /&gt;
2007-08-28 21:53  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/LocalPlayer.cxx: Hopefully fix that speed check&lt;br /&gt;
	  behaviour&lt;br /&gt;
&lt;br /&gt;
2007-08-27 17:10  t-s&lt;br /&gt;
&lt;br /&gt;
	* include/LagInfo.h, man/bzfs.6.in, src/bzfs/CmdLineOptions.cxx,&lt;br /&gt;
	  src/bzfs/CmdLineOptions.h, src/bzfs/Permissions.cxx,&lt;br /&gt;
	  src/bzfs/Permissions.h, src/bzfs/bzfs.cxx, src/bzfs/commands.cxx,&lt;br /&gt;
	  src/game/LagInfo.cxx: backport packetlosskick from 2.1&lt;br /&gt;
&lt;br /&gt;
2007-08-27 05:58  macsforme&lt;br /&gt;
&lt;br /&gt;
	* plugins/rabbitTimer/rabbitTimer.cpp: Quell signed/unsigned int&lt;br /&gt;
	  comparison warning.&lt;br /&gt;
&lt;br /&gt;
2007-08-27 01:50  l4m3rthanyou&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: Whoops, someone forgot to set the &#039;time&#039;&lt;br /&gt;
	  member when calling bz_ePlayerDieEvent. Fixed.&lt;br /&gt;
&lt;br /&gt;
2007-08-27 01:35  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Well, tell in between that the word is&lt;br /&gt;
	  void.&lt;br /&gt;
&lt;br /&gt;
2007-08-27 01:33  L4m3rthanyou&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/newplug.sh,&lt;br /&gt;
	  plugins/rabbitTimer, plugins/rabbitTimer/Makefile.am,&lt;br /&gt;
	  plugins/rabbitTimer/README.txt,&lt;br /&gt;
	  plugins/rabbitTimer/rabbitTimer.cpp,&lt;br /&gt;
	  plugins/rabbitTimer/rabbitTimer.def,&lt;br /&gt;
	  plugins/rabbitTimer/rabbitTimer.sln,&lt;br /&gt;
	  plugins/rabbitTimer/rabbitTimer.vcproj: Add the rabbitTimer&lt;br /&gt;
	  plug-in&lt;br /&gt;
&lt;br /&gt;
2007-08-27 01:30  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Delete the world before creating a new&lt;br /&gt;
	  one. We can&#039;t live in two.&lt;br /&gt;
&lt;br /&gt;
2007-08-25 22:08  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/ListServerConnection.cxx, src/common/TextUtils.cxx,&lt;br /&gt;
	  src/game/ServerList.cxx, src/platform/SDLDisplay.cxx: Compliance&lt;br /&gt;
	  with gcc-4.2&lt;br /&gt;
&lt;br /&gt;
2007-08-24 19:11  t-s&lt;br /&gt;
&lt;br /&gt;
	* COPYING: Ooops, did not intend to change that file. Reverting&lt;br /&gt;
	  back to revision 11952&lt;br /&gt;
&lt;br /&gt;
2007-08-24 19:07  t-s&lt;br /&gt;
&lt;br /&gt;
	* COPYING, configure.ac, src/common/Makefile.am,&lt;br /&gt;
	  src/net/Makefile.am: Automake 1.6 does not seem to like some&lt;br /&gt;
	  options, taking those out for now :(&lt;br /&gt;
&lt;br /&gt;
2007-08-20 22:30  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Don&#039;t draw the HUD if the world is not&lt;br /&gt;
	  yet ready. Fix a segfault.&lt;br /&gt;
&lt;br /&gt;
2007-08-20 00:08  atupone&lt;br /&gt;
&lt;br /&gt;
	* Makefile.common, configure.ac: -Wno-deprecated is C++ only .&lt;br /&gt;
	  Fixed&lt;br /&gt;
&lt;br /&gt;
2007-08-19 22:02  atupone&lt;br /&gt;
&lt;br /&gt;
	* Makefile.common, configure.ac, src/common/Makefile.am,&lt;br /&gt;
	  src/net/Makefile.am: Do not play with CFLAGS and CXXFLAGS if they&lt;br /&gt;
	  are set by user&lt;br /&gt;
&lt;br /&gt;
2007-08-19 22:00  atupone&lt;br /&gt;
&lt;br /&gt;
	* man/Makefile.am: Distribute .in files&lt;br /&gt;
&lt;br /&gt;
2007-08-19 05:41  bryjen&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: unshadowed variable&lt;br /&gt;
&lt;br /&gt;
2007-08-18 13:22  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, m4/sdl.m4: Use the new API for AM_INIT_AUTOMAKE&lt;br /&gt;
	  AC_CANONICAL_TARGET is to build cross-factory.&lt;br /&gt;
	  Remove it, as we are not, and update sdl.m4 that was using it.&lt;br /&gt;
&lt;br /&gt;
2007-08-18 11:24  atupone&lt;br /&gt;
&lt;br /&gt;
	* Makefile.common, configure.ac: Moving X_CFLAGS to AM_CPPFLAGS&lt;br /&gt;
&lt;br /&gt;
2007-08-18 11:13  atupone&lt;br /&gt;
&lt;br /&gt;
	* data/Makefile.am, data/fonts/Makefile.am, data/l10n/Makefile.am:&lt;br /&gt;
	  Use automake way to install files in subdir&lt;br /&gt;
&lt;br /&gt;
2007-08-18 10:47  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, misc/Makefile.am: desktopdir setting belongs to&lt;br /&gt;
	  Makefile.am&lt;br /&gt;
&lt;br /&gt;
2007-08-18 10:26  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/3D/Makefile.am, src/date/Makefile.am,&lt;br /&gt;
	  src/geometry/Makefile.am, src/geometry/models/tank/Makefile.am,&lt;br /&gt;
	  src/net/Makefile.am, src/obstacle/Makefile.am,&lt;br /&gt;
	  src/ogl/Makefile.am, src/scene/Makefile.am: Inherit AM_CPPFLAGS&lt;br /&gt;
	  from Makefile.common&lt;br /&gt;
&lt;br /&gt;
2007-08-18 01:43  atupone&lt;br /&gt;
&lt;br /&gt;
	* Makefile.common, configure.ac, package/Makefile.am,&lt;br /&gt;
	  src/bzadmin/Makefile.am, src/bzflag/Makefile.am,&lt;br /&gt;
	  src/bzfs/Makefile.am, src/common/Makefile.am,&lt;br /&gt;
	  src/game/Makefile.am, src/mediafile/Makefile.am,&lt;br /&gt;
	  src/platform/Makefile.am: INSTALL_DATA_DIR == pkgdatadir,&lt;br /&gt;
	  overridable at make time&lt;br /&gt;
&lt;br /&gt;
2007-08-18 00:44  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, man/Makefile.am: Directory Variables should be used&lt;br /&gt;
	  only on Makefile&#039;s, otherwise&lt;br /&gt;
	  last minute changes (during make execution) do not work&lt;br /&gt;
&lt;br /&gt;
2007-08-18 00:20  atupone&lt;br /&gt;
&lt;br /&gt;
	* m4/Makefile.am, m4/mkdirp.m4, plugins/plugin_utils/Makefile.am:&lt;br /&gt;
	  mkdirp.m4 is overriding system file, and so make dist does not&lt;br /&gt;
	  work. Removing it.&lt;br /&gt;
	  Fixing make dist removing no existing files from EXTRA_DIST&lt;br /&gt;
&lt;br /&gt;
2007-08-15 20:10  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/NetHandler.h, src/bzfs/bzfs.cxx, src/game/NetHandler.cxx:&lt;br /&gt;
	  take out calls to world event manager from net handler&lt;br /&gt;
	  add a virtual callback system for network data logging&lt;br /&gt;
	  install a network data logger in BZFS that makes a copy of the&lt;br /&gt;
	  data and call the API events&lt;br /&gt;
&lt;br /&gt;
2007-08-14 04:28  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: use the API team type to&lt;br /&gt;
	  ensure proper type safety&lt;br /&gt;
&lt;br /&gt;
2007-08-13 22:08  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: stupid English&lt;br /&gt;
&lt;br /&gt;
2007-08-13 21:56  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: add notification&lt;br /&gt;
	  callbacks for when plug-in clip fields are changed&lt;br /&gt;
	  BZF_API bool bz_addClipFieldNotifyer ( const char *name,&lt;br /&gt;
	  bz_ClipFiledNotifer *cb );&lt;br /&gt;
	  BZF_API bool bz_removeClipFieldNotifyer ( const char *name,&lt;br /&gt;
	  bz_ClipFiledNotifer *cb );&lt;br /&gt;
	  use a field name of &amp;quot;&amp;quot; for notification of any field change.&lt;br /&gt;
&lt;br /&gt;
2007-08-12 18:04  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx, win32/VC71/bzadmin.vcproj,&lt;br /&gt;
	  win32/VC71/bzflag.vcproj, win32/VC71/bzfs.vcproj,&lt;br /&gt;
	  win32/VC71/common.vcproj, win32/VC71/game.vcproj: add&lt;br /&gt;
	  bz_eFlagResetEvent and associated data to inform a plug-in of&lt;br /&gt;
	  flag resets/spawns and let them override the spawn pos if needed.&lt;br /&gt;
	  API spelling and consistency fixes.&lt;br /&gt;
	  use the environ var LIBCURL for the VC71 project since we don&#039;t&lt;br /&gt;
	  have libcurl in the distro for this branch.&lt;br /&gt;
&lt;br /&gt;
2007-08-04 13:15  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/WeatherRenderer.cxx: Fix for warning about&lt;br /&gt;
	  &amp;quot;dereferencing type-punned pointer&amp;quot; - from gcc-4&lt;br /&gt;
&lt;br /&gt;
2007-08-04 12:47  atupone&lt;br /&gt;
&lt;br /&gt;
	* include/SceneRenderer.h, src/bzflag/SceneRenderer.cxx,&lt;br /&gt;
	  src/bzflag/daylight.cxx, src/bzflag/daylight.h: Fixes for warning&lt;br /&gt;
	  about &amp;quot;dereferencing type-punned pointer&amp;quot; - gcc4&lt;br /&gt;
&lt;br /&gt;
2007-08-04 01:14  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Roaming.cxx: Fix for warning &amp;quot;warning: &#039;j&#039; may be used&lt;br /&gt;
	  uninitialized&amp;quot; raised from gcc-4&lt;br /&gt;
&lt;br /&gt;
2007-08-04 01:07  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/platform/EvdevJoystick.cxx: Fix for warning &amp;quot;dereferencing&lt;br /&gt;
	  type-punned pointer&amp;quot; from gcc-4&lt;br /&gt;
&lt;br /&gt;
2007-08-02 23:32  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* src/game/BzMaterial.cxx: when adding an alias to a material, make&lt;br /&gt;
	  sure it&#039;s a NEW alias so we don&#039;t keep building up a huge list of&lt;br /&gt;
	  strings.&lt;br /&gt;
&lt;br /&gt;
2007-07-15 20:49  Chestal&lt;br /&gt;
&lt;br /&gt;
	* BUGS: (hopefully) fixed high fps problem&lt;br /&gt;
&lt;br /&gt;
2007-07-15 20:24  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/BaseLocalPlayer.cxx: try to fix the speeding problem&lt;br /&gt;
	  at extremely high fps by skipping the update of the local tank&lt;br /&gt;
	  position until 1ms has passed&lt;br /&gt;
&lt;br /&gt;
2007-07-15 19:17  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: display apparent velocity in observer&lt;br /&gt;
	  info as a maximum for each 0.5s time interval, making it easier&lt;br /&gt;
	  to spot abnormal values&lt;br /&gt;
&lt;br /&gt;
2007-07-15 19:16  Chestal&lt;br /&gt;
&lt;br /&gt;
	* include/PlayerState.h, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/bzflag/RemotePlayer.cxx,&lt;br /&gt;
	  src/common/PlayerState.cxx: Change the calculation of the&lt;br /&gt;
	  apparent velocity of players. It is now done&lt;br /&gt;
	  on each call to setDeadReckoning() instead on each position&lt;br /&gt;
	  update (which&lt;br /&gt;
	  happens every frame based on local dead reckoning calcs).&lt;br /&gt;
	  Basically av =&lt;br /&gt;
	  dx/dt, where dt is calculated based on the timestamps in the&lt;br /&gt;
	  MsgPlayerUpdate&lt;br /&gt;
	  packets. This means that the value is not subject to jitter.&lt;br /&gt;
	  Thus, if it&lt;br /&gt;
	  exceeds the maximum speed, the player is cheating or e.g.&lt;br /&gt;
	  suffering from the&lt;br /&gt;
	  high fps bug.&lt;br /&gt;
&lt;br /&gt;
2007-07-15 17:28  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/LocalPlayer.cxx,&lt;br /&gt;
	  src/bzflag/Player.cxx, src/bzflag/playing.cxx: prefer getTick()&lt;br /&gt;
	  over getCurrent() where appropriate&lt;br /&gt;
&lt;br /&gt;
2007-07-15 16:36  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: whitespace&lt;br /&gt;
&lt;br /&gt;
2007-07-15 16:32  Chestal&lt;br /&gt;
&lt;br /&gt;
	* include/PlayerState.h, src/bzflag/HUDRenderer.cxx,&lt;br /&gt;
	  src/bzflag/Player.cxx, src/bzflag/Player.h,&lt;br /&gt;
	  src/common/PlayerState.cxx: spelling and whitespace&lt;br /&gt;
&lt;br /&gt;
2007-07-11 00:20  blast007&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp, src/bzfs/Makefile.am: fix LDFLAGS&lt;br /&gt;
	  for bzfs, update master list URL for torBlock, add debug message&lt;br /&gt;
	  for torBlock&lt;br /&gt;
&lt;br /&gt;
2007-06-30 17:24  t-s&lt;br /&gt;
&lt;br /&gt;
	* include/MeshObstacle.h, src/bzflag/RadarRenderer.cxx: Use the&lt;br /&gt;
	  mesh position and heigth to render colour in radar rather than&lt;br /&gt;
	  using face position and heigth&lt;br /&gt;
&lt;br /&gt;
2007-06-28 22:44  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, m4/Makefile.am, m4/curl.m4, m4/libcurl.m4,&lt;br /&gt;
	  src/bzadmin/Makefile.am, src/bzflag/Makefile.am,&lt;br /&gt;
	  src/bzfs/Makefile.am, src/common/Makefile.am,&lt;br /&gt;
	  src/game/Makefile.am: Upgrading curl.m4 to libcurl.m4. Dependency&lt;br /&gt;
	  on bc removed :)&lt;br /&gt;
&lt;br /&gt;
2007-06-28 22:39  atupone&lt;br /&gt;
&lt;br /&gt;
	* plugins/regFlag: Ignoring Makefile.in&lt;br /&gt;
&lt;br /&gt;
2007-06-27 15:08  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/regFlag,&lt;br /&gt;
	  plugins/regFlag/Makefile.am, plugins/regFlag/README.txt,&lt;br /&gt;
	  plugins/regFlag/regFlag.cpp, plugins/regFlag/regFlag.def,&lt;br /&gt;
	  plugins/regFlag/regFlag.sln, plugins/regFlag/regFlag.vcproj: Add&lt;br /&gt;
	  regFlag plugin&lt;br /&gt;
	  &lt;br /&gt;
	  This plugin drops player flags if the player is not registered&lt;br /&gt;
	  and&lt;br /&gt;
	  displays a message to the player.&lt;br /&gt;
&lt;br /&gt;
2007-06-27 15:08  bthansen&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: Populate all data items for the&lt;br /&gt;
	  bz_eFlagGrabbedEvent&lt;br /&gt;
	  &lt;br /&gt;
	  playerID and position data was not set.&lt;br /&gt;
&lt;br /&gt;
2007-06-27 15:08  bthansen&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h: Fix typos on parameter names&lt;br /&gt;
	  &lt;br /&gt;
	  playeID -&amp;gt; playerID&lt;br /&gt;
&lt;br /&gt;
2007-06-03 07:40  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: only report server as empty to list server&lt;br /&gt;
	  when in case of gameover when it is a traditional timed game&lt;br /&gt;
&lt;br /&gt;
2007-05-19 20:49  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/common/StateDatabase.cxx: better yet, just throw out the&lt;br /&gt;
	  extra right paren&lt;br /&gt;
&lt;br /&gt;
2007-05-19 20:17  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/common/StateDatabase.cxx: eval expressions with mismatched&lt;br /&gt;
	  right parens as zero (i.e. &amp;quot;;)&amp;quot;, &amp;quot;0\n&amp;quot;);&amp;quot;, etc, )&lt;br /&gt;
&lt;br /&gt;
2007-05-16 14:38  blast007&lt;br /&gt;
&lt;br /&gt;
	* src/common/cURLManager.cxx: Unbork cURLManager&lt;br /&gt;
&lt;br /&gt;
2007-05-14 22:34  blast007&lt;br /&gt;
&lt;br /&gt;
	* plugins/Phoenix/Phoenix.cpp, plugins/keepaway/keepaway.cpp,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.cpp,&lt;br /&gt;
	  plugins/torBlock/torBlock.cpp, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/common/cURLManager.cxx: Grab the cURL memory leak fixes from&lt;br /&gt;
	  trunk, fix a few warnings&lt;br /&gt;
&lt;br /&gt;
2007-04-27 23:14  atupone&lt;br /&gt;
&lt;br /&gt;
	* ., BZFlag.xcode, Dev-C++, configure.ac, data, data/fonts,&lt;br /&gt;
	  data/l10n, debian, doc, doc/faq, doc/guide, doc/guide/Commands,&lt;br /&gt;
	  doc/guide/Flags, doc/guide/Geometry, doc/guide/Installation,&lt;br /&gt;
	  doc/guide/Tactics, doc/howto, doc/man, include, m4, man, misc,&lt;br /&gt;
	  package, package/irix, package/linux, package/rpm, package/win32,&lt;br /&gt;
	  package/win32/nsis, plugins, plugins/HoldTheFlag,&lt;br /&gt;
	  plugins/Phoenix, plugins/RogueGenocide, plugins/SAMPLE_PLUGIN,&lt;br /&gt;
	  plugins/airspawn, plugins/chathistory, plugins/doc,&lt;br /&gt;
	  plugins/flagStay, plugins/hiddenAdmin, plugins/keepaway,&lt;br /&gt;
	  plugins/killall, plugins/koth, plugins/logDetail,&lt;br /&gt;
	  plugins/nagware, plugins/playHistoryTracker,&lt;br /&gt;
	  plugins/plugin_utils, plugins/python, plugins/recordmatch,&lt;br /&gt;
	  plugins/serverControl, plugins/shockwaveDeath,&lt;br /&gt;
	  plugins/teamflagreset, plugins/timedctf, plugins/torBlock,&lt;br /&gt;
	  plugins/vc71, plugins/vocaliser, plugins/wwzones, src, src/3D,&lt;br /&gt;
	  src/bzadmin, src/bzflag, src/bzfs, src/c-ares, src/common,&lt;br /&gt;
	  src/date, src/game, src/geometry, src/geometry/models,&lt;br /&gt;
	  src/geometry/models/tank, src/mediafile, src/net, src/obstacle,&lt;br /&gt;
	  src/ogl, src/platform, src/platform/MacOSX, src/regex, src/scene,&lt;br /&gt;
	  src/zlib, tools, tools/TextTool-W32, tools/TextTool-W32/res,&lt;br /&gt;
	  tools/bzwtransform, tools/modeltool, tools/modeltool/vc71, win32,&lt;br /&gt;
	  win32/VC71, win32/VC8: Removed deprecated AC_PROG_RANLIB&lt;br /&gt;
	  Ignored presence of Makefile.in&lt;br /&gt;
&lt;br /&gt;
2007-04-27 06:21  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.h, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/game/PlayerInfo.cxx, src/game/ServerList.cxx,&lt;br /&gt;
	  src/game/ServerListCache.cxx: Removing compilation warning&lt;br /&gt;
&lt;br /&gt;
2007-04-24 17:06  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* src/game/PlayerInfo.cxx: init the team to a valid value ( from&lt;br /&gt;
	  trunk rev 14112)&lt;br /&gt;
&lt;br /&gt;
2007-04-17 02:26  bryjen&lt;br /&gt;
&lt;br /&gt;
	* include/StateDatabase.h, src/bzfs/bzfs.cxx,&lt;br /&gt;
	  src/common/StateDatabase.cxx, src/common/global.cxx: change&lt;br /&gt;
	  _forceSpeedChecksToLog to _speedChecksLogOnly and make it really&lt;br /&gt;
	  work&lt;br /&gt;
&lt;br /&gt;
2007-04-16 01:49  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: force speed checks to log only if&lt;br /&gt;
	  _forceSpeedChecksToLog is set&lt;br /&gt;
&lt;br /&gt;
2007-04-15 20:57  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/Phoenix/Phoenix.cpp: clear the lastDeaded list on a cap&lt;br /&gt;
	  so everyone&#039;s next spawn is normal.&lt;br /&gt;
&lt;br /&gt;
2007-04-15 20:32  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/Phoenix,&lt;br /&gt;
	  plugins/Phoenix/Makefile.am, plugins/Phoenix/Phoenix.cpp,&lt;br /&gt;
	  plugins/Phoenix/Phoenix.def, plugins/Phoenix/Phoenix.sln,&lt;br /&gt;
	  plugins/Phoenix/Phoenix.vcproj, plugins/Phoenix/README.txt: add&lt;br /&gt;
	  Phoenix plug-in that makes you spawn where you die, may be useful&lt;br /&gt;
	  for race type servers, just don&#039;t die on a phydriv&lt;br /&gt;
&lt;br /&gt;
2007-04-14 04:18  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi: bump to 9 cus I dunno&lt;br /&gt;
&lt;br /&gt;
2007-04-03 07:29  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ComposeDefaultKey.h, src/bzfs/Permissions.h: prep for&lt;br /&gt;
	  gcc 4.3&lt;br /&gt;
&lt;br /&gt;
2007-04-02 20:26  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h: leftovers from DEV during the backport.&lt;br /&gt;
&lt;br /&gt;
2007-04-02 17:15  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: backport API events for&lt;br /&gt;
	  flag grab and drop&lt;br /&gt;
&lt;br /&gt;
2007-03-29 15:52  t-s&lt;br /&gt;
&lt;br /&gt;
	* AUTHORS: Fix my entry in the AUTHOR file (aka svn test)&lt;br /&gt;
&lt;br /&gt;
2007-03-26 17:45  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: make it actualy compile in 2.0.x&lt;br /&gt;
&lt;br /&gt;
2007-03-26 17:36  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: expose URL encode for&lt;br /&gt;
	  ease of use.&lt;br /&gt;
&lt;br /&gt;
2007-03-26 04:14  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: mis-edit? patch from Petr Gajdos&lt;br /&gt;
	  &amp;lt;pgajdos@suse.cz&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2007-03-20 18:05  chestal&lt;br /&gt;
&lt;br /&gt;
	* include/ServerItem.h, include/ServerList.h,&lt;br /&gt;
	  include/ServerListCache.h, src/bzflag/ServerMenu.cxx,&lt;br /&gt;
	  src/bzflag/ServerMenu.h, src/game/ServerItem.cxx,&lt;br /&gt;
	  src/game/ServerList.cxx, src/game/ServerListCache.cxx: Allow the&lt;br /&gt;
	  user to mark servers as &#039;favorites&#039; in the server list and limit&lt;br /&gt;
	  the view&lt;br /&gt;
	  to the marked servers only.&lt;br /&gt;
	  &lt;br /&gt;
	  - the favorite flag is stored in the server cache file which is&lt;br /&gt;
	  in a simple binary&lt;br /&gt;
	  format, in order to avoid format conflicts the new cache file&lt;br /&gt;
	  adds a &#039;_1&#039;&lt;br /&gt;
	  subrevision tag: BZFS0026_1-Servers.bzs&lt;br /&gt;
	  &lt;br /&gt;
	  - currently there is no way to add/display favorites which are&lt;br /&gt;
	  not in the&lt;br /&gt;
	  public server list&lt;br /&gt;
&lt;br /&gt;
2007-03-20 17:44  menotume&lt;br /&gt;
&lt;br /&gt;
	* src/platform/SDLMedia.cxx, src/platform/SDLMedia.h: Move tupy&#039;s&lt;br /&gt;
	  SDL sample rate fix to 2.0&lt;br /&gt;
&lt;br /&gt;
2007-03-14 21:22  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/plugin_utils/PluginConfig.cpp,&lt;br /&gt;
	  plugins/plugin_utils/PluginConfig.h: Make section and key names&lt;br /&gt;
	  ignore case&lt;br /&gt;
	  Add some usage documentation to the header file&lt;br /&gt;
&lt;br /&gt;
2007-03-06 22:09  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* win32/VC71/bzadmin.vcproj: use the BUILDING_BZADMIN define so we&lt;br /&gt;
	  don&#039;t get stuff we don&#039;t need.&lt;br /&gt;
&lt;br /&gt;
2007-02-28 22:32  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/commands.cxx: set the correct threshold&lt;br /&gt;
&lt;br /&gt;
2007-02-27 03:01  blast007&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.cxx: typo&lt;br /&gt;
&lt;br /&gt;
2007-02-26 09:06  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: minor update from head&lt;br /&gt;
&lt;br /&gt;
2007-02-26 08:58  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: merge from HEAD, this branch actually uses the old&lt;br /&gt;
	  AC_INIT syntax&lt;br /&gt;
&lt;br /&gt;
2007-02-26 05:15  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: merge from head, updates supporting recursive&lt;br /&gt;
	  configures and optional autotools&lt;br /&gt;
&lt;br /&gt;
2007-02-26 04:43  brlcad&lt;br /&gt;
&lt;br /&gt;
	* plugins/SAMPLE_PLUGIN/Makefile.am: copy typo, should say&lt;br /&gt;
	  SAMPLE_PLUGIN&lt;br /&gt;
&lt;br /&gt;
2007-02-25 22:26  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/logDetail/logDetail.cpp: Add bzID and server status&lt;br /&gt;
&lt;br /&gt;
2007-02-25 16:10  bthansen&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: Add bzID to the plugin&lt;br /&gt;
	  player record and bump the API version number&lt;br /&gt;
&lt;br /&gt;
2007-02-25 15:51  bthansen&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: Add&lt;br /&gt;
	  bz_eFlagTransferredEvent to intercept thief steals&lt;br /&gt;
&lt;br /&gt;
2007-02-25 15:48  bthansen&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.cxx, src/bzfs/CmdLineOptions.h,&lt;br /&gt;
	  src/bzfs/bzfs.cxx: Add -tkannounce option to announce team kills&lt;br /&gt;
	  on the admin channel&lt;br /&gt;
&lt;br /&gt;
2007-02-25 02:00  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/serverControl/serverControl.cpp: Fix plugin_utils header&lt;br /&gt;
&lt;br /&gt;
2007-02-25 01:52  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac: libtool 1.5 has a bug where it (erroneously) uses&lt;br /&gt;
	  the -all_load linker option on mac os x when linking certain&lt;br /&gt;
	  library types together (usually linking in a noinst library)&lt;br /&gt;
	  resulting in various gcc_s gcc internal multiple symbol errors.&lt;br /&gt;
	  this change basically strips the -all_load option from the output&lt;br /&gt;
	  libtool script if it is found.&lt;br /&gt;
&lt;br /&gt;
2007-02-25 01:51  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am,&lt;br /&gt;
	  plugins/SAMPLE_PLUGIN/Makefile.am,&lt;br /&gt;
	  plugins/SAMPLE_PLUGIN/SAMPLE_PLUGIN.cpp,&lt;br /&gt;
	  plugins/serverControl/Makefile.am: Build serverControl plugin&lt;br /&gt;
	  Sort plugins to build alphabetically&lt;br /&gt;
	  Fix link library path for plugin_utils&lt;br /&gt;
&lt;br /&gt;
2007-02-25 01:02  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/serverControl/Makefile.am,&lt;br /&gt;
	  plugins/serverControl/README.txt,&lt;br /&gt;
	  plugins/serverControl/plugins.cfg,&lt;br /&gt;
	  plugins/serverControl/serverControl.cpp,&lt;br /&gt;
	  plugins/serverControl/serverControl.def,&lt;br /&gt;
	  plugins/serverControl/serverControl.sln,&lt;br /&gt;
	  plugins/serverControl/serverControl.vcproj: Add serverControl&lt;br /&gt;
	  plugin&lt;br /&gt;
&lt;br /&gt;
2007-02-25 00:59  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/plugin_utils/Makefile.am,&lt;br /&gt;
	  plugins/plugin_utils/PluginConfig.cpp,&lt;br /&gt;
	  plugins/plugin_utils/PluginConfig.h,&lt;br /&gt;
	  plugins/plugin_utils/plugin_utils.cpp,&lt;br /&gt;
	  plugins/plugin_utils/plugin_utils.h: Add plugin_utils&lt;br /&gt;
&lt;br /&gt;
2007-02-23 22:57  &lt;br /&gt;
&lt;br /&gt;
	* plugins/plugin_utils, plugins/plugin_utils/VC71,&lt;br /&gt;
	  plugins/serverControl: This commit was manufactured by cvs2svn to&lt;br /&gt;
	  create branch &#039;v2_0branch&#039;.&lt;br /&gt;
&lt;br /&gt;
2007-02-22 20:20  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: update from head so autogen.sh will parse automake&lt;br /&gt;
	  1.10 among a variety of other improvements&lt;br /&gt;
&lt;br /&gt;
2007-02-19 15:28  chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.cxx: erroneous ]&lt;br /&gt;
&lt;br /&gt;
2007-02-19 03:37  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/chathistory/chathistory.cpp: /last not /list&lt;br /&gt;
&lt;br /&gt;
2007-02-18 21:38  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/logDetail/logDetail.cpp: Fix class names to follow the&lt;br /&gt;
	  naming convention&lt;br /&gt;
&lt;br /&gt;
2007-02-15 22:18  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ServerMenu.cxx: Uninitialized variable&lt;br /&gt;
&lt;br /&gt;
2007-02-11 02:19  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/README.txt, plugins/keepaway/keepaway.cpp,&lt;br /&gt;
	  plugins/keepaway/keepaway_admin.txt: Add optional flag reset&lt;br /&gt;
	  after successful keepaway&lt;br /&gt;
&lt;br /&gt;
2007-02-09 18:18  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: false ! FALSE, this aint&#039; a big BOOL.&lt;br /&gt;
&lt;br /&gt;
2007-02-09 01:54  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API calls to reset bzdb&lt;br /&gt;
	  variables.&lt;br /&gt;
&lt;br /&gt;
2007-02-09 00:07  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx, src/bzfs/bzfsAPI.cxx: add&lt;br /&gt;
	  pause state to the paused event.&lt;br /&gt;
	  API call to get the player pause state.&lt;br /&gt;
&lt;br /&gt;
2007-02-08 03:18  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/teamflagreset/tfr_admin.txt: Add admin help file missed&lt;br /&gt;
	  in last commit&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:48  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/wwzones/README.txt, plugins/wwzones/wwzones.cpp: *&lt;br /&gt;
	  wwzoneinfo class defined for plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:46  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/timedctf/README.txt, plugins/timedctf/timedctf.cpp,&lt;br /&gt;
	  plugins/timedctf/timedctf_admin.txt,&lt;br /&gt;
	  plugins/timedctf/timedctf_rules.txt: * tctf class defined for&lt;br /&gt;
	  plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
	  * Added ability to enable/disable sounds.&lt;br /&gt;
	  * Added 20 second warning.&lt;br /&gt;
	  * Shortened admin commands for timedctf to &amp;quot;tctfon&amp;quot;, &amp;quot;tctfoff&amp;quot;,&lt;br /&gt;
	  etc.&lt;br /&gt;
	  * Added help files for timedctf plugin (timedctf_admin.txt &amp;amp;&lt;br /&gt;
	  timedctf_rules.txt).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:43  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/teamflagreset/README.txt,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.cpp: * tfr class defined for&lt;br /&gt;
	  plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
	  * Shortened admin commands to &amp;quot;tfron&amp;quot;, &amp;quot;tfroff&amp;quot;, etc.&lt;br /&gt;
	  * Added help file (tfr_admin.txt).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:41  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/README.txt, plugins/keepaway/keepaway.cpp: *&lt;br /&gt;
	  keepaway class defined for plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:38  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/koth/README.txt, plugins/koth/koth.cpp: * koth class&lt;br /&gt;
	  defined for plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 00:57  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/BanCommands.cxx, src/bzfs/bzfs.cxx,&lt;br /&gt;
	  src/bzfs/bzfs.h, src/bzfs/bzfsAPI.cxx, src/bzfs/commands.cxx: add&lt;br /&gt;
	  API calls to reload bans, and other files.&lt;br /&gt;
	  make masterban reloads be async.&lt;br /&gt;
&lt;br /&gt;
2007-02-02 22:40  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/common/StateDatabase.cxx: return NaN from eval if the value&lt;br /&gt;
	  stored in an item has no lenght.&lt;br /&gt;
&lt;br /&gt;
2007-02-02 19:07  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: API event for shot ends&lt;br /&gt;
&lt;br /&gt;
2007-02-02 03:32  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/koth/koth.cpp: Cleanup redundant code&lt;br /&gt;
&lt;br /&gt;
2007-02-02 00:40  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API command to move a&lt;br /&gt;
	  flag ( reset it and set it&#039;s spawn point ).&lt;br /&gt;
&lt;br /&gt;
2007-01-31 23:06  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/LagInfo.h, include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/game/LagInfo.cxx: add API exposure for lag, jitter, and&lt;br /&gt;
	  packetloss&lt;br /&gt;
&lt;br /&gt;
2007-01-31 00:46  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/README.txt, plugins/keepaway/keepaway_admin.txt,&lt;br /&gt;
	  plugins/keepaway/keepaway_rules.txt, plugins/koth/README.txt,&lt;br /&gt;
	  plugins/koth/koth_admin.txt, plugins/koth/koth_rules.txt,&lt;br /&gt;
	  plugins/teamflagreset/README.txt, plugins/timedctf/README.txt,&lt;br /&gt;
	  plugins/timedctf/timedctf_admin.txt,&lt;br /&gt;
	  plugins/timedctf/timedctf_rules.txt, plugins/wwzones/README.txt:&lt;br /&gt;
	  More ws - fix CRLF line endings&lt;br /&gt;
&lt;br /&gt;
2007-01-31 00:36  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/keepaway.cpp: Cleanup - remove redundant code&lt;br /&gt;
&lt;br /&gt;
2007-01-31 00:28  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/keepaway.cpp, plugins/koth/koth.cpp,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.cpp,&lt;br /&gt;
	  plugins/timedctf/timedctf.cpp, plugins/wwzones/wwzones.cpp: Fix&lt;br /&gt;
	  ws - remove CRLF line endings&lt;br /&gt;
&lt;br /&gt;
2007-01-31 00:19  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/Makefile.in, plugins/koth/Makefile.in,&lt;br /&gt;
	  plugins/teamflagreset/Makefile.in, plugins/timedctf/Makefile.in,&lt;br /&gt;
	  plugins/wwzones/Makefile.in: Oops Makefile.in files aren&#039;t&lt;br /&gt;
	  supposed to be under source control&lt;br /&gt;
&lt;br /&gt;
2007-01-30 00:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/koth,&lt;br /&gt;
	  plugins/koth/Makefile.am, plugins/koth/Makefile.in,&lt;br /&gt;
	  plugins/koth/README.txt, plugins/koth/koth.cpp,&lt;br /&gt;
	  plugins/koth/koth.def, plugins/koth/koth.sln,&lt;br /&gt;
	  plugins/koth/koth.vcproj, plugins/koth/koth_admin.txt,&lt;br /&gt;
	  plugins/koth/koth_rules.txt: Add koth plugin by LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-30 00:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/timedctf,&lt;br /&gt;
	  plugins/timedctf/Makefile.am, plugins/timedctf/Makefile.in,&lt;br /&gt;
	  plugins/timedctf/README.txt, plugins/timedctf/timedctf.cpp,&lt;br /&gt;
	  plugins/timedctf/timedctf.def, plugins/timedctf/timedctf.sln,&lt;br /&gt;
	  plugins/timedctf/timedctf.vcproj,&lt;br /&gt;
	  plugins/timedctf/timedctf_admin.txt,&lt;br /&gt;
	  plugins/timedctf/timedctf_rules.txt: Add timedctf plugin by&lt;br /&gt;
	  LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-30 00:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/teamflagreset,&lt;br /&gt;
	  plugins/teamflagreset/Makefile.am,&lt;br /&gt;
	  plugins/teamflagreset/Makefile.in,&lt;br /&gt;
	  plugins/teamflagreset/README.txt,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.cpp,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.def,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.sln,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.vcproj: Add teamflagreset&lt;br /&gt;
	  plugin by LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-30 00:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/keepaway,&lt;br /&gt;
	  plugins/keepaway/Makefile.am, plugins/keepaway/Makefile.in,&lt;br /&gt;
	  plugins/keepaway/README.txt, plugins/keepaway/keepaway.cpp,&lt;br /&gt;
	  plugins/keepaway/keepaway.def, plugins/keepaway/keepaway.sln,&lt;br /&gt;
	  plugins/keepaway/keepaway.vcproj,&lt;br /&gt;
	  plugins/keepaway/keepaway_admin.txt,&lt;br /&gt;
	  plugins/keepaway/keepaway_rules.txt: Add keepaway plugin by&lt;br /&gt;
	  LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-29 23:59  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/wwzones,&lt;br /&gt;
	  plugins/wwzones/Makefile.am, plugins/wwzones/Makefile.in,&lt;br /&gt;
	  plugins/wwzones/README.txt, plugins/wwzones/wwzones.cpp,&lt;br /&gt;
	  plugins/wwzones/wwzones.def, plugins/wwzones/wwzones.sln,&lt;br /&gt;
	  plugins/wwzones/wwzones.vcproj: Add wwzones plugin by LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-26 21:17  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h: whatever a Cogmmand is, we don&#039;t need them, we&lt;br /&gt;
	  only serve Commands here.&lt;br /&gt;
&lt;br /&gt;
2007-01-26 19:40  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx, src/bzfs/bzfs.h,&lt;br /&gt;
	  src/bzfs/bzfsAPI.cxx: API calls for doing a server reset ( kick&lt;br /&gt;
	  everyone and reload the map ), leting the API define the next map&lt;br /&gt;
	  to load, and manage the world cache files and URLs&lt;br /&gt;
&lt;br /&gt;
2007-01-26 01:42  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API function to get the&lt;br /&gt;
	  playe limits for each team.&lt;br /&gt;
&lt;br /&gt;
2007-01-26 00:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API functions to get&lt;br /&gt;
	  info about flags.&lt;br /&gt;
&lt;br /&gt;
2007-01-11 17:47  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: don&#039;t use the word&lt;br /&gt;
	  &amp;quot;time&amp;quot; for variables, something else somewhere uses it.&lt;br /&gt;
&lt;br /&gt;
2007-01-08 17:45  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API call to get the&lt;br /&gt;
	  current game mode&lt;br /&gt;
&lt;br /&gt;
2006-12-28 00:21  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/newplug.sh: Rename the missing file in .deps too&lt;br /&gt;
&lt;br /&gt;
2006-12-26 21:01  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/common/PositionTracker.cxx: Remove a compilation warning and&lt;br /&gt;
	  an unused file&lt;br /&gt;
&lt;br /&gt;
2006-12-22 20:30  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/net/Pack.cxx: Backport fix for gcc-4 to 2.0 branch&lt;br /&gt;
&lt;br /&gt;
2006-12-21 03:56  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/clientCommands.cxx: don&#039;t iconify if we are not&lt;br /&gt;
	  minimising.&lt;br /&gt;
&lt;br /&gt;
2006-12-21 03:17  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/platform/WinDisplay.cxx: super cheap hack to prevent the&lt;br /&gt;
	  window from minimising when the client loses focus. add set&lt;br /&gt;
	  Win32NoMin 1 to the config to enable. helps with debugin&lt;br /&gt;
&lt;br /&gt;
2006-12-21 03:10  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: get the URL every hour, not every&lt;br /&gt;
	  min.&lt;br /&gt;
&lt;br /&gt;
2006-12-21 03:09  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: parse the line, not the file&lt;br /&gt;
	  again.&lt;br /&gt;
&lt;br /&gt;
2006-12-21 02:56  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: handle URL data that comes back in&lt;br /&gt;
	  more then one chunk&lt;br /&gt;
&lt;br /&gt;
2006-12-21 02:43  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: use /torlist to list the parsed&lt;br /&gt;
	  banable IPs&lt;br /&gt;
&lt;br /&gt;
2006-12-21 02:38  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: warning quell&lt;br /&gt;
&lt;br /&gt;
2006-12-21 02:30  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/torBlock,&lt;br /&gt;
	  plugins/torBlock/Makefile.am, plugins/torBlock/README.txt,&lt;br /&gt;
	  plugins/torBlock/torBlock.cpp, plugins/torBlock/torBlock.def,&lt;br /&gt;
	  plugins/torBlock/torBlock.sln, plugins/torBlock/torBlock.vcproj:&lt;br /&gt;
	  experimental plugin to block tor users from a server&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:53  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: oops&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:52  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/chathistory/chathistory.cpp, src/bzflag/playing.cxx,&lt;br /&gt;
	  src/bzfs/bzfs.cxx: no distance checks for autopilots ( for now )&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:40  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: add a fudge for minimum time delta.&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:36  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: only dist check alive people&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:34  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: log out the distances during movement checks,&lt;br /&gt;
	  NOT the unset speeds&lt;br /&gt;
&lt;br /&gt;
2006-12-21 00:22  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: and more messages&lt;br /&gt;
&lt;br /&gt;
2006-12-21 00:13  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: don&#039;t forgets the UDP&lt;br /&gt;
&lt;br /&gt;
2006-12-20 23:59  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: more stuff to allow before MsgEnter&lt;br /&gt;
&lt;br /&gt;
2006-12-20 23:43  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/PlayerInfo.h, src/bzfs/bzfs.cxx, src/game/PlayerInfo.cxx:&lt;br /&gt;
	  block out messages from users before a MsgEnter&lt;br /&gt;
&lt;br /&gt;
2006-12-17 21:05  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac: Removing -Wshadow for optimized build with gcc: is&lt;br /&gt;
	  generating fake warning&lt;br /&gt;
&lt;br /&gt;
2006-12-07 05:21  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/SDLDisplay.cxx: test commit, commented means to get&lt;br /&gt;
	  vsync on os x provided by snick&lt;br /&gt;
&lt;br /&gt;
2006-12-06 06:01  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/WorldEventManager.cxx: faster out if there are no events&lt;br /&gt;
	  reged for the call&lt;br /&gt;
&lt;br /&gt;
2006-12-06 05:43  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfio.h, include/bzfsAPI.h, include/common.h,&lt;br /&gt;
	  src/3D/BitmapFont.cxx, src/3D/FontManager.cxx,&lt;br /&gt;
	  src/3D/ImageFont.cxx, src/3D/TextureFont.cxx,&lt;br /&gt;
	  src/3D/TextureManager.cxx, src/bzflag/NewVersionMenu.cxx,&lt;br /&gt;
	  src/bzflag/Player.cxx, src/bzflag/Roaming.cxx,&lt;br /&gt;
	  src/bzflag/ServerLink.cxx, src/bzflag/ServerStartMenu.cxx,&lt;br /&gt;
	  src/bzflag/WorldBuilder.cxx, src/bzflag/playing.cxx,&lt;br /&gt;
	  src/bzfs/AccessControlList.cxx, src/bzfs/BZWReader.cxx,&lt;br /&gt;
	  src/bzfs/BanCommands.cxx, src/bzfs/CmdLineOptions.cxx,&lt;br /&gt;
	  src/bzfs/CustomMesh.cxx, src/bzfs/CustomWeapon.cxx,&lt;br /&gt;
	  src/bzfs/CustomZone.cxx, src/bzfs/ListServerConnection.cxx,&lt;br /&gt;
	  src/bzfs/Permissions.cxx, src/bzfs/RandomSpawnPolicy.cxx,&lt;br /&gt;
	  src/bzfs/RecordReplay.cxx, src/bzfs/SpawnPolicy.cxx,&lt;br /&gt;
	  src/bzfs/WorldInfo.cxx, src/bzfs/bzfs.cxx, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/bzfs/bzfsPlugins.cxx, src/bzfs/commands.cxx,&lt;br /&gt;
	  src/common/AccessList.cxx, src/common/BZDBLocal.cxx,&lt;br /&gt;
	  src/common/Bundle.cxx, src/common/GameTime.cxx,&lt;br /&gt;
	  src/common/StateDatabase.cxx, src/common/TimeKeeper.cxx,&lt;br /&gt;
	  src/common/bzfio.cxx, src/common/cURLManager.cxx,&lt;br /&gt;
	  src/game/CacheManager.cxx, src/game/CollisionManager.cxx,&lt;br /&gt;
	  src/game/LinkManager.cxx, src/game/NetHandler.cxx,&lt;br /&gt;
	  src/game/PlayerInfo.cxx, src/geometry/MeshDrawMgr.cxx,&lt;br /&gt;
	  src/geometry/MeshSceneNode.cxx, src/mediafile/MediaFile.cxx,&lt;br /&gt;
	  src/mediafile/PNGImageFile.cxx, src/net/AresHandler.cxx,&lt;br /&gt;
	  src/obstacle/MeshDrawInfo.cxx, src/obstacle/MeshFace.cxx,&lt;br /&gt;
	  src/obstacle/MeshObstacle.cxx, src/obstacle/ObstacleMgr.cxx,&lt;br /&gt;
	  src/ogl/OpenGLGState.cxx, src/ogl/OpenGLTexture.cxx,&lt;br /&gt;
	  src/platform/EvdevJoystick.cxx, src/scene/Octree.cxx,&lt;br /&gt;
	  src/scene/ZSceneDatabase.cxx: replace DEBUGX with a&lt;br /&gt;
	  logDebugMessage and give a hook to the API events when one&lt;br /&gt;
	  happens.&lt;br /&gt;
&lt;br /&gt;
2006-12-06 00:27  bthansen&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Player.cxx: Fix initialization order for GCC 4.1.2&lt;br /&gt;
&lt;br /&gt;
2006-12-05 23:04  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/game/NetHandler.cxx: API events for raw&lt;br /&gt;
	  net data coming in and out.&lt;br /&gt;
&lt;br /&gt;
2006-12-03 02:03  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/bzflag.cxx: commit the most basic part of Xfire&lt;br /&gt;
	  support for 2.0, in case we get a 2.0.10 for some reason (xfire&#039;s&lt;br /&gt;
	  current game profile for us reads our uninstaller string, which&lt;br /&gt;
	  is version specific, so it would break if we released; this fix&lt;br /&gt;
	  will give them something else to read)&lt;br /&gt;
&lt;br /&gt;
2006-12-03 01:39  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/BZWReader.cxx: strip out CRs and LFs from the custom&lt;br /&gt;
	  lines for custom map objects&lt;br /&gt;
&lt;br /&gt;
2006-12-02 20:44  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ScoreboardRenderer.cxx: no, double P&lt;br /&gt;
&lt;br /&gt;
2006-12-02 20:44  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: put the labels back&lt;br /&gt;
&lt;br /&gt;
2006-12-01 14:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/commands.cxx: Don&#039;t create a recording file using&lt;br /&gt;
	  unitialized data for the filename&lt;br /&gt;
	  when no filename is specified (/record save). Send help only&lt;br /&gt;
&lt;br /&gt;
2006-12-01 05:11  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: Only drop flags in flagstayzones&lt;br /&gt;
	  &lt;br /&gt;
	  Fix comments&lt;br /&gt;
	  &lt;br /&gt;
	  ws.&lt;br /&gt;
&lt;br /&gt;
2006-12-01 04:01  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: lastZone ! i&lt;br /&gt;
&lt;br /&gt;
2006-12-01 03:39  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: use the last zone the player was&lt;br /&gt;
	  in with the flag for the messages&lt;br /&gt;
&lt;br /&gt;
2006-12-01 01:59  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: support multiple zones correctly&lt;br /&gt;
&lt;br /&gt;
2006-12-01 01:49  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am: Add flagStay to the list of&lt;br /&gt;
	  default plugins to build&lt;br /&gt;
&lt;br /&gt;
2006-11-30 05:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: make the plugin work&lt;br /&gt;
&lt;br /&gt;
2006-11-30 05:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API to get the flag&lt;br /&gt;
	  abreviation for the current player ( not the full label )&lt;br /&gt;
&lt;br /&gt;
2006-11-30 04:46  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: do the events for non observers, not&lt;br /&gt;
	  observers, silly&lt;br /&gt;
&lt;br /&gt;
2006-11-30 04:29  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: don&#039;t clear the nubs too late&lt;br /&gt;
&lt;br /&gt;
2006-11-30 04:27  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: one zone per object, not per param&lt;br /&gt;
&lt;br /&gt;
2006-11-30 03:05  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: allow for a chat message to be&lt;br /&gt;
	  sent when a flag is zaped&lt;br /&gt;
&lt;br /&gt;
2006-11-30 03:00  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: cylinders not spheres :)&lt;br /&gt;
&lt;br /&gt;
2006-11-30 02:49  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay, plugins/flagStay/Makefile.am,&lt;br /&gt;
	  plugins/flagStay/README.txt, plugins/flagStay/flagStay.cpp,&lt;br /&gt;
	  plugins/flagStay/flagStay.def, plugins/flagStay/flagStay.sln,&lt;br /&gt;
	  plugins/flagStay/flagStay.vcproj: flagStay plugin to prevent&lt;br /&gt;
	  flags from being taken outside of an area.&lt;br /&gt;
	  Needs current API.&lt;br /&gt;
&lt;br /&gt;
2006-11-30 02:48  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/SAMPLE_PLUGIN/SAMPLE_PLUGIN.vcproj: it&#039;s Makefile.am, not&lt;br /&gt;
	  Makefile&lt;br /&gt;
&lt;br /&gt;
2006-11-30 02:34  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: add playerID to shot and&lt;br /&gt;
	  update events&lt;br /&gt;
&lt;br /&gt;
2006-11-30 01:00  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: ! != =&lt;br /&gt;
&lt;br /&gt;
2006-11-30 00:59  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: API event hook for player&lt;br /&gt;
	  update message&lt;br /&gt;
	  use the teleporting state to disable the distance checks, not the&lt;br /&gt;
	  start point.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 23:24  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: use the collison manager to check and see if&lt;br /&gt;
	  the tank&#039;s last pos was near a teleporter to see if we should do&lt;br /&gt;
	  speed checks.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 23:12  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: don&#039;t do dist checks if there are teleporters&lt;br /&gt;
&lt;br /&gt;
2006-11-29 23:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: give everyone notice of pause messages,&lt;br /&gt;
	  not just observers.&lt;br /&gt;
	  treat them like flag grabs.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 22:24  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: make mips happy and NOT break everyone else&lt;br /&gt;
&lt;br /&gt;
2006-11-29 22:18  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: unbreak bzfs.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 21:09  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/bzflag/ScoreboardRenderer.cxx,&lt;br /&gt;
	  src/bzflag/playing.cxx: some cleanups and usefull info for&lt;br /&gt;
	  observers.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 20:59  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* man/makeHTML.bat: little help for making the HTML pages&lt;br /&gt;
&lt;br /&gt;
2006-11-29 20:53  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h: unbreak plugins&lt;br /&gt;
&lt;br /&gt;
2006-11-23 12:20  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/MacOSX/MacVisual.h: wow, it actually includes&lt;br /&gt;
	  itself..&lt;br /&gt;
&lt;br /&gt;
2006-11-23 12:17  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/MacOSX/MacVisual.cxx,&lt;br /&gt;
	  src/platform/MacOSX/MacVisual.h: nobody uses the AGL pixel format&lt;br /&gt;
	  stuff, so get rid of it. this fixes a long-standing compilation&lt;br /&gt;
	  bug/dependency on AGL when building without SDL. now should&lt;br /&gt;
	  correctly not need the AGL framework to link libPlatform.&lt;br /&gt;
&lt;br /&gt;
2006-11-23 12:13  brlcad&lt;br /&gt;
&lt;br /&gt;
	* include/Team.h, include/bzfsAPI.h, include/global.h,&lt;br /&gt;
	  src/bzfs/bzfs.cxx, src/bzfs/bzfsAPI.cxx: remove convertTeam and&lt;br /&gt;
	  the bzfsAPI from global.h, doesn&#039;t belong there aside from&lt;br /&gt;
	  causing irix compilation sadness&lt;br /&gt;
&lt;br /&gt;
2006-11-23 11:12  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/ListServerConnection.cxx: quell uninitialized var&lt;br /&gt;
	  warning, check and make sure it&#039;s not null before iterating&lt;br /&gt;
&lt;br /&gt;
2006-11-23 11:04  brlcad&lt;br /&gt;
&lt;br /&gt;
	* include/TextChunkManager.h, src/common/TextChunkManager.cxx:&lt;br /&gt;
	  quell warning about maxLineLength being a (unsigned) size_t that&lt;br /&gt;
	  is initialized to -1&lt;br /&gt;
&lt;br /&gt;
2006-11-08 19:36  brlcad&lt;br /&gt;
&lt;br /&gt;
	* BZFlag.xcode/project.pbxproj: do the autogen.sh and configure&lt;br /&gt;
	  steps every time but don&#039;t strip the binaries&lt;br /&gt;
&lt;br /&gt;
2006-11-05 19:05  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: check for nulls before we set the new hit&lt;br /&gt;
	  counters&lt;br /&gt;
&lt;br /&gt;
2006-11-05 17:57  chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Roaming.cxx: avoid crash when not tracking anyone&lt;br /&gt;
&lt;br /&gt;
2006-11-05 02:16  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi: 7 specials??? this beter be the&lt;br /&gt;
	  last one.&lt;br /&gt;
&lt;br /&gt;
2006-11-05 02:14  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/bzflag/Roaming.cxx,&lt;br /&gt;
	  src/bzflag/playing.cxx: track the number of unique hits for an&lt;br /&gt;
	  observed tank ( by ID ) and report them in&lt;br /&gt;
	  the extended observer info with the number of reported hits.&lt;br /&gt;
&lt;br /&gt;
2006-11-02 07:06  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi: tag as special 6&lt;br /&gt;
&lt;br /&gt;
2006-11-02 07:05  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: activate hit testing for observed tank,&lt;br /&gt;
	  unless they have thin or tiny.&lt;br /&gt;
&lt;br /&gt;
2006-11-02 06:20  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/GUIOptionsMenu.cxx: yet another level of observer info&lt;br /&gt;
&lt;br /&gt;
2006-10-17 16:19  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/CommandsImplementation.cxx: apply patch [ 1553395 ]&lt;br /&gt;
	  fix for /silence command from Skeeve&lt;br /&gt;
&lt;br /&gt;
2006-10-03 17:32  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* README.Linux: it&#039;s the 21st centry, update the linux readme to&lt;br /&gt;
	  refrence the more modern video cards, and take out the part about&lt;br /&gt;
	  3dfx.&lt;br /&gt;
&lt;br /&gt;
2006-09-26 23:07  chestal&lt;br /&gt;
&lt;br /&gt;
	* include/TextChunkManager.h, src/common/TextChunkManager.cxx:&lt;br /&gt;
	  rewrite of TextChunk::parse using std::string for reading lines&lt;br /&gt;
&lt;br /&gt;
2006-09-09 19:10  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/chathistory/chathistory.cpp: use all the params for /list&lt;br /&gt;
	  and accept quotes for nams&lt;br /&gt;
&lt;br /&gt;
2006-09-06 14:48  menotume&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Fix mousebox edge positioning (full speed&lt;br /&gt;
	  at line, not at line + nomotionsize / 2)&lt;br /&gt;
&lt;br /&gt;
2006-09-06 02:29  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: better positional speed check&lt;br /&gt;
&lt;br /&gt;
2006-09-06 00:13  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: when checking to see if we are to log or kick,&lt;br /&gt;
	  don&#039;t use a fixed == test on the floating point positions, give&lt;br /&gt;
	  them a little slack ( 0.001 ), this needs operationa testing.&lt;br /&gt;
&lt;br /&gt;
2006-09-05 23:50  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/GameKeeper.cxx, src/bzfs/GameKeeper.h,&lt;br /&gt;
	  src/bzfs/bzfs.cxx: check for large jumps in update positions.&lt;br /&gt;
&lt;br /&gt;
2006-09-05 20:50  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/Permissions.cxx: check disco group when checking for&lt;br /&gt;
	  custom perms.&lt;br /&gt;
&lt;br /&gt;
2006-08-31 22:53  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ScoreboardRenderer.h: reorder again, and test this&lt;br /&gt;
	  time&lt;br /&gt;
&lt;br /&gt;
2006-08-31 20:49  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ScoreboardRenderer.h: reorder again, and steal the&lt;br /&gt;
	  prize&lt;br /&gt;
&lt;br /&gt;
2006-08-31 20:31  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ScoreboardRenderer.cxx: yay, I win.. where&#039;s my prize?&lt;br /&gt;
	  fix numHunted order&lt;br /&gt;
&lt;br /&gt;
2006-08-31 20:21  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/Permissions.cxx: NULL is not a char&lt;br /&gt;
&lt;br /&gt;
2006-08-29 20:49  brlcad&lt;br /&gt;
&lt;br /&gt;
	* BZFlag.xcode/project.pbxproj: apply a modified form of skeeve&#039;s&lt;br /&gt;
	  sf patch 1548870, s/TEMP_ROOT/BUILT_PRODUCTS_DIR/g&lt;br /&gt;
&lt;br /&gt;
2006-08-26 04:34  dbw192&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Fix a compilation warning. Add some local&lt;br /&gt;
	  collision detection for admin.&lt;br /&gt;
&lt;br /&gt;
2006-08-21 20:16  timriker&lt;br /&gt;
&lt;br /&gt;
	* data/l10n/bzflag_es.po, data/l10n/bzflag_xx.po: es and xx from&lt;br /&gt;
	  xukosky@yahoo.es&lt;br /&gt;
&lt;br /&gt;
2006-08-11 15:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/GUIOptionsMenu.cxx: silly enlish language&lt;br /&gt;
&lt;br /&gt;
2006-08-09 23:15  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/game/DirectoryNames.cxx: strip any quotes off of the custom&lt;br /&gt;
	  config dir when we set it.&lt;br /&gt;
&lt;br /&gt;
2006-08-08 04:51  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: format typo, thx uso&lt;br /&gt;
&lt;br /&gt;
2006-08-07 22:57  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: flag linear and angular vels that are&lt;br /&gt;
	  over expected limits with a ! in the target observer view.&lt;br /&gt;
&lt;br /&gt;
2006-08-06 21:02  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/RadarRenderer.cxx: config option to turn off the&lt;br /&gt;
	  orange view lines on radar&lt;br /&gt;
&lt;br /&gt;
2006-08-06 20:28  brlcad&lt;br /&gt;
&lt;br /&gt;
	* README.Linux: merge audio comment from HEAD to v2_0branch&lt;br /&gt;
&lt;br /&gt;
2006-08-06 18:46  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/MacOSX/Makefile.am: merge from HEAD, the flags are&lt;br /&gt;
	  not necessary&lt;br /&gt;
&lt;br /&gt;
2006-08-06 18:45  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/recordmatch/recordmatch.cpp: when we stop a recording&lt;br /&gt;
	  it&#039;s not started&lt;br /&gt;
&lt;br /&gt;
2006-08-06 18:38  brlcad&lt;br /&gt;
&lt;br /&gt;
	* plugins/recordmatch/recordmatch.cpp: change the default filename&lt;br /&gt;
	  format to pad the numbers for easier location of recorded&lt;br /&gt;
	  matches. patch provided by uso, sf patch [ 1535474 ] More&lt;br /&gt;
	  readable filenames for recorded matches&lt;br /&gt;
&lt;br /&gt;
2006-08-06 18:13  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: ws&lt;br /&gt;
&lt;br /&gt;
2006-08-06 05:26  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi, src/bzflag/ScoreboardRenderer.cxx,&lt;br /&gt;
	  src/bzflag/ShotStatistics.cxx: a space&lt;br /&gt;
&lt;br /&gt;
2006-08-06 05:25  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Roaming.h: don&#039;t send back an observer target if we&lt;br /&gt;
	  are freeballin it&lt;br /&gt;
&lt;br /&gt;
2006-08-06 04:40  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/MacOSX/Makefile.am: merge from head so it will&lt;br /&gt;
	  compile sans SDL&lt;br /&gt;
&lt;br /&gt;
2006-08-06 04:37  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/LocalPlayer.cxx,&lt;br /&gt;
	  src/bzflag/LocalPlayer.h, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/bzflag/RemotePlayer.cxx,&lt;br /&gt;
	  src/bzflag/ShotStatistics.cxx, src/bzflag/ShotStatistics.h: show&lt;br /&gt;
	  displays for the time between a players last shots and the&lt;br /&gt;
	  angular deviation&lt;br /&gt;
	  of the last shot from the tank&#039;s facing dir.&lt;br /&gt;
&lt;br /&gt;
2006-08-06 03:27  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/commands.cxx: revert the double-patch&lt;br /&gt;
&lt;br /&gt;
2006-08-06 03:15  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: update from HEAD, slew of changes&lt;br /&gt;
&lt;br /&gt;
2006-08-06 03:08  brlcad&lt;br /&gt;
&lt;br /&gt;
	* include/LagInfo.h, src/bzfs/commands.cxx, src/game/LagInfo.cxx:&lt;br /&gt;
	  oop, forgot to commit a few files. apply sf patch [ 1535237 ]&lt;br /&gt;
	  jitterkick for bzflag 2.0.8 from uso, a backport of Thomas&lt;br /&gt;
	  Stauer&#039;s (patch 1397967) work on a jitterdrop command (adding&lt;br /&gt;
	  respective cmdline options too)&lt;br /&gt;
&lt;br /&gt;
2006-08-06 02:49  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: ok so actualy USE the player&#039;s&lt;br /&gt;
	  position in Z for tank labels, not just his muzzle&lt;br /&gt;
	  height, cus it sucks when they jump&lt;br /&gt;
&lt;br /&gt;
2006-08-06 02:44  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.cxx, src/bzfs/CmdLineOptions.h,&lt;br /&gt;
	  src/bzfs/Permissions.cxx, src/bzfs/Permissions.h,&lt;br /&gt;
	  src/bzfs/bzfs.cxx, src/bzfs/commands.cxx: apply sf patch [&lt;br /&gt;
	  1535237 ] jitterkick for bzflag 2.0.8 from uso, a backport of&lt;br /&gt;
	  Thomas Stauer&#039;s (patch 1397967) work on a jitterdrop command&lt;br /&gt;
	  (adding respective cmdline options too)&lt;br /&gt;
&lt;br /&gt;
2006-08-06 02:39  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Player.cxx: doubles.. are sadly not floats&lt;br /&gt;
&lt;br /&gt;
2006-08-06 02:34  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: rogue semicolon&lt;br /&gt;
&lt;br /&gt;
2006-08-06 01:53  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: move the tank labels closer to the&lt;br /&gt;
	  top of the tanks, and show the speed on them if&lt;br /&gt;
	  we are observing and want vels.&lt;br /&gt;
&lt;br /&gt;
2006-08-06 00:57  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/PlayerState.h, src/bzflag/GUIOptionsMenu.cxx,&lt;br /&gt;
	  src/bzflag/HUDRenderer.cxx, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/common/PlayerState.cxx: add an option to&lt;br /&gt;
	  compute speeds based on positional updates and display them.&lt;br /&gt;
&lt;br /&gt;
2006-08-06 00:00  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: add a little space between the target&lt;br /&gt;
	  info and the team score&lt;br /&gt;
&lt;br /&gt;
2006-08-05 23:54  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: != != ==&lt;br /&gt;
&lt;br /&gt;
2006-08-05 23:52  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/ScoreboardRenderer.cxx,&lt;br /&gt;
	  src/bzflag/ScoreboardRenderer.h: add color coded&lt;br /&gt;
	  player speed info to the score list when extended observer info&lt;br /&gt;
	  is on&lt;br /&gt;
&lt;br /&gt;
2006-08-05 23:51  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/LocalPlayer.cxx, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h: put the max speed check in a function.&lt;br /&gt;
&lt;br /&gt;
2006-08-05 23:28  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: use white for spawn effects when color&lt;br /&gt;
	  blind&lt;br /&gt;
&lt;br /&gt;
2006-08-05 22:24  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi, src/bzflag/HUDRenderer.cxx,&lt;br /&gt;
	  src/bzflag/ScoreboardRenderer.cxx,&lt;br /&gt;
	  src/bzflag/ScoreboardRenderer.h: when extended observer info is&lt;br /&gt;
	  on, push the team score down so they don&#039;t overlap.&lt;br /&gt;
	  make the target info label be the minor font cus it was just way&lt;br /&gt;
	  too big.&lt;br /&gt;
&lt;br /&gt;
2006-08-05 22:07  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/c-ares/Makefile.am: not in this branch&lt;br /&gt;
&lt;br /&gt;
2006-08-05 22:05  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: spelling&lt;br /&gt;
&lt;br /&gt;
2006-08-05 20:03  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/AccessControlList.cxx, src/bzfs/AccessControlList.h:&lt;br /&gt;
	  merge uso&#039;s global banlist reload with local banlist fix from&lt;br /&gt;
	  HEAD to v2_0branch&lt;br /&gt;
&lt;br /&gt;
2006-08-05 19:46  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/GUIOptionsMenu.cxx, src/bzflag/bzflag.cxx,&lt;br /&gt;
	  src/bzflag/defaultBZDB.cxx: add menu item for extended observer&lt;br /&gt;
	  info in the gui menu&lt;br /&gt;
&lt;br /&gt;
2006-08-05 19:39  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: use the real size of the fonts drawn&lt;br /&gt;
	  to put our new info so they don&#039;t overlap&lt;br /&gt;
&lt;br /&gt;
2006-08-05 19:38  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/GuidedMissleStrategy.cxx,&lt;br /&gt;
	  src/bzflag/SegmentedShotStrategy.cxx: floats are not ints&lt;br /&gt;
&lt;br /&gt;
2006-08-05 18:53  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/bzflag.cxx,&lt;br /&gt;
	  src/bzflag/defaultBZDB.cxx: more info for observers&lt;br /&gt;
&lt;br /&gt;
2006-08-05 06:32  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, src/c-ares/Makefile.am, src/c-ares/ares.h,&lt;br /&gt;
	  src/c-ares/ares__get_hostent.c, src/c-ares/ares__read_line.c,&lt;br /&gt;
	  src/c-ares/ares_dns.h, src/c-ares/ares_expand_name.c,&lt;br /&gt;
	  src/c-ares/ares_expand_string.c, src/c-ares/ares_gethostbyaddr.c,&lt;br /&gt;
	  src/c-ares/ares_gethostbyname.c, src/c-ares/ares_init.c,&lt;br /&gt;
	  src/c-ares/ares_mkquery.c, src/c-ares/ares_parse_a_reply.c,&lt;br /&gt;
	  src/c-ares/ares_parse_ptr_reply.c, src/c-ares/ares_private.h,&lt;br /&gt;
	  src/c-ares/ares_process.c, src/c-ares/ares_query.c,&lt;br /&gt;
	  src/c-ares/ares_search.c, src/c-ares/ares_send.c,&lt;br /&gt;
	  src/c-ares/ares_version.c, src/c-ares/ares_version.h: resync&lt;br /&gt;
	  c-ares with HEAD (fixes vc8 warnings, arpa/nameser_compat.h&lt;br /&gt;
	  problems on bsds)&lt;br /&gt;
&lt;br /&gt;
2006-07-26 01:30  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/common/StateDatabase.cxx: don&#039;t try to return the top of the&lt;br /&gt;
	  stack if the stack is empty&lt;br /&gt;
&lt;br /&gt;
2006-07-25 23:57  lan56&lt;br /&gt;
&lt;br /&gt;
	* Dev-C++/bzflag.dev, Dev-C++/bzfs.dev: add BZDBLocal.cxx, remove&lt;br /&gt;
	  &amp;quot;date&amp;quot; subfolder from BZFS.dev&lt;br /&gt;
&lt;br /&gt;
2006-07-25 01:10  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/Permissions.cxx: silly standard template library&lt;br /&gt;
&lt;br /&gt;
2006-07-25 00:35  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/Permissions.cxx: stupid english language&lt;br /&gt;
&lt;br /&gt;
2006-07-25 00:33  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/ListServerConnection.cxx, src/bzfs/Permissions.cxx,&lt;br /&gt;
	  src/bzfs/bzfs.cxx, src/bzfs/bzfs.h: check for a hardcoded&lt;br /&gt;
	  DISCONECTED group for perms in times when the list server&lt;br /&gt;
	  connecton class says we had an error.&lt;br /&gt;
&lt;br /&gt;
2006-07-23 17:54  mmarshall_&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: Backported fix to update spawned and lag&lt;br /&gt;
	  attributes in bz_updatePlayerData.&lt;br /&gt;
&lt;br /&gt;
2006-07-22 22:28  mmarshall_&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: Added the ability for plugins to change the&lt;br /&gt;
	  killer in a PlayerDieEvent.&lt;br /&gt;
&lt;br /&gt;
2006-07-22 22:20  mmarshall_&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: Added shotID to&lt;br /&gt;
	  bz_PlayerDieEventData. (and a little ws)&lt;br /&gt;
&lt;br /&gt;
2006-07-20 01:26  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: expose the countdown and&lt;br /&gt;
	  game time stuff to the api&lt;br /&gt;
&lt;br /&gt;
2006-07-20 01:15  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/recordmatch/recordmatch.ncb: silly NCB, cvs is for kids.&lt;br /&gt;
&lt;br /&gt;
2006-07-20 01:14  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, plugins/recordmatch/recordmatch.cpp,&lt;br /&gt;
	  src/bzfs/bzfsAPI.cxx: backport the record stop function from 2.1&lt;br /&gt;
	  for saving recordings.&lt;br /&gt;
	  sendTextMessage wasn&#039;t converting the team right.&lt;br /&gt;
&lt;br /&gt;
2006-07-17 20:30  mmarshall_&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/WorldWeapons.cxx,&lt;br /&gt;
	  src/bzfs/WorldWeapons.h, src/bzfs/bzfsAPI.cxx: Backported WW GMs.&lt;br /&gt;
&lt;br /&gt;
2006-07-17 03:50  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/LocalPlayer.cxx, win32/VC8/bzflag.vcproj: teleporting&lt;br /&gt;
	  state fix, build bzdblocal for vc8&lt;br /&gt;
&lt;br /&gt;
2006-07-16 17:23  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/sound.cxx: save off the sample name in the sample&lt;br /&gt;
	  structure&lt;br /&gt;
&lt;br /&gt;
2006-07-16 07:04  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/common/cURLManager.cxx: fix crashes when downloading a&lt;br /&gt;
	  resource URL from the server ( sounds )&lt;br /&gt;
&lt;br /&gt;
2006-06-18 20:42  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* win32/VC71/common.vcproj: add the bzdblocal files&lt;br /&gt;
&lt;br /&gt;
2006-06-18 20:39  trepan&lt;br /&gt;
&lt;br /&gt;
	* src/common/BZDBLocal.cxx: class type already known&lt;br /&gt;
&lt;br /&gt;
2006-06-18 20:30  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/BZDBLocal.h: make it build on the windows.&lt;br /&gt;
&lt;br /&gt;
2006-06-17 12:28  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/BZDBCache.h, src/common/BZDBCache.cxx: - protect&lt;br /&gt;
	  BZDBCache data from outside writes&lt;br /&gt;
	  (there is one spot in RadarRenderer that might need a float cast,&lt;br /&gt;
	  I can&#039;t commit to that file right now)&lt;br /&gt;
	  - changed linedRadarShots and sizedRadarShots to floats&lt;br /&gt;
&lt;br /&gt;
2006-06-17 09:26  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/BZDBLocal.h, src/common/BZDBLocal.cxx: ease of use, add&lt;br /&gt;
	  persistence option&lt;br /&gt;
&lt;br /&gt;
2006-06-17 03:54  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/Makefile.am: BZDBLocal.h&lt;br /&gt;
&lt;br /&gt;
2006-06-17 03:53  trepan&lt;br /&gt;
&lt;br /&gt;
	* src/common/Makefile.am: BZDBLocal.cxx&lt;br /&gt;
&lt;br /&gt;
2006-06-17 03:49  trepan&lt;br /&gt;
&lt;br /&gt;
	* src/common/BZDBLocal.cxx: no assert.h&lt;br /&gt;
&lt;br /&gt;
2006-06-17 03:48  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/BZDBLocal.h, src/bzflag/bzflag.cxx,&lt;br /&gt;
	  src/common/BZDBLocal.cxx: playing around&lt;br /&gt;
&lt;br /&gt;
2006-06-06 18:48  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/MeshTransform.h, src/bzfs/CustomBox.cxx,&lt;br /&gt;
	  src/bzfs/CustomBox.h, src/bzfs/CustomPyramid.cxx,&lt;br /&gt;
	  src/bzfs/CustomPyramid.h: - boxes and pyramids are converter to&lt;br /&gt;
	  meshes if required&lt;br /&gt;
	  - allow leading face specification (x+,x-,y+,y-,z+,z-)&lt;br /&gt;
&lt;br /&gt;
2006-06-05 22:45  timriker&lt;br /&gt;
&lt;br /&gt;
	* debian/changelog.in: 2.0.8.20060603,5&lt;br /&gt;
&lt;br /&gt;
2006-06-05 22:44  timriker&lt;br /&gt;
&lt;br /&gt;
	* debian/buildsnap: no configure.in&lt;br /&gt;
&lt;br /&gt;
2006-06-05 19:29  timriker&lt;br /&gt;
&lt;br /&gt;
	* configure.ac: newer (read stupid) versions of autoconf need to&lt;br /&gt;
	  get evaled twice&lt;br /&gt;
&lt;br /&gt;
2006-06-03 22:50  trepan&lt;br /&gt;
&lt;br /&gt;
	* src/common/AccessList.cxx: unsigned glob tests&lt;br /&gt;
&lt;br /&gt;
2006-06-03 00:34  timriker&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, debian/rules: work around broken debian buildd&lt;br /&gt;
	  boxes that have ccache but cannot use it&lt;br /&gt;
&lt;br /&gt;
2006-06-03 00:32  timriker&lt;br /&gt;
&lt;br /&gt;
	* debian/changelog.in: 2.0.8 release history&lt;br /&gt;
&lt;br /&gt;
2006-05-29 16:42  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: show license&lt;br /&gt;
&lt;br /&gt;
2006-05-13 21:21  brlcad&lt;br /&gt;
&lt;br /&gt;
	* README: tagged, bump back up to 2.0.9&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=CommitList-2.0.9&amp;diff=3190</id>
		<title>CommitList-2.0.9</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=CommitList-2.0.9&amp;diff=3190"/>
		<updated>2007-09-05T17:41:12Z</updated>

		<summary type="html">&lt;p&gt;Ts: -adminlagannounce&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2007-09-05 16:50  t-s&lt;br /&gt;
&lt;br /&gt;
	include/LagInfo.h, src/bzfs/CmdLineOptions.cxx,&lt;br /&gt;
	  src/bzfs/CmdLineOptions.h, src/bzfs/bzfs.cxx,&lt;br /&gt;
	  src/game/LagInfo.cxx: Add -adminlagannounce for admins.&lt;br /&gt;
	  Useful for noticing people with &amp;gt; 1000ms quicker.&lt;br /&gt;
&lt;br /&gt;
2007-08-31 20:51  t-s&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/commands.cxx: Add /packetlosswarn and /packetlossdrop&lt;br /&gt;
&lt;br /&gt;
2007-08-31 08:21  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/sound.cxx: mono array should never be allocated, it is&lt;br /&gt;
	  always a pointer inside monoRaw&lt;br /&gt;
&lt;br /&gt;
2007-08-30 12:13  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/LocalPlayer.cxx: Refix speed check&lt;br /&gt;
&lt;br /&gt;
2007-08-30 00:34  atupone&lt;br /&gt;
&lt;br /&gt;
	* debian/rules: while [^ work for the bash shell [! should work for&lt;br /&gt;
	  all the posix on&lt;br /&gt;
&lt;br /&gt;
2007-08-28 21:53  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/LocalPlayer.cxx: Hopefully fix that speed check&lt;br /&gt;
	  behaviour&lt;br /&gt;
&lt;br /&gt;
2007-08-27 17:10  t-s&lt;br /&gt;
&lt;br /&gt;
	* include/LagInfo.h, man/bzfs.6.in, src/bzfs/CmdLineOptions.cxx,&lt;br /&gt;
	  src/bzfs/CmdLineOptions.h, src/bzfs/Permissions.cxx,&lt;br /&gt;
	  src/bzfs/Permissions.h, src/bzfs/bzfs.cxx, src/bzfs/commands.cxx,&lt;br /&gt;
	  src/game/LagInfo.cxx: backport packetlosskick from 2.1&lt;br /&gt;
&lt;br /&gt;
2007-08-27 05:58  macsforme&lt;br /&gt;
&lt;br /&gt;
	* plugins/rabbitTimer/rabbitTimer.cpp: Quell signed/unsigned int&lt;br /&gt;
	  comparison warning.&lt;br /&gt;
&lt;br /&gt;
2007-08-27 01:50  l4m3rthanyou&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: Whoops, someone forgot to set the &#039;time&#039;&lt;br /&gt;
	  member when calling bz_ePlayerDieEvent. Fixed.&lt;br /&gt;
&lt;br /&gt;
2007-08-27 01:35  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Well, tell in between that the word is&lt;br /&gt;
	  void.&lt;br /&gt;
&lt;br /&gt;
2007-08-27 01:33  L4m3rthanyou&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/newplug.sh,&lt;br /&gt;
	  plugins/rabbitTimer, plugins/rabbitTimer/Makefile.am,&lt;br /&gt;
	  plugins/rabbitTimer/README.txt,&lt;br /&gt;
	  plugins/rabbitTimer/rabbitTimer.cpp,&lt;br /&gt;
	  plugins/rabbitTimer/rabbitTimer.def,&lt;br /&gt;
	  plugins/rabbitTimer/rabbitTimer.sln,&lt;br /&gt;
	  plugins/rabbitTimer/rabbitTimer.vcproj: Add the rabbitTimer&lt;br /&gt;
	  plug-in&lt;br /&gt;
&lt;br /&gt;
2007-08-27 01:30  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Delete the world before creating a new&lt;br /&gt;
	  one. We can&#039;t live in two.&lt;br /&gt;
&lt;br /&gt;
2007-08-25 22:08  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/ListServerConnection.cxx, src/common/TextUtils.cxx,&lt;br /&gt;
	  src/game/ServerList.cxx, src/platform/SDLDisplay.cxx: Compliance&lt;br /&gt;
	  with gcc-4.2&lt;br /&gt;
&lt;br /&gt;
2007-08-24 19:11  t-s&lt;br /&gt;
&lt;br /&gt;
	* COPYING: Ooops, did not intend to change that file. Reverting&lt;br /&gt;
	  back to revision 11952&lt;br /&gt;
&lt;br /&gt;
2007-08-24 19:07  t-s&lt;br /&gt;
&lt;br /&gt;
	* COPYING, configure.ac, src/common/Makefile.am,&lt;br /&gt;
	  src/net/Makefile.am: Automake 1.6 does not seem to like some&lt;br /&gt;
	  options, taking those out for now :(&lt;br /&gt;
&lt;br /&gt;
2007-08-20 22:30  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Don&#039;t draw the HUD if the world is not&lt;br /&gt;
	  yet ready. Fix a segfault.&lt;br /&gt;
&lt;br /&gt;
2007-08-20 00:08  atupone&lt;br /&gt;
&lt;br /&gt;
	* Makefile.common, configure.ac: -Wno-deprecated is C++ only .&lt;br /&gt;
	  Fixed&lt;br /&gt;
&lt;br /&gt;
2007-08-19 22:02  atupone&lt;br /&gt;
&lt;br /&gt;
	* Makefile.common, configure.ac, src/common/Makefile.am,&lt;br /&gt;
	  src/net/Makefile.am: Do not play with CFLAGS and CXXFLAGS if they&lt;br /&gt;
	  are set by user&lt;br /&gt;
&lt;br /&gt;
2007-08-19 22:00  atupone&lt;br /&gt;
&lt;br /&gt;
	* man/Makefile.am: Distribute .in files&lt;br /&gt;
&lt;br /&gt;
2007-08-19 05:41  bryjen&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: unshadowed variable&lt;br /&gt;
&lt;br /&gt;
2007-08-18 13:22  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, m4/sdl.m4: Use the new API for AM_INIT_AUTOMAKE&lt;br /&gt;
	  AC_CANONICAL_TARGET is to build cross-factory.&lt;br /&gt;
	  Remove it, as we are not, and update sdl.m4 that was using it.&lt;br /&gt;
&lt;br /&gt;
2007-08-18 11:24  atupone&lt;br /&gt;
&lt;br /&gt;
	* Makefile.common, configure.ac: Moving X_CFLAGS to AM_CPPFLAGS&lt;br /&gt;
&lt;br /&gt;
2007-08-18 11:13  atupone&lt;br /&gt;
&lt;br /&gt;
	* data/Makefile.am, data/fonts/Makefile.am, data/l10n/Makefile.am:&lt;br /&gt;
	  Use automake way to install files in subdir&lt;br /&gt;
&lt;br /&gt;
2007-08-18 10:47  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, misc/Makefile.am: desktopdir setting belongs to&lt;br /&gt;
	  Makefile.am&lt;br /&gt;
&lt;br /&gt;
2007-08-18 10:26  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/3D/Makefile.am, src/date/Makefile.am,&lt;br /&gt;
	  src/geometry/Makefile.am, src/geometry/models/tank/Makefile.am,&lt;br /&gt;
	  src/net/Makefile.am, src/obstacle/Makefile.am,&lt;br /&gt;
	  src/ogl/Makefile.am, src/scene/Makefile.am: Inherit AM_CPPFLAGS&lt;br /&gt;
	  from Makefile.common&lt;br /&gt;
&lt;br /&gt;
2007-08-18 01:43  atupone&lt;br /&gt;
&lt;br /&gt;
	* Makefile.common, configure.ac, package/Makefile.am,&lt;br /&gt;
	  src/bzadmin/Makefile.am, src/bzflag/Makefile.am,&lt;br /&gt;
	  src/bzfs/Makefile.am, src/common/Makefile.am,&lt;br /&gt;
	  src/game/Makefile.am, src/mediafile/Makefile.am,&lt;br /&gt;
	  src/platform/Makefile.am: INSTALL_DATA_DIR == pkgdatadir,&lt;br /&gt;
	  overridable at make time&lt;br /&gt;
&lt;br /&gt;
2007-08-18 00:44  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, man/Makefile.am: Directory Variables should be used&lt;br /&gt;
	  only on Makefile&#039;s, otherwise&lt;br /&gt;
	  last minute changes (during make execution) do not work&lt;br /&gt;
&lt;br /&gt;
2007-08-18 00:20  atupone&lt;br /&gt;
&lt;br /&gt;
	* m4/Makefile.am, m4/mkdirp.m4, plugins/plugin_utils/Makefile.am:&lt;br /&gt;
	  mkdirp.m4 is overriding system file, and so make dist does not&lt;br /&gt;
	  work. Removing it.&lt;br /&gt;
	  Fixing make dist removing no existing files from EXTRA_DIST&lt;br /&gt;
&lt;br /&gt;
2007-08-15 20:10  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/NetHandler.h, src/bzfs/bzfs.cxx, src/game/NetHandler.cxx:&lt;br /&gt;
	  take out calls to world event manager from net handler&lt;br /&gt;
	  add a virtual callback system for network data logging&lt;br /&gt;
	  install a network data logger in BZFS that makes a copy of the&lt;br /&gt;
	  data and call the API events&lt;br /&gt;
&lt;br /&gt;
2007-08-14 04:28  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: use the API team type to&lt;br /&gt;
	  ensure proper type safety&lt;br /&gt;
&lt;br /&gt;
2007-08-13 22:08  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: stupid English&lt;br /&gt;
&lt;br /&gt;
2007-08-13 21:56  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: add notification&lt;br /&gt;
	  callbacks for when plug-in clip fields are changed&lt;br /&gt;
	  BZF_API bool bz_addClipFieldNotifyer ( const char *name,&lt;br /&gt;
	  bz_ClipFiledNotifer *cb );&lt;br /&gt;
	  BZF_API bool bz_removeClipFieldNotifyer ( const char *name,&lt;br /&gt;
	  bz_ClipFiledNotifer *cb );&lt;br /&gt;
	  use a field name of &amp;quot;&amp;quot; for notification of any field change.&lt;br /&gt;
&lt;br /&gt;
2007-08-12 18:04  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx, win32/VC71/bzadmin.vcproj,&lt;br /&gt;
	  win32/VC71/bzflag.vcproj, win32/VC71/bzfs.vcproj,&lt;br /&gt;
	  win32/VC71/common.vcproj, win32/VC71/game.vcproj: add&lt;br /&gt;
	  bz_eFlagResetEvent and associated data to inform a plug-in of&lt;br /&gt;
	  flag resets/spawns and let them override the spawn pos if needed.&lt;br /&gt;
	  API spelling and consistency fixes.&lt;br /&gt;
	  use the environ var LIBCURL for the VC71 project since we don&#039;t&lt;br /&gt;
	  have libcurl in the distro for this branch.&lt;br /&gt;
&lt;br /&gt;
2007-08-04 13:15  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/WeatherRenderer.cxx: Fix for warning about&lt;br /&gt;
	  &amp;quot;dereferencing type-punned pointer&amp;quot; - from gcc-4&lt;br /&gt;
&lt;br /&gt;
2007-08-04 12:47  atupone&lt;br /&gt;
&lt;br /&gt;
	* include/SceneRenderer.h, src/bzflag/SceneRenderer.cxx,&lt;br /&gt;
	  src/bzflag/daylight.cxx, src/bzflag/daylight.h: Fixes for warning&lt;br /&gt;
	  about &amp;quot;dereferencing type-punned pointer&amp;quot; - gcc4&lt;br /&gt;
&lt;br /&gt;
2007-08-04 01:14  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Roaming.cxx: Fix for warning &amp;quot;warning: &#039;j&#039; may be used&lt;br /&gt;
	  uninitialized&amp;quot; raised from gcc-4&lt;br /&gt;
&lt;br /&gt;
2007-08-04 01:07  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/platform/EvdevJoystick.cxx: Fix for warning &amp;quot;dereferencing&lt;br /&gt;
	  type-punned pointer&amp;quot; from gcc-4&lt;br /&gt;
&lt;br /&gt;
2007-08-02 23:32  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* src/game/BzMaterial.cxx: when adding an alias to a material, make&lt;br /&gt;
	  sure it&#039;s a NEW alias so we don&#039;t keep building up a huge list of&lt;br /&gt;
	  strings.&lt;br /&gt;
&lt;br /&gt;
2007-07-15 20:49  Chestal&lt;br /&gt;
&lt;br /&gt;
	* BUGS: (hopefully) fixed high fps problem&lt;br /&gt;
&lt;br /&gt;
2007-07-15 20:24  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/BaseLocalPlayer.cxx: try to fix the speeding problem&lt;br /&gt;
	  at extremely high fps by skipping the update of the local tank&lt;br /&gt;
	  position until 1ms has passed&lt;br /&gt;
&lt;br /&gt;
2007-07-15 19:17  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: display apparent velocity in observer&lt;br /&gt;
	  info as a maximum for each 0.5s time interval, making it easier&lt;br /&gt;
	  to spot abnormal values&lt;br /&gt;
&lt;br /&gt;
2007-07-15 19:16  Chestal&lt;br /&gt;
&lt;br /&gt;
	* include/PlayerState.h, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/bzflag/RemotePlayer.cxx,&lt;br /&gt;
	  src/common/PlayerState.cxx: Change the calculation of the&lt;br /&gt;
	  apparent velocity of players. It is now done&lt;br /&gt;
	  on each call to setDeadReckoning() instead on each position&lt;br /&gt;
	  update (which&lt;br /&gt;
	  happens every frame based on local dead reckoning calcs).&lt;br /&gt;
	  Basically av =&lt;br /&gt;
	  dx/dt, where dt is calculated based on the timestamps in the&lt;br /&gt;
	  MsgPlayerUpdate&lt;br /&gt;
	  packets. This means that the value is not subject to jitter.&lt;br /&gt;
	  Thus, if it&lt;br /&gt;
	  exceeds the maximum speed, the player is cheating or e.g.&lt;br /&gt;
	  suffering from the&lt;br /&gt;
	  high fps bug.&lt;br /&gt;
&lt;br /&gt;
2007-07-15 17:28  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/LocalPlayer.cxx,&lt;br /&gt;
	  src/bzflag/Player.cxx, src/bzflag/playing.cxx: prefer getTick()&lt;br /&gt;
	  over getCurrent() where appropriate&lt;br /&gt;
&lt;br /&gt;
2007-07-15 16:36  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: whitespace&lt;br /&gt;
&lt;br /&gt;
2007-07-15 16:32  Chestal&lt;br /&gt;
&lt;br /&gt;
	* include/PlayerState.h, src/bzflag/HUDRenderer.cxx,&lt;br /&gt;
	  src/bzflag/Player.cxx, src/bzflag/Player.h,&lt;br /&gt;
	  src/common/PlayerState.cxx: spelling and whitespace&lt;br /&gt;
&lt;br /&gt;
2007-07-11 00:20  blast007&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp, src/bzfs/Makefile.am: fix LDFLAGS&lt;br /&gt;
	  for bzfs, update master list URL for torBlock, add debug message&lt;br /&gt;
	  for torBlock&lt;br /&gt;
&lt;br /&gt;
2007-06-30 17:24  t-s&lt;br /&gt;
&lt;br /&gt;
	* include/MeshObstacle.h, src/bzflag/RadarRenderer.cxx: Use the&lt;br /&gt;
	  mesh position and heigth to render colour in radar rather than&lt;br /&gt;
	  using face position and heigth&lt;br /&gt;
&lt;br /&gt;
2007-06-28 22:44  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, m4/Makefile.am, m4/curl.m4, m4/libcurl.m4,&lt;br /&gt;
	  src/bzadmin/Makefile.am, src/bzflag/Makefile.am,&lt;br /&gt;
	  src/bzfs/Makefile.am, src/common/Makefile.am,&lt;br /&gt;
	  src/game/Makefile.am: Upgrading curl.m4 to libcurl.m4. Dependency&lt;br /&gt;
	  on bc removed :)&lt;br /&gt;
&lt;br /&gt;
2007-06-28 22:39  atupone&lt;br /&gt;
&lt;br /&gt;
	* plugins/regFlag: Ignoring Makefile.in&lt;br /&gt;
&lt;br /&gt;
2007-06-27 15:08  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/regFlag,&lt;br /&gt;
	  plugins/regFlag/Makefile.am, plugins/regFlag/README.txt,&lt;br /&gt;
	  plugins/regFlag/regFlag.cpp, plugins/regFlag/regFlag.def,&lt;br /&gt;
	  plugins/regFlag/regFlag.sln, plugins/regFlag/regFlag.vcproj: Add&lt;br /&gt;
	  regFlag plugin&lt;br /&gt;
	  &lt;br /&gt;
	  This plugin drops player flags if the player is not registered&lt;br /&gt;
	  and&lt;br /&gt;
	  displays a message to the player.&lt;br /&gt;
&lt;br /&gt;
2007-06-27 15:08  bthansen&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: Populate all data items for the&lt;br /&gt;
	  bz_eFlagGrabbedEvent&lt;br /&gt;
	  &lt;br /&gt;
	  playerID and position data was not set.&lt;br /&gt;
&lt;br /&gt;
2007-06-27 15:08  bthansen&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h: Fix typos on parameter names&lt;br /&gt;
	  &lt;br /&gt;
	  playeID -&amp;gt; playerID&lt;br /&gt;
&lt;br /&gt;
2007-06-03 07:40  Chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: only report server as empty to list server&lt;br /&gt;
	  when in case of gameover when it is a traditional timed game&lt;br /&gt;
&lt;br /&gt;
2007-05-19 20:49  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/common/StateDatabase.cxx: better yet, just throw out the&lt;br /&gt;
	  extra right paren&lt;br /&gt;
&lt;br /&gt;
2007-05-19 20:17  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/common/StateDatabase.cxx: eval expressions with mismatched&lt;br /&gt;
	  right parens as zero (i.e. &amp;quot;;)&amp;quot;, &amp;quot;0\n&amp;quot;);&amp;quot;, etc, )&lt;br /&gt;
&lt;br /&gt;
2007-05-16 14:38  blast007&lt;br /&gt;
&lt;br /&gt;
	* src/common/cURLManager.cxx: Unbork cURLManager&lt;br /&gt;
&lt;br /&gt;
2007-05-14 22:34  blast007&lt;br /&gt;
&lt;br /&gt;
	* plugins/Phoenix/Phoenix.cpp, plugins/keepaway/keepaway.cpp,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.cpp,&lt;br /&gt;
	  plugins/torBlock/torBlock.cpp, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/common/cURLManager.cxx: Grab the cURL memory leak fixes from&lt;br /&gt;
	  trunk, fix a few warnings&lt;br /&gt;
&lt;br /&gt;
2007-04-27 23:14  atupone&lt;br /&gt;
&lt;br /&gt;
	* ., BZFlag.xcode, Dev-C++, configure.ac, data, data/fonts,&lt;br /&gt;
	  data/l10n, debian, doc, doc/faq, doc/guide, doc/guide/Commands,&lt;br /&gt;
	  doc/guide/Flags, doc/guide/Geometry, doc/guide/Installation,&lt;br /&gt;
	  doc/guide/Tactics, doc/howto, doc/man, include, m4, man, misc,&lt;br /&gt;
	  package, package/irix, package/linux, package/rpm, package/win32,&lt;br /&gt;
	  package/win32/nsis, plugins, plugins/HoldTheFlag,&lt;br /&gt;
	  plugins/Phoenix, plugins/RogueGenocide, plugins/SAMPLE_PLUGIN,&lt;br /&gt;
	  plugins/airspawn, plugins/chathistory, plugins/doc,&lt;br /&gt;
	  plugins/flagStay, plugins/hiddenAdmin, plugins/keepaway,&lt;br /&gt;
	  plugins/killall, plugins/koth, plugins/logDetail,&lt;br /&gt;
	  plugins/nagware, plugins/playHistoryTracker,&lt;br /&gt;
	  plugins/plugin_utils, plugins/python, plugins/recordmatch,&lt;br /&gt;
	  plugins/serverControl, plugins/shockwaveDeath,&lt;br /&gt;
	  plugins/teamflagreset, plugins/timedctf, plugins/torBlock,&lt;br /&gt;
	  plugins/vc71, plugins/vocaliser, plugins/wwzones, src, src/3D,&lt;br /&gt;
	  src/bzadmin, src/bzflag, src/bzfs, src/c-ares, src/common,&lt;br /&gt;
	  src/date, src/game, src/geometry, src/geometry/models,&lt;br /&gt;
	  src/geometry/models/tank, src/mediafile, src/net, src/obstacle,&lt;br /&gt;
	  src/ogl, src/platform, src/platform/MacOSX, src/regex, src/scene,&lt;br /&gt;
	  src/zlib, tools, tools/TextTool-W32, tools/TextTool-W32/res,&lt;br /&gt;
	  tools/bzwtransform, tools/modeltool, tools/modeltool/vc71, win32,&lt;br /&gt;
	  win32/VC71, win32/VC8: Removed deprecated AC_PROG_RANLIB&lt;br /&gt;
	  Ignored presence of Makefile.in&lt;br /&gt;
&lt;br /&gt;
2007-04-27 06:21  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.h, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/game/PlayerInfo.cxx, src/game/ServerList.cxx,&lt;br /&gt;
	  src/game/ServerListCache.cxx: Removing compilation warning&lt;br /&gt;
&lt;br /&gt;
2007-04-24 17:06  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* src/game/PlayerInfo.cxx: init the team to a valid value ( from&lt;br /&gt;
	  trunk rev 14112)&lt;br /&gt;
&lt;br /&gt;
2007-04-17 02:26  bryjen&lt;br /&gt;
&lt;br /&gt;
	* include/StateDatabase.h, src/bzfs/bzfs.cxx,&lt;br /&gt;
	  src/common/StateDatabase.cxx, src/common/global.cxx: change&lt;br /&gt;
	  _forceSpeedChecksToLog to _speedChecksLogOnly and make it really&lt;br /&gt;
	  work&lt;br /&gt;
&lt;br /&gt;
2007-04-16 01:49  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: force speed checks to log only if&lt;br /&gt;
	  _forceSpeedChecksToLog is set&lt;br /&gt;
&lt;br /&gt;
2007-04-15 20:57  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/Phoenix/Phoenix.cpp: clear the lastDeaded list on a cap&lt;br /&gt;
	  so everyone&#039;s next spawn is normal.&lt;br /&gt;
&lt;br /&gt;
2007-04-15 20:32  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/Phoenix,&lt;br /&gt;
	  plugins/Phoenix/Makefile.am, plugins/Phoenix/Phoenix.cpp,&lt;br /&gt;
	  plugins/Phoenix/Phoenix.def, plugins/Phoenix/Phoenix.sln,&lt;br /&gt;
	  plugins/Phoenix/Phoenix.vcproj, plugins/Phoenix/README.txt: add&lt;br /&gt;
	  Phoenix plug-in that makes you spawn where you die, may be useful&lt;br /&gt;
	  for race type servers, just don&#039;t die on a phydriv&lt;br /&gt;
&lt;br /&gt;
2007-04-14 04:18  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi: bump to 9 cus I dunno&lt;br /&gt;
&lt;br /&gt;
2007-04-03 07:29  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ComposeDefaultKey.h, src/bzfs/Permissions.h: prep for&lt;br /&gt;
	  gcc 4.3&lt;br /&gt;
&lt;br /&gt;
2007-04-02 20:26  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h: leftovers from DEV during the backport.&lt;br /&gt;
&lt;br /&gt;
2007-04-02 17:15  JeffM2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: backport API events for&lt;br /&gt;
	  flag grab and drop&lt;br /&gt;
&lt;br /&gt;
2007-03-29 15:52  t-s&lt;br /&gt;
&lt;br /&gt;
	* AUTHORS: Fix my entry in the AUTHOR file (aka svn test)&lt;br /&gt;
&lt;br /&gt;
2007-03-26 17:45  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: make it actualy compile in 2.0.x&lt;br /&gt;
&lt;br /&gt;
2007-03-26 17:36  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: expose URL encode for&lt;br /&gt;
	  ease of use.&lt;br /&gt;
&lt;br /&gt;
2007-03-26 04:14  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: mis-edit? patch from Petr Gajdos&lt;br /&gt;
	  &amp;lt;pgajdos@suse.cz&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2007-03-20 18:05  chestal&lt;br /&gt;
&lt;br /&gt;
	* include/ServerItem.h, include/ServerList.h,&lt;br /&gt;
	  include/ServerListCache.h, src/bzflag/ServerMenu.cxx,&lt;br /&gt;
	  src/bzflag/ServerMenu.h, src/game/ServerItem.cxx,&lt;br /&gt;
	  src/game/ServerList.cxx, src/game/ServerListCache.cxx: Allow the&lt;br /&gt;
	  user to mark servers as &#039;favorites&#039; in the server list and limit&lt;br /&gt;
	  the view&lt;br /&gt;
	  to the marked servers only.&lt;br /&gt;
	  &lt;br /&gt;
	  - the favorite flag is stored in the server cache file which is&lt;br /&gt;
	  in a simple binary&lt;br /&gt;
	  format, in order to avoid format conflicts the new cache file&lt;br /&gt;
	  adds a &#039;_1&#039;&lt;br /&gt;
	  subrevision tag: BZFS0026_1-Servers.bzs&lt;br /&gt;
	  &lt;br /&gt;
	  - currently there is no way to add/display favorites which are&lt;br /&gt;
	  not in the&lt;br /&gt;
	  public server list&lt;br /&gt;
&lt;br /&gt;
2007-03-20 17:44  menotume&lt;br /&gt;
&lt;br /&gt;
	* src/platform/SDLMedia.cxx, src/platform/SDLMedia.h: Move tupy&#039;s&lt;br /&gt;
	  SDL sample rate fix to 2.0&lt;br /&gt;
&lt;br /&gt;
2007-03-14 21:22  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/plugin_utils/PluginConfig.cpp,&lt;br /&gt;
	  plugins/plugin_utils/PluginConfig.h: Make section and key names&lt;br /&gt;
	  ignore case&lt;br /&gt;
	  Add some usage documentation to the header file&lt;br /&gt;
&lt;br /&gt;
2007-03-06 22:09  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* win32/VC71/bzadmin.vcproj: use the BUILDING_BZADMIN define so we&lt;br /&gt;
	  don&#039;t get stuff we don&#039;t need.&lt;br /&gt;
&lt;br /&gt;
2007-02-28 22:32  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/commands.cxx: set the correct threshold&lt;br /&gt;
&lt;br /&gt;
2007-02-27 03:01  blast007&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.cxx: typo&lt;br /&gt;
&lt;br /&gt;
2007-02-26 09:06  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: minor update from head&lt;br /&gt;
&lt;br /&gt;
2007-02-26 08:58  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: merge from HEAD, this branch actually uses the old&lt;br /&gt;
	  AC_INIT syntax&lt;br /&gt;
&lt;br /&gt;
2007-02-26 05:15  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: merge from head, updates supporting recursive&lt;br /&gt;
	  configures and optional autotools&lt;br /&gt;
&lt;br /&gt;
2007-02-26 04:43  brlcad&lt;br /&gt;
&lt;br /&gt;
	* plugins/SAMPLE_PLUGIN/Makefile.am: copy typo, should say&lt;br /&gt;
	  SAMPLE_PLUGIN&lt;br /&gt;
&lt;br /&gt;
2007-02-25 22:26  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/logDetail/logDetail.cpp: Add bzID and server status&lt;br /&gt;
&lt;br /&gt;
2007-02-25 16:10  bthansen&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: Add bzID to the plugin&lt;br /&gt;
	  player record and bump the API version number&lt;br /&gt;
&lt;br /&gt;
2007-02-25 15:51  bthansen&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: Add&lt;br /&gt;
	  bz_eFlagTransferredEvent to intercept thief steals&lt;br /&gt;
&lt;br /&gt;
2007-02-25 15:48  bthansen&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.cxx, src/bzfs/CmdLineOptions.h,&lt;br /&gt;
	  src/bzfs/bzfs.cxx: Add -tkannounce option to announce team kills&lt;br /&gt;
	  on the admin channel&lt;br /&gt;
&lt;br /&gt;
2007-02-25 02:00  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/serverControl/serverControl.cpp: Fix plugin_utils header&lt;br /&gt;
&lt;br /&gt;
2007-02-25 01:52  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac: libtool 1.5 has a bug where it (erroneously) uses&lt;br /&gt;
	  the -all_load linker option on mac os x when linking certain&lt;br /&gt;
	  library types together (usually linking in a noinst library)&lt;br /&gt;
	  resulting in various gcc_s gcc internal multiple symbol errors.&lt;br /&gt;
	  this change basically strips the -all_load option from the output&lt;br /&gt;
	  libtool script if it is found.&lt;br /&gt;
&lt;br /&gt;
2007-02-25 01:51  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am,&lt;br /&gt;
	  plugins/SAMPLE_PLUGIN/Makefile.am,&lt;br /&gt;
	  plugins/SAMPLE_PLUGIN/SAMPLE_PLUGIN.cpp,&lt;br /&gt;
	  plugins/serverControl/Makefile.am: Build serverControl plugin&lt;br /&gt;
	  Sort plugins to build alphabetically&lt;br /&gt;
	  Fix link library path for plugin_utils&lt;br /&gt;
&lt;br /&gt;
2007-02-25 01:02  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/serverControl/Makefile.am,&lt;br /&gt;
	  plugins/serverControl/README.txt,&lt;br /&gt;
	  plugins/serverControl/plugins.cfg,&lt;br /&gt;
	  plugins/serverControl/serverControl.cpp,&lt;br /&gt;
	  plugins/serverControl/serverControl.def,&lt;br /&gt;
	  plugins/serverControl/serverControl.sln,&lt;br /&gt;
	  plugins/serverControl/serverControl.vcproj: Add serverControl&lt;br /&gt;
	  plugin&lt;br /&gt;
&lt;br /&gt;
2007-02-25 00:59  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/plugin_utils/Makefile.am,&lt;br /&gt;
	  plugins/plugin_utils/PluginConfig.cpp,&lt;br /&gt;
	  plugins/plugin_utils/PluginConfig.h,&lt;br /&gt;
	  plugins/plugin_utils/plugin_utils.cpp,&lt;br /&gt;
	  plugins/plugin_utils/plugin_utils.h: Add plugin_utils&lt;br /&gt;
&lt;br /&gt;
2007-02-23 22:57  &lt;br /&gt;
&lt;br /&gt;
	* plugins/plugin_utils, plugins/plugin_utils/VC71,&lt;br /&gt;
	  plugins/serverControl: This commit was manufactured by cvs2svn to&lt;br /&gt;
	  create branch &#039;v2_0branch&#039;.&lt;br /&gt;
&lt;br /&gt;
2007-02-22 20:20  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: update from head so autogen.sh will parse automake&lt;br /&gt;
	  1.10 among a variety of other improvements&lt;br /&gt;
&lt;br /&gt;
2007-02-19 15:28  chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.cxx: erroneous ]&lt;br /&gt;
&lt;br /&gt;
2007-02-19 03:37  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/chathistory/chathistory.cpp: /last not /list&lt;br /&gt;
&lt;br /&gt;
2007-02-18 21:38  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/logDetail/logDetail.cpp: Fix class names to follow the&lt;br /&gt;
	  naming convention&lt;br /&gt;
&lt;br /&gt;
2007-02-15 22:18  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ServerMenu.cxx: Uninitialized variable&lt;br /&gt;
&lt;br /&gt;
2007-02-11 02:19  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/README.txt, plugins/keepaway/keepaway.cpp,&lt;br /&gt;
	  plugins/keepaway/keepaway_admin.txt: Add optional flag reset&lt;br /&gt;
	  after successful keepaway&lt;br /&gt;
&lt;br /&gt;
2007-02-09 18:18  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: false ! FALSE, this aint&#039; a big BOOL.&lt;br /&gt;
&lt;br /&gt;
2007-02-09 01:54  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API calls to reset bzdb&lt;br /&gt;
	  variables.&lt;br /&gt;
&lt;br /&gt;
2007-02-09 00:07  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx, src/bzfs/bzfsAPI.cxx: add&lt;br /&gt;
	  pause state to the paused event.&lt;br /&gt;
	  API call to get the player pause state.&lt;br /&gt;
&lt;br /&gt;
2007-02-08 03:18  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/teamflagreset/tfr_admin.txt: Add admin help file missed&lt;br /&gt;
	  in last commit&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:48  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/wwzones/README.txt, plugins/wwzones/wwzones.cpp: *&lt;br /&gt;
	  wwzoneinfo class defined for plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:46  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/timedctf/README.txt, plugins/timedctf/timedctf.cpp,&lt;br /&gt;
	  plugins/timedctf/timedctf_admin.txt,&lt;br /&gt;
	  plugins/timedctf/timedctf_rules.txt: * tctf class defined for&lt;br /&gt;
	  plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
	  * Added ability to enable/disable sounds.&lt;br /&gt;
	  * Added 20 second warning.&lt;br /&gt;
	  * Shortened admin commands for timedctf to &amp;quot;tctfon&amp;quot;, &amp;quot;tctfoff&amp;quot;,&lt;br /&gt;
	  etc.&lt;br /&gt;
	  * Added help files for timedctf plugin (timedctf_admin.txt &amp;amp;&lt;br /&gt;
	  timedctf_rules.txt).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:43  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/teamflagreset/README.txt,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.cpp: * tfr class defined for&lt;br /&gt;
	  plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
	  * Shortened admin commands to &amp;quot;tfron&amp;quot;, &amp;quot;tfroff&amp;quot;, etc.&lt;br /&gt;
	  * Added help file (tfr_admin.txt).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:41  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/README.txt, plugins/keepaway/keepaway.cpp: *&lt;br /&gt;
	  keepaway class defined for plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 02:38  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/koth/README.txt, plugins/koth/koth.cpp: * koth class&lt;br /&gt;
	  defined for plugin&#039;s common variables.&lt;br /&gt;
	  * Removed references to version (handled by CVS now).&lt;br /&gt;
	  * Updated README file (removed version comments and no .zip files&lt;br /&gt;
	  attached).&lt;br /&gt;
&lt;br /&gt;
2007-02-08 00:57  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/BanCommands.cxx, src/bzfs/bzfs.cxx,&lt;br /&gt;
	  src/bzfs/bzfs.h, src/bzfs/bzfsAPI.cxx, src/bzfs/commands.cxx: add&lt;br /&gt;
	  API calls to reload bans, and other files.&lt;br /&gt;
	  make masterban reloads be async.&lt;br /&gt;
&lt;br /&gt;
2007-02-02 22:40  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/common/StateDatabase.cxx: return NaN from eval if the value&lt;br /&gt;
	  stored in an item has no lenght.&lt;br /&gt;
&lt;br /&gt;
2007-02-02 19:07  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: API event for shot ends&lt;br /&gt;
&lt;br /&gt;
2007-02-02 03:32  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/koth/koth.cpp: Cleanup redundant code&lt;br /&gt;
&lt;br /&gt;
2007-02-02 00:40  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API command to move a&lt;br /&gt;
	  flag ( reset it and set it&#039;s spawn point ).&lt;br /&gt;
&lt;br /&gt;
2007-01-31 23:06  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/LagInfo.h, include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/game/LagInfo.cxx: add API exposure for lag, jitter, and&lt;br /&gt;
	  packetloss&lt;br /&gt;
&lt;br /&gt;
2007-01-31 00:46  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/README.txt, plugins/keepaway/keepaway_admin.txt,&lt;br /&gt;
	  plugins/keepaway/keepaway_rules.txt, plugins/koth/README.txt,&lt;br /&gt;
	  plugins/koth/koth_admin.txt, plugins/koth/koth_rules.txt,&lt;br /&gt;
	  plugins/teamflagreset/README.txt, plugins/timedctf/README.txt,&lt;br /&gt;
	  plugins/timedctf/timedctf_admin.txt,&lt;br /&gt;
	  plugins/timedctf/timedctf_rules.txt, plugins/wwzones/README.txt:&lt;br /&gt;
	  More ws - fix CRLF line endings&lt;br /&gt;
&lt;br /&gt;
2007-01-31 00:36  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/keepaway.cpp: Cleanup - remove redundant code&lt;br /&gt;
&lt;br /&gt;
2007-01-31 00:28  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/keepaway.cpp, plugins/koth/koth.cpp,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.cpp,&lt;br /&gt;
	  plugins/timedctf/timedctf.cpp, plugins/wwzones/wwzones.cpp: Fix&lt;br /&gt;
	  ws - remove CRLF line endings&lt;br /&gt;
&lt;br /&gt;
2007-01-31 00:19  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/keepaway/Makefile.in, plugins/koth/Makefile.in,&lt;br /&gt;
	  plugins/teamflagreset/Makefile.in, plugins/timedctf/Makefile.in,&lt;br /&gt;
	  plugins/wwzones/Makefile.in: Oops Makefile.in files aren&#039;t&lt;br /&gt;
	  supposed to be under source control&lt;br /&gt;
&lt;br /&gt;
2007-01-30 00:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/koth,&lt;br /&gt;
	  plugins/koth/Makefile.am, plugins/koth/Makefile.in,&lt;br /&gt;
	  plugins/koth/README.txt, plugins/koth/koth.cpp,&lt;br /&gt;
	  plugins/koth/koth.def, plugins/koth/koth.sln,&lt;br /&gt;
	  plugins/koth/koth.vcproj, plugins/koth/koth_admin.txt,&lt;br /&gt;
	  plugins/koth/koth_rules.txt: Add koth plugin by LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-30 00:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/timedctf,&lt;br /&gt;
	  plugins/timedctf/Makefile.am, plugins/timedctf/Makefile.in,&lt;br /&gt;
	  plugins/timedctf/README.txt, plugins/timedctf/timedctf.cpp,&lt;br /&gt;
	  plugins/timedctf/timedctf.def, plugins/timedctf/timedctf.sln,&lt;br /&gt;
	  plugins/timedctf/timedctf.vcproj,&lt;br /&gt;
	  plugins/timedctf/timedctf_admin.txt,&lt;br /&gt;
	  plugins/timedctf/timedctf_rules.txt: Add timedctf plugin by&lt;br /&gt;
	  LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-30 00:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/teamflagreset,&lt;br /&gt;
	  plugins/teamflagreset/Makefile.am,&lt;br /&gt;
	  plugins/teamflagreset/Makefile.in,&lt;br /&gt;
	  plugins/teamflagreset/README.txt,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.cpp,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.def,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.sln,&lt;br /&gt;
	  plugins/teamflagreset/teamflagreset.vcproj: Add teamflagreset&lt;br /&gt;
	  plugin by LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-30 00:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/keepaway,&lt;br /&gt;
	  plugins/keepaway/Makefile.am, plugins/keepaway/Makefile.in,&lt;br /&gt;
	  plugins/keepaway/README.txt, plugins/keepaway/keepaway.cpp,&lt;br /&gt;
	  plugins/keepaway/keepaway.def, plugins/keepaway/keepaway.sln,&lt;br /&gt;
	  plugins/keepaway/keepaway.vcproj,&lt;br /&gt;
	  plugins/keepaway/keepaway_admin.txt,&lt;br /&gt;
	  plugins/keepaway/keepaway_rules.txt: Add keepaway plugin by&lt;br /&gt;
	  LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-29 23:59  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/wwzones,&lt;br /&gt;
	  plugins/wwzones/Makefile.am, plugins/wwzones/Makefile.in,&lt;br /&gt;
	  plugins/wwzones/README.txt, plugins/wwzones/wwzones.cpp,&lt;br /&gt;
	  plugins/wwzones/wwzones.def, plugins/wwzones/wwzones.sln,&lt;br /&gt;
	  plugins/wwzones/wwzones.vcproj: Add wwzones plugin by LouMan&lt;br /&gt;
&lt;br /&gt;
2007-01-26 21:17  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h: whatever a Cogmmand is, we don&#039;t need them, we&lt;br /&gt;
	  only serve Commands here.&lt;br /&gt;
&lt;br /&gt;
2007-01-26 19:40  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx, src/bzfs/bzfs.h,&lt;br /&gt;
	  src/bzfs/bzfsAPI.cxx: API calls for doing a server reset ( kick&lt;br /&gt;
	  everyone and reload the map ), leting the API define the next map&lt;br /&gt;
	  to load, and manage the world cache files and URLs&lt;br /&gt;
&lt;br /&gt;
2007-01-26 01:42  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API function to get the&lt;br /&gt;
	  playe limits for each team.&lt;br /&gt;
&lt;br /&gt;
2007-01-26 00:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API functions to get&lt;br /&gt;
	  info about flags.&lt;br /&gt;
&lt;br /&gt;
2007-01-11 17:47  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: don&#039;t use the word&lt;br /&gt;
	  &amp;quot;time&amp;quot; for variables, something else somewhere uses it.&lt;br /&gt;
&lt;br /&gt;
2007-01-08 17:45  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API call to get the&lt;br /&gt;
	  current game mode&lt;br /&gt;
&lt;br /&gt;
2006-12-28 00:21  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/newplug.sh: Rename the missing file in .deps too&lt;br /&gt;
&lt;br /&gt;
2006-12-26 21:01  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/common/PositionTracker.cxx: Remove a compilation warning and&lt;br /&gt;
	  an unused file&lt;br /&gt;
&lt;br /&gt;
2006-12-22 20:30  atupone&lt;br /&gt;
&lt;br /&gt;
	* src/net/Pack.cxx: Backport fix for gcc-4 to 2.0 branch&lt;br /&gt;
&lt;br /&gt;
2006-12-21 03:56  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/clientCommands.cxx: don&#039;t iconify if we are not&lt;br /&gt;
	  minimising.&lt;br /&gt;
&lt;br /&gt;
2006-12-21 03:17  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/platform/WinDisplay.cxx: super cheap hack to prevent the&lt;br /&gt;
	  window from minimising when the client loses focus. add set&lt;br /&gt;
	  Win32NoMin 1 to the config to enable. helps with debugin&lt;br /&gt;
&lt;br /&gt;
2006-12-21 03:10  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: get the URL every hour, not every&lt;br /&gt;
	  min.&lt;br /&gt;
&lt;br /&gt;
2006-12-21 03:09  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: parse the line, not the file&lt;br /&gt;
	  again.&lt;br /&gt;
&lt;br /&gt;
2006-12-21 02:56  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: handle URL data that comes back in&lt;br /&gt;
	  more then one chunk&lt;br /&gt;
&lt;br /&gt;
2006-12-21 02:43  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: use /torlist to list the parsed&lt;br /&gt;
	  banable IPs&lt;br /&gt;
&lt;br /&gt;
2006-12-21 02:38  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/torBlock/torBlock.cpp: warning quell&lt;br /&gt;
&lt;br /&gt;
2006-12-21 02:30  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am, plugins/torBlock,&lt;br /&gt;
	  plugins/torBlock/Makefile.am, plugins/torBlock/README.txt,&lt;br /&gt;
	  plugins/torBlock/torBlock.cpp, plugins/torBlock/torBlock.def,&lt;br /&gt;
	  plugins/torBlock/torBlock.sln, plugins/torBlock/torBlock.vcproj:&lt;br /&gt;
	  experimental plugin to block tor users from a server&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:53  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: oops&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:52  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/chathistory/chathistory.cpp, src/bzflag/playing.cxx,&lt;br /&gt;
	  src/bzfs/bzfs.cxx: no distance checks for autopilots ( for now )&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:40  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: add a fudge for minimum time delta.&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:36  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: only dist check alive people&lt;br /&gt;
&lt;br /&gt;
2006-12-21 01:34  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: log out the distances during movement checks,&lt;br /&gt;
	  NOT the unset speeds&lt;br /&gt;
&lt;br /&gt;
2006-12-21 00:22  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: and more messages&lt;br /&gt;
&lt;br /&gt;
2006-12-21 00:13  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: don&#039;t forgets the UDP&lt;br /&gt;
&lt;br /&gt;
2006-12-20 23:59  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: more stuff to allow before MsgEnter&lt;br /&gt;
&lt;br /&gt;
2006-12-20 23:43  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/PlayerInfo.h, src/bzfs/bzfs.cxx, src/game/PlayerInfo.cxx:&lt;br /&gt;
	  block out messages from users before a MsgEnter&lt;br /&gt;
&lt;br /&gt;
2006-12-17 21:05  atupone&lt;br /&gt;
&lt;br /&gt;
	* configure.ac: Removing -Wshadow for optimized build with gcc: is&lt;br /&gt;
	  generating fake warning&lt;br /&gt;
&lt;br /&gt;
2006-12-07 05:21  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/SDLDisplay.cxx: test commit, commented means to get&lt;br /&gt;
	  vsync on os x provided by snick&lt;br /&gt;
&lt;br /&gt;
2006-12-06 06:01  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/WorldEventManager.cxx: faster out if there are no events&lt;br /&gt;
	  reged for the call&lt;br /&gt;
&lt;br /&gt;
2006-12-06 05:43  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfio.h, include/bzfsAPI.h, include/common.h,&lt;br /&gt;
	  src/3D/BitmapFont.cxx, src/3D/FontManager.cxx,&lt;br /&gt;
	  src/3D/ImageFont.cxx, src/3D/TextureFont.cxx,&lt;br /&gt;
	  src/3D/TextureManager.cxx, src/bzflag/NewVersionMenu.cxx,&lt;br /&gt;
	  src/bzflag/Player.cxx, src/bzflag/Roaming.cxx,&lt;br /&gt;
	  src/bzflag/ServerLink.cxx, src/bzflag/ServerStartMenu.cxx,&lt;br /&gt;
	  src/bzflag/WorldBuilder.cxx, src/bzflag/playing.cxx,&lt;br /&gt;
	  src/bzfs/AccessControlList.cxx, src/bzfs/BZWReader.cxx,&lt;br /&gt;
	  src/bzfs/BanCommands.cxx, src/bzfs/CmdLineOptions.cxx,&lt;br /&gt;
	  src/bzfs/CustomMesh.cxx, src/bzfs/CustomWeapon.cxx,&lt;br /&gt;
	  src/bzfs/CustomZone.cxx, src/bzfs/ListServerConnection.cxx,&lt;br /&gt;
	  src/bzfs/Permissions.cxx, src/bzfs/RandomSpawnPolicy.cxx,&lt;br /&gt;
	  src/bzfs/RecordReplay.cxx, src/bzfs/SpawnPolicy.cxx,&lt;br /&gt;
	  src/bzfs/WorldInfo.cxx, src/bzfs/bzfs.cxx, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/bzfs/bzfsPlugins.cxx, src/bzfs/commands.cxx,&lt;br /&gt;
	  src/common/AccessList.cxx, src/common/BZDBLocal.cxx,&lt;br /&gt;
	  src/common/Bundle.cxx, src/common/GameTime.cxx,&lt;br /&gt;
	  src/common/StateDatabase.cxx, src/common/TimeKeeper.cxx,&lt;br /&gt;
	  src/common/bzfio.cxx, src/common/cURLManager.cxx,&lt;br /&gt;
	  src/game/CacheManager.cxx, src/game/CollisionManager.cxx,&lt;br /&gt;
	  src/game/LinkManager.cxx, src/game/NetHandler.cxx,&lt;br /&gt;
	  src/game/PlayerInfo.cxx, src/geometry/MeshDrawMgr.cxx,&lt;br /&gt;
	  src/geometry/MeshSceneNode.cxx, src/mediafile/MediaFile.cxx,&lt;br /&gt;
	  src/mediafile/PNGImageFile.cxx, src/net/AresHandler.cxx,&lt;br /&gt;
	  src/obstacle/MeshDrawInfo.cxx, src/obstacle/MeshFace.cxx,&lt;br /&gt;
	  src/obstacle/MeshObstacle.cxx, src/obstacle/ObstacleMgr.cxx,&lt;br /&gt;
	  src/ogl/OpenGLGState.cxx, src/ogl/OpenGLTexture.cxx,&lt;br /&gt;
	  src/platform/EvdevJoystick.cxx, src/scene/Octree.cxx,&lt;br /&gt;
	  src/scene/ZSceneDatabase.cxx: replace DEBUGX with a&lt;br /&gt;
	  logDebugMessage and give a hook to the API events when one&lt;br /&gt;
	  happens.&lt;br /&gt;
&lt;br /&gt;
2006-12-06 00:27  bthansen&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Player.cxx: Fix initialization order for GCC 4.1.2&lt;br /&gt;
&lt;br /&gt;
2006-12-05 23:04  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/game/NetHandler.cxx: API events for raw&lt;br /&gt;
	  net data coming in and out.&lt;br /&gt;
&lt;br /&gt;
2006-12-03 02:03  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/bzflag.cxx: commit the most basic part of Xfire&lt;br /&gt;
	  support for 2.0, in case we get a 2.0.10 for some reason (xfire&#039;s&lt;br /&gt;
	  current game profile for us reads our uninstaller string, which&lt;br /&gt;
	  is version specific, so it would break if we released; this fix&lt;br /&gt;
	  will give them something else to read)&lt;br /&gt;
&lt;br /&gt;
2006-12-03 01:39  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/BZWReader.cxx: strip out CRs and LFs from the custom&lt;br /&gt;
	  lines for custom map objects&lt;br /&gt;
&lt;br /&gt;
2006-12-02 20:44  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ScoreboardRenderer.cxx: no, double P&lt;br /&gt;
&lt;br /&gt;
2006-12-02 20:44  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: put the labels back&lt;br /&gt;
&lt;br /&gt;
2006-12-01 14:07  bthansen&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/commands.cxx: Don&#039;t create a recording file using&lt;br /&gt;
	  unitialized data for the filename&lt;br /&gt;
	  when no filename is specified (/record save). Send help only&lt;br /&gt;
&lt;br /&gt;
2006-12-01 05:11  bthansen&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: Only drop flags in flagstayzones&lt;br /&gt;
	  &lt;br /&gt;
	  Fix comments&lt;br /&gt;
	  &lt;br /&gt;
	  ws.&lt;br /&gt;
&lt;br /&gt;
2006-12-01 04:01  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: lastZone ! i&lt;br /&gt;
&lt;br /&gt;
2006-12-01 03:39  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: use the last zone the player was&lt;br /&gt;
	  in with the flag for the messages&lt;br /&gt;
&lt;br /&gt;
2006-12-01 01:59  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: support multiple zones correctly&lt;br /&gt;
&lt;br /&gt;
2006-12-01 01:49  bthansen&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, plugins/Makefile.am: Add flagStay to the list of&lt;br /&gt;
	  default plugins to build&lt;br /&gt;
&lt;br /&gt;
2006-11-30 05:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: make the plugin work&lt;br /&gt;
&lt;br /&gt;
2006-11-30 05:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: API to get the flag&lt;br /&gt;
	  abreviation for the current player ( not the full label )&lt;br /&gt;
&lt;br /&gt;
2006-11-30 04:46  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: do the events for non observers, not&lt;br /&gt;
	  observers, silly&lt;br /&gt;
&lt;br /&gt;
2006-11-30 04:29  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: don&#039;t clear the nubs too late&lt;br /&gt;
&lt;br /&gt;
2006-11-30 04:27  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: one zone per object, not per param&lt;br /&gt;
&lt;br /&gt;
2006-11-30 03:05  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: allow for a chat message to be&lt;br /&gt;
	  sent when a flag is zaped&lt;br /&gt;
&lt;br /&gt;
2006-11-30 03:00  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay/flagStay.cpp: cylinders not spheres :)&lt;br /&gt;
&lt;br /&gt;
2006-11-30 02:49  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/flagStay, plugins/flagStay/Makefile.am,&lt;br /&gt;
	  plugins/flagStay/README.txt, plugins/flagStay/flagStay.cpp,&lt;br /&gt;
	  plugins/flagStay/flagStay.def, plugins/flagStay/flagStay.sln,&lt;br /&gt;
	  plugins/flagStay/flagStay.vcproj: flagStay plugin to prevent&lt;br /&gt;
	  flags from being taken outside of an area.&lt;br /&gt;
	  Needs current API.&lt;br /&gt;
&lt;br /&gt;
2006-11-30 02:48  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/SAMPLE_PLUGIN/SAMPLE_PLUGIN.vcproj: it&#039;s Makefile.am, not&lt;br /&gt;
	  Makefile&lt;br /&gt;
&lt;br /&gt;
2006-11-30 02:34  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: add playerID to shot and&lt;br /&gt;
	  update events&lt;br /&gt;
&lt;br /&gt;
2006-11-30 01:00  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: ! != =&lt;br /&gt;
&lt;br /&gt;
2006-11-30 00:59  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: API event hook for player&lt;br /&gt;
	  update message&lt;br /&gt;
	  use the teleporting state to disable the distance checks, not the&lt;br /&gt;
	  start point.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 23:24  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: use the collison manager to check and see if&lt;br /&gt;
	  the tank&#039;s last pos was near a teleporter to see if we should do&lt;br /&gt;
	  speed checks.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 23:12  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: don&#039;t do dist checks if there are teleporters&lt;br /&gt;
&lt;br /&gt;
2006-11-29 23:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: give everyone notice of pause messages,&lt;br /&gt;
	  not just observers.&lt;br /&gt;
	  treat them like flag grabs.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 22:24  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: make mips happy and NOT break everyone else&lt;br /&gt;
&lt;br /&gt;
2006-11-29 22:18  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: unbreak bzfs.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 21:09  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/bzflag/ScoreboardRenderer.cxx,&lt;br /&gt;
	  src/bzflag/playing.cxx: some cleanups and usefull info for&lt;br /&gt;
	  observers.&lt;br /&gt;
&lt;br /&gt;
2006-11-29 20:59  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* man/makeHTML.bat: little help for making the HTML pages&lt;br /&gt;
&lt;br /&gt;
2006-11-29 20:53  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h: unbreak plugins&lt;br /&gt;
&lt;br /&gt;
2006-11-23 12:20  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/MacOSX/MacVisual.h: wow, it actually includes&lt;br /&gt;
	  itself..&lt;br /&gt;
&lt;br /&gt;
2006-11-23 12:17  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/MacOSX/MacVisual.cxx,&lt;br /&gt;
	  src/platform/MacOSX/MacVisual.h: nobody uses the AGL pixel format&lt;br /&gt;
	  stuff, so get rid of it. this fixes a long-standing compilation&lt;br /&gt;
	  bug/dependency on AGL when building without SDL. now should&lt;br /&gt;
	  correctly not need the AGL framework to link libPlatform.&lt;br /&gt;
&lt;br /&gt;
2006-11-23 12:13  brlcad&lt;br /&gt;
&lt;br /&gt;
	* include/Team.h, include/bzfsAPI.h, include/global.h,&lt;br /&gt;
	  src/bzfs/bzfs.cxx, src/bzfs/bzfsAPI.cxx: remove convertTeam and&lt;br /&gt;
	  the bzfsAPI from global.h, doesn&#039;t belong there aside from&lt;br /&gt;
	  causing irix compilation sadness&lt;br /&gt;
&lt;br /&gt;
2006-11-23 11:12  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/ListServerConnection.cxx: quell uninitialized var&lt;br /&gt;
	  warning, check and make sure it&#039;s not null before iterating&lt;br /&gt;
&lt;br /&gt;
2006-11-23 11:04  brlcad&lt;br /&gt;
&lt;br /&gt;
	* include/TextChunkManager.h, src/common/TextChunkManager.cxx:&lt;br /&gt;
	  quell warning about maxLineLength being a (unsigned) size_t that&lt;br /&gt;
	  is initialized to -1&lt;br /&gt;
&lt;br /&gt;
2006-11-08 19:36  brlcad&lt;br /&gt;
&lt;br /&gt;
	* BZFlag.xcode/project.pbxproj: do the autogen.sh and configure&lt;br /&gt;
	  steps every time but don&#039;t strip the binaries&lt;br /&gt;
&lt;br /&gt;
2006-11-05 19:05  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: check for nulls before we set the new hit&lt;br /&gt;
	  counters&lt;br /&gt;
&lt;br /&gt;
2006-11-05 17:57  chestal&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Roaming.cxx: avoid crash when not tracking anyone&lt;br /&gt;
&lt;br /&gt;
2006-11-05 02:16  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi: 7 specials??? this beter be the&lt;br /&gt;
	  last one.&lt;br /&gt;
&lt;br /&gt;
2006-11-05 02:14  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/bzflag/Roaming.cxx,&lt;br /&gt;
	  src/bzflag/playing.cxx: track the number of unique hits for an&lt;br /&gt;
	  observed tank ( by ID ) and report them in&lt;br /&gt;
	  the extended observer info with the number of reported hits.&lt;br /&gt;
&lt;br /&gt;
2006-11-02 07:06  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi: tag as special 6&lt;br /&gt;
&lt;br /&gt;
2006-11-02 07:05  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: activate hit testing for observed tank,&lt;br /&gt;
	  unless they have thin or tiny.&lt;br /&gt;
&lt;br /&gt;
2006-11-02 06:20  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/GUIOptionsMenu.cxx: yet another level of observer info&lt;br /&gt;
&lt;br /&gt;
2006-10-17 16:19  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/CommandsImplementation.cxx: apply patch [ 1553395 ]&lt;br /&gt;
	  fix for /silence command from Skeeve&lt;br /&gt;
&lt;br /&gt;
2006-10-03 17:32  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* README.Linux: it&#039;s the 21st centry, update the linux readme to&lt;br /&gt;
	  refrence the more modern video cards, and take out the part about&lt;br /&gt;
	  3dfx.&lt;br /&gt;
&lt;br /&gt;
2006-09-26 23:07  chestal&lt;br /&gt;
&lt;br /&gt;
	* include/TextChunkManager.h, src/common/TextChunkManager.cxx:&lt;br /&gt;
	  rewrite of TextChunk::parse using std::string for reading lines&lt;br /&gt;
&lt;br /&gt;
2006-09-09 19:10  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/chathistory/chathistory.cpp: use all the params for /list&lt;br /&gt;
	  and accept quotes for nams&lt;br /&gt;
&lt;br /&gt;
2006-09-06 14:48  menotume&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Fix mousebox edge positioning (full speed&lt;br /&gt;
	  at line, not at line + nomotionsize / 2)&lt;br /&gt;
&lt;br /&gt;
2006-09-06 02:29  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: better positional speed check&lt;br /&gt;
&lt;br /&gt;
2006-09-06 00:13  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: when checking to see if we are to log or kick,&lt;br /&gt;
	  don&#039;t use a fixed == test on the floating point positions, give&lt;br /&gt;
	  them a little slack ( 0.001 ), this needs operationa testing.&lt;br /&gt;
&lt;br /&gt;
2006-09-05 23:50  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/GameKeeper.cxx, src/bzfs/GameKeeper.h,&lt;br /&gt;
	  src/bzfs/bzfs.cxx: check for large jumps in update positions.&lt;br /&gt;
&lt;br /&gt;
2006-09-05 20:50  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/Permissions.cxx: check disco group when checking for&lt;br /&gt;
	  custom perms.&lt;br /&gt;
&lt;br /&gt;
2006-08-31 22:53  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ScoreboardRenderer.h: reorder again, and test this&lt;br /&gt;
	  time&lt;br /&gt;
&lt;br /&gt;
2006-08-31 20:49  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ScoreboardRenderer.h: reorder again, and steal the&lt;br /&gt;
	  prize&lt;br /&gt;
&lt;br /&gt;
2006-08-31 20:31  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/ScoreboardRenderer.cxx: yay, I win.. where&#039;s my prize?&lt;br /&gt;
	  fix numHunted order&lt;br /&gt;
&lt;br /&gt;
2006-08-31 20:21  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/Permissions.cxx: NULL is not a char&lt;br /&gt;
&lt;br /&gt;
2006-08-29 20:49  brlcad&lt;br /&gt;
&lt;br /&gt;
	* BZFlag.xcode/project.pbxproj: apply a modified form of skeeve&#039;s&lt;br /&gt;
	  sf patch 1548870, s/TEMP_ROOT/BUILT_PRODUCTS_DIR/g&lt;br /&gt;
&lt;br /&gt;
2006-08-26 04:34  dbw192&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: Fix a compilation warning. Add some local&lt;br /&gt;
	  collision detection for admin.&lt;br /&gt;
&lt;br /&gt;
2006-08-21 20:16  timriker&lt;br /&gt;
&lt;br /&gt;
	* data/l10n/bzflag_es.po, data/l10n/bzflag_xx.po: es and xx from&lt;br /&gt;
	  xukosky@yahoo.es&lt;br /&gt;
&lt;br /&gt;
2006-08-11 15:08  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/GUIOptionsMenu.cxx: silly enlish language&lt;br /&gt;
&lt;br /&gt;
2006-08-09 23:15  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/game/DirectoryNames.cxx: strip any quotes off of the custom&lt;br /&gt;
	  config dir when we set it.&lt;br /&gt;
&lt;br /&gt;
2006-08-08 04:51  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: format typo, thx uso&lt;br /&gt;
&lt;br /&gt;
2006-08-07 22:57  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: flag linear and angular vels that are&lt;br /&gt;
	  over expected limits with a ! in the target observer view.&lt;br /&gt;
&lt;br /&gt;
2006-08-06 21:02  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/RadarRenderer.cxx: config option to turn off the&lt;br /&gt;
	  orange view lines on radar&lt;br /&gt;
&lt;br /&gt;
2006-08-06 20:28  brlcad&lt;br /&gt;
&lt;br /&gt;
	* README.Linux: merge audio comment from HEAD to v2_0branch&lt;br /&gt;
&lt;br /&gt;
2006-08-06 18:46  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/MacOSX/Makefile.am: merge from HEAD, the flags are&lt;br /&gt;
	  not necessary&lt;br /&gt;
&lt;br /&gt;
2006-08-06 18:45  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/recordmatch/recordmatch.cpp: when we stop a recording&lt;br /&gt;
	  it&#039;s not started&lt;br /&gt;
&lt;br /&gt;
2006-08-06 18:38  brlcad&lt;br /&gt;
&lt;br /&gt;
	* plugins/recordmatch/recordmatch.cpp: change the default filename&lt;br /&gt;
	  format to pad the numbers for easier location of recorded&lt;br /&gt;
	  matches. patch provided by uso, sf patch [ 1535474 ] More&lt;br /&gt;
	  readable filenames for recorded matches&lt;br /&gt;
&lt;br /&gt;
2006-08-06 18:13  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: ws&lt;br /&gt;
&lt;br /&gt;
2006-08-06 05:26  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi, src/bzflag/ScoreboardRenderer.cxx,&lt;br /&gt;
	  src/bzflag/ShotStatistics.cxx: a space&lt;br /&gt;
&lt;br /&gt;
2006-08-06 05:25  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Roaming.h: don&#039;t send back an observer target if we&lt;br /&gt;
	  are freeballin it&lt;br /&gt;
&lt;br /&gt;
2006-08-06 04:40  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/platform/MacOSX/Makefile.am: merge from head so it will&lt;br /&gt;
	  compile sans SDL&lt;br /&gt;
&lt;br /&gt;
2006-08-06 04:37  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/LocalPlayer.cxx,&lt;br /&gt;
	  src/bzflag/LocalPlayer.h, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/bzflag/RemotePlayer.cxx,&lt;br /&gt;
	  src/bzflag/ShotStatistics.cxx, src/bzflag/ShotStatistics.h: show&lt;br /&gt;
	  displays for the time between a players last shots and the&lt;br /&gt;
	  angular deviation&lt;br /&gt;
	  of the last shot from the tank&#039;s facing dir.&lt;br /&gt;
&lt;br /&gt;
2006-08-06 03:27  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/commands.cxx: revert the double-patch&lt;br /&gt;
&lt;br /&gt;
2006-08-06 03:15  brlcad&lt;br /&gt;
&lt;br /&gt;
	* autogen.sh: update from HEAD, slew of changes&lt;br /&gt;
&lt;br /&gt;
2006-08-06 03:08  brlcad&lt;br /&gt;
&lt;br /&gt;
	* include/LagInfo.h, src/bzfs/commands.cxx, src/game/LagInfo.cxx:&lt;br /&gt;
	  oop, forgot to commit a few files. apply sf patch [ 1535237 ]&lt;br /&gt;
	  jitterkick for bzflag 2.0.8 from uso, a backport of Thomas&lt;br /&gt;
	  Stauer&#039;s (patch 1397967) work on a jitterdrop command (adding&lt;br /&gt;
	  respective cmdline options too)&lt;br /&gt;
&lt;br /&gt;
2006-08-06 02:49  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: ok so actualy USE the player&#039;s&lt;br /&gt;
	  position in Z for tank labels, not just his muzzle&lt;br /&gt;
	  height, cus it sucks when they jump&lt;br /&gt;
&lt;br /&gt;
2006-08-06 02:44  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/CmdLineOptions.cxx, src/bzfs/CmdLineOptions.h,&lt;br /&gt;
	  src/bzfs/Permissions.cxx, src/bzfs/Permissions.h,&lt;br /&gt;
	  src/bzfs/bzfs.cxx, src/bzfs/commands.cxx: apply sf patch [&lt;br /&gt;
	  1535237 ] jitterkick for bzflag 2.0.8 from uso, a backport of&lt;br /&gt;
	  Thomas Stauer&#039;s (patch 1397967) work on a jitterdrop command&lt;br /&gt;
	  (adding respective cmdline options too)&lt;br /&gt;
&lt;br /&gt;
2006-08-06 02:39  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/Player.cxx: doubles.. are sadly not floats&lt;br /&gt;
&lt;br /&gt;
2006-08-06 02:34  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: rogue semicolon&lt;br /&gt;
&lt;br /&gt;
2006-08-06 01:53  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: move the tank labels closer to the&lt;br /&gt;
	  top of the tanks, and show the speed on them if&lt;br /&gt;
	  we are observing and want vels.&lt;br /&gt;
&lt;br /&gt;
2006-08-06 00:57  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/PlayerState.h, src/bzflag/GUIOptionsMenu.cxx,&lt;br /&gt;
	  src/bzflag/HUDRenderer.cxx, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h, src/common/PlayerState.cxx: add an option to&lt;br /&gt;
	  compute speeds based on positional updates and display them.&lt;br /&gt;
&lt;br /&gt;
2006-08-06 00:00  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: add a little space between the target&lt;br /&gt;
	  info and the team score&lt;br /&gt;
&lt;br /&gt;
2006-08-05 23:54  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: != != ==&lt;br /&gt;
&lt;br /&gt;
2006-08-05 23:52  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/ScoreboardRenderer.cxx,&lt;br /&gt;
	  src/bzflag/ScoreboardRenderer.h: add color coded&lt;br /&gt;
	  player speed info to the score list when extended observer info&lt;br /&gt;
	  is on&lt;br /&gt;
&lt;br /&gt;
2006-08-05 23:51  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/LocalPlayer.cxx, src/bzflag/Player.cxx,&lt;br /&gt;
	  src/bzflag/Player.h: put the max speed check in a function.&lt;br /&gt;
&lt;br /&gt;
2006-08-05 23:28  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: use white for spawn effects when color&lt;br /&gt;
	  blind&lt;br /&gt;
&lt;br /&gt;
2006-08-05 22:24  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* package/win32/nsis/BZFlag.nsi, src/bzflag/HUDRenderer.cxx,&lt;br /&gt;
	  src/bzflag/ScoreboardRenderer.cxx,&lt;br /&gt;
	  src/bzflag/ScoreboardRenderer.h: when extended observer info is&lt;br /&gt;
	  on, push the team score down so they don&#039;t overlap.&lt;br /&gt;
	  make the target info label be the minor font cus it was just way&lt;br /&gt;
	  too big.&lt;br /&gt;
&lt;br /&gt;
2006-08-05 22:07  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/c-ares/Makefile.am: not in this branch&lt;br /&gt;
&lt;br /&gt;
2006-08-05 22:05  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: spelling&lt;br /&gt;
&lt;br /&gt;
2006-08-05 20:03  brlcad&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/AccessControlList.cxx, src/bzfs/AccessControlList.h:&lt;br /&gt;
	  merge uso&#039;s global banlist reload with local banlist fix from&lt;br /&gt;
	  HEAD to v2_0branch&lt;br /&gt;
&lt;br /&gt;
2006-08-05 19:46  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/GUIOptionsMenu.cxx, src/bzflag/bzflag.cxx,&lt;br /&gt;
	  src/bzflag/defaultBZDB.cxx: add menu item for extended observer&lt;br /&gt;
	  info in the gui menu&lt;br /&gt;
&lt;br /&gt;
2006-08-05 19:39  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx: use the real size of the fonts drawn&lt;br /&gt;
	  to put our new info so they don&#039;t overlap&lt;br /&gt;
&lt;br /&gt;
2006-08-05 19:38  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/GuidedMissleStrategy.cxx,&lt;br /&gt;
	  src/bzflag/SegmentedShotStrategy.cxx: floats are not ints&lt;br /&gt;
&lt;br /&gt;
2006-08-05 18:53  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/HUDRenderer.cxx, src/bzflag/bzflag.cxx,&lt;br /&gt;
	  src/bzflag/defaultBZDB.cxx: more info for observers&lt;br /&gt;
&lt;br /&gt;
2006-08-05 06:32  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, src/c-ares/Makefile.am, src/c-ares/ares.h,&lt;br /&gt;
	  src/c-ares/ares__get_hostent.c, src/c-ares/ares__read_line.c,&lt;br /&gt;
	  src/c-ares/ares_dns.h, src/c-ares/ares_expand_name.c,&lt;br /&gt;
	  src/c-ares/ares_expand_string.c, src/c-ares/ares_gethostbyaddr.c,&lt;br /&gt;
	  src/c-ares/ares_gethostbyname.c, src/c-ares/ares_init.c,&lt;br /&gt;
	  src/c-ares/ares_mkquery.c, src/c-ares/ares_parse_a_reply.c,&lt;br /&gt;
	  src/c-ares/ares_parse_ptr_reply.c, src/c-ares/ares_private.h,&lt;br /&gt;
	  src/c-ares/ares_process.c, src/c-ares/ares_query.c,&lt;br /&gt;
	  src/c-ares/ares_search.c, src/c-ares/ares_send.c,&lt;br /&gt;
	  src/c-ares/ares_version.c, src/c-ares/ares_version.h: resync&lt;br /&gt;
	  c-ares with HEAD (fixes vc8 warnings, arpa/nameser_compat.h&lt;br /&gt;
	  problems on bsds)&lt;br /&gt;
&lt;br /&gt;
2006-07-26 01:30  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/common/StateDatabase.cxx: don&#039;t try to return the top of the&lt;br /&gt;
	  stack if the stack is empty&lt;br /&gt;
&lt;br /&gt;
2006-07-25 23:57  lan56&lt;br /&gt;
&lt;br /&gt;
	* Dev-C++/bzflag.dev, Dev-C++/bzfs.dev: add BZDBLocal.cxx, remove&lt;br /&gt;
	  &amp;quot;date&amp;quot; subfolder from BZFS.dev&lt;br /&gt;
&lt;br /&gt;
2006-07-25 01:10  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/Permissions.cxx: silly standard template library&lt;br /&gt;
&lt;br /&gt;
2006-07-25 00:35  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/Permissions.cxx: stupid english language&lt;br /&gt;
&lt;br /&gt;
2006-07-25 00:33  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/ListServerConnection.cxx, src/bzfs/Permissions.cxx,&lt;br /&gt;
	  src/bzfs/bzfs.cxx, src/bzfs/bzfs.h: check for a hardcoded&lt;br /&gt;
	  DISCONECTED group for perms in times when the list server&lt;br /&gt;
	  connecton class says we had an error.&lt;br /&gt;
&lt;br /&gt;
2006-07-23 17:54  mmarshall_&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfsAPI.cxx: Backported fix to update spawned and lag&lt;br /&gt;
	  attributes in bz_updatePlayerData.&lt;br /&gt;
&lt;br /&gt;
2006-07-22 22:28  mmarshall_&lt;br /&gt;
&lt;br /&gt;
	* src/bzfs/bzfs.cxx: Added the ability for plugins to change the&lt;br /&gt;
	  killer in a PlayerDieEvent.&lt;br /&gt;
&lt;br /&gt;
2006-07-22 22:20  mmarshall_&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfs.cxx: Added shotID to&lt;br /&gt;
	  bz_PlayerDieEventData. (and a little ws)&lt;br /&gt;
&lt;br /&gt;
2006-07-20 01:26  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/bzfsAPI.cxx: expose the countdown and&lt;br /&gt;
	  game time stuff to the api&lt;br /&gt;
&lt;br /&gt;
2006-07-20 01:15  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* plugins/recordmatch/recordmatch.ncb: silly NCB, cvs is for kids.&lt;br /&gt;
&lt;br /&gt;
2006-07-20 01:14  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, plugins/recordmatch/recordmatch.cpp,&lt;br /&gt;
	  src/bzfs/bzfsAPI.cxx: backport the record stop function from 2.1&lt;br /&gt;
	  for saving recordings.&lt;br /&gt;
	  sendTextMessage wasn&#039;t converting the team right.&lt;br /&gt;
&lt;br /&gt;
2006-07-17 20:30  mmarshall_&lt;br /&gt;
&lt;br /&gt;
	* include/bzfsAPI.h, src/bzfs/WorldWeapons.cxx,&lt;br /&gt;
	  src/bzfs/WorldWeapons.h, src/bzfs/bzfsAPI.cxx: Backported WW GMs.&lt;br /&gt;
&lt;br /&gt;
2006-07-17 03:50  dtremenak&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/LocalPlayer.cxx, win32/VC8/bzflag.vcproj: teleporting&lt;br /&gt;
	  state fix, build bzdblocal for vc8&lt;br /&gt;
&lt;br /&gt;
2006-07-16 17:23  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/sound.cxx: save off the sample name in the sample&lt;br /&gt;
	  structure&lt;br /&gt;
&lt;br /&gt;
2006-07-16 07:04  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx, src/bzfs/bzfsAPI.cxx,&lt;br /&gt;
	  src/common/cURLManager.cxx: fix crashes when downloading a&lt;br /&gt;
	  resource URL from the server ( sounds )&lt;br /&gt;
&lt;br /&gt;
2006-06-18 20:42  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* win32/VC71/common.vcproj: add the bzdblocal files&lt;br /&gt;
&lt;br /&gt;
2006-06-18 20:39  trepan&lt;br /&gt;
&lt;br /&gt;
	* src/common/BZDBLocal.cxx: class type already known&lt;br /&gt;
&lt;br /&gt;
2006-06-18 20:30  jeffm2501&lt;br /&gt;
&lt;br /&gt;
	* include/BZDBLocal.h: make it build on the windows.&lt;br /&gt;
&lt;br /&gt;
2006-06-17 12:28  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/BZDBCache.h, src/common/BZDBCache.cxx: - protect&lt;br /&gt;
	  BZDBCache data from outside writes&lt;br /&gt;
	  (there is one spot in RadarRenderer that might need a float cast,&lt;br /&gt;
	  I can&#039;t commit to that file right now)&lt;br /&gt;
	  - changed linedRadarShots and sizedRadarShots to floats&lt;br /&gt;
&lt;br /&gt;
2006-06-17 09:26  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/BZDBLocal.h, src/common/BZDBLocal.cxx: ease of use, add&lt;br /&gt;
	  persistence option&lt;br /&gt;
&lt;br /&gt;
2006-06-17 03:54  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/Makefile.am: BZDBLocal.h&lt;br /&gt;
&lt;br /&gt;
2006-06-17 03:53  trepan&lt;br /&gt;
&lt;br /&gt;
	* src/common/Makefile.am: BZDBLocal.cxx&lt;br /&gt;
&lt;br /&gt;
2006-06-17 03:49  trepan&lt;br /&gt;
&lt;br /&gt;
	* src/common/BZDBLocal.cxx: no assert.h&lt;br /&gt;
&lt;br /&gt;
2006-06-17 03:48  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/BZDBLocal.h, src/bzflag/bzflag.cxx,&lt;br /&gt;
	  src/common/BZDBLocal.cxx: playing around&lt;br /&gt;
&lt;br /&gt;
2006-06-06 18:48  trepan&lt;br /&gt;
&lt;br /&gt;
	* include/MeshTransform.h, src/bzfs/CustomBox.cxx,&lt;br /&gt;
	  src/bzfs/CustomBox.h, src/bzfs/CustomPyramid.cxx,&lt;br /&gt;
	  src/bzfs/CustomPyramid.h: - boxes and pyramids are converter to&lt;br /&gt;
	  meshes if required&lt;br /&gt;
	  - allow leading face specification (x+,x-,y+,y-,z+,z-)&lt;br /&gt;
&lt;br /&gt;
2006-06-05 22:45  timriker&lt;br /&gt;
&lt;br /&gt;
	* debian/changelog.in: 2.0.8.20060603,5&lt;br /&gt;
&lt;br /&gt;
2006-06-05 22:44  timriker&lt;br /&gt;
&lt;br /&gt;
	* debian/buildsnap: no configure.in&lt;br /&gt;
&lt;br /&gt;
2006-06-05 19:29  timriker&lt;br /&gt;
&lt;br /&gt;
	* configure.ac: newer (read stupid) versions of autoconf need to&lt;br /&gt;
	  get evaled twice&lt;br /&gt;
&lt;br /&gt;
2006-06-03 22:50  trepan&lt;br /&gt;
&lt;br /&gt;
	* src/common/AccessList.cxx: unsigned glob tests&lt;br /&gt;
&lt;br /&gt;
2006-06-03 00:34  timriker&lt;br /&gt;
&lt;br /&gt;
	* configure.ac, debian/rules: work around broken debian buildd&lt;br /&gt;
	  boxes that have ccache but cannot use it&lt;br /&gt;
&lt;br /&gt;
2006-06-03 00:32  timriker&lt;br /&gt;
&lt;br /&gt;
	* debian/changelog.in: 2.0.8 release history&lt;br /&gt;
&lt;br /&gt;
2006-05-29 16:42  timriker&lt;br /&gt;
&lt;br /&gt;
	* src/bzflag/playing.cxx: show license&lt;br /&gt;
&lt;br /&gt;
2006-05-13 21:21  brlcad&lt;br /&gt;
&lt;br /&gt;
	* README: tagged, bump back up to 2.0.9&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_SVN&amp;diff=2899</id>
		<title>BZFlag SVN</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_SVN&amp;diff=2899"/>
		<updated>2007-07-27T10:37:25Z</updated>

		<summary type="html">&lt;p&gt;Ts: Remove &amp;#039;$&amp;#039; as it&amp;#039;s not consistant to the rest and many people will just copy &amp;#039;n paste the stuff so get it as simple as possible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag SVN, is the [http://en.wikipedia.org/wiki/Subversion_(software) Subversion Revision Control System] used by the development team to maintain and store the [[BZFlag Source]] code. The SVN system is hosted by [http://www.sourceforge.net SourceForge] and is accessible by anyone with the proper software. The SVN system replaces the [[BZFlag CVS]] system that was used in the past.&lt;br /&gt;
&lt;br /&gt;
==SVN clients==&lt;br /&gt;
To access the source code via SVN , you will need a SVN client. Most unix/linux type operating systems have the command line SVN client as an installable option. Windows users must download the Windows native [http://subversion.tigris.org/servlets/ProjectDocumentList?folderID=91 SVN command line utility] or a third party SVN client, such as [http://tortoisesvn.tigris.org/ the Tortoise Graphical SVN Client] (highly recommended). SVN is also available to Windows users via [http://cygwin.com/ Cygwin] with SVN and other common Devel tools selected during installation.&lt;br /&gt;
&lt;br /&gt;
==Getting code from SVN Access==&lt;br /&gt;
===Command line===&lt;br /&gt;
The simplest way to get the bzflag source code is to use the URL for the current ( or TRUNK ) bzflag module.&lt;br /&gt;
&lt;br /&gt;
 svn co &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will get you the current bzflag source code for the development version.&lt;br /&gt;
&lt;br /&gt;
If you want the SVN code for the 2.0.x compatible version use the URL&lt;br /&gt;
&lt;br /&gt;
 svn co &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag/branches/v2_0branch/bzflag&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wish to get all of our source code in one step, you can get the entire repository with the command.&lt;br /&gt;
&lt;br /&gt;
 svn co &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag&amp;lt;/nowiki&amp;gt; bzflag&lt;br /&gt;
&lt;br /&gt;
This will get all modules, branches, tags, and subdirs. Beware! This is a very large amount of data (make sure you have at least 2.7 GB of disk space available) and will take a while and will be rather useless, as it is the code for every version of bzflag. Most users will only need the code for one specific version.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;best&#039;&#039;&#039; way, is to only get the subdir for the module you are interested in. This is much more efficient and suitable for most users. The most common module to get is the bzlag module, as it is the actual game.&lt;br /&gt;
&lt;br /&gt;
Please see the sections below for more information about the URLs to use for branches and modules.&lt;br /&gt;
&lt;br /&gt;
===TortoiseSVN===&lt;br /&gt;
&lt;br /&gt;
Windows users that use the Tortoise Graphical SVN Client simply enter the URL of the SVN path they wish to check out in the field marked &#039;&#039;URL of repository&#039;&#039;. For the current version of all modules simply use the /trunk path. Note, if you want your code to be checked out into a new folder, be sure to enter that folder name in the &#039;&#039;Checkout directory&#039;&#039; field.&lt;br /&gt;
&lt;br /&gt;
If you wish to get only a single module subdir, or a revision, simply use the URL specified in the sections below.&lt;br /&gt;
&lt;br /&gt;
==Committing Code to SVN==&lt;br /&gt;
&lt;br /&gt;
Project developers that need write access to the source code to make changes ( or [[commits]] ) need to provide their sourceforge username and password when doing a SVN commit. A sourceforge account is required for developer access, as well as approval from a project administrator.&lt;br /&gt;
&lt;br /&gt;
===Command Line===&lt;br /&gt;
Using the command&lt;br /&gt;
  svn commit&lt;br /&gt;
in a directory that has code changes will commit any changed code back to the repository. The svn client will prompt you for your username and password.&lt;br /&gt;
&lt;br /&gt;
===TortoiseSVN===&lt;br /&gt;
Windows users that use the Tortoise Graphical SVN Client can simply choose the SVN commit item, and enter their username and password when prompted.&lt;br /&gt;
&lt;br /&gt;
==Updating code from SVN to the current version==&lt;br /&gt;
&lt;br /&gt;
===Command Line===&lt;br /&gt;
Using the command&lt;br /&gt;
   svn up&lt;br /&gt;
in the directory that has checked out code will cause subversion to update that code to the current version for that branch.&lt;br /&gt;
&lt;br /&gt;
===TortoiseSVN===&lt;br /&gt;
Windows users that use the Tortoise Graphical SVN Client can simply choose the SVN update item from their right click menus.&lt;br /&gt;
&lt;br /&gt;
==Reverting local code to the server&#039;s version==&lt;br /&gt;
&lt;br /&gt;
===Command Line===&lt;br /&gt;
Using the command&lt;br /&gt;
  svn revert&lt;br /&gt;
  svn up&lt;br /&gt;
in the directory that has checked out code will cause subversion to set flags on all modified local files, then update the code to match the code on the server. NOTE: This has the effect of wiping out all local changes, so use with caution!&lt;br /&gt;
&lt;br /&gt;
===TortoiseSVN===&lt;br /&gt;
Right click on the file or directory you would like to revert and from the TortoiseSVN submenu, select &#039;&#039;&#039;Revert...&#039;&#039;&#039;. The menus is context sensitive, so there must be code that has been modified for the menu choice to be available.&lt;br /&gt;
&lt;br /&gt;
==Module sub directories==&lt;br /&gt;
&lt;br /&gt;
The source code in SVN is broken up into a number of modules for ease of use and management. When requesting the source code from the SVN system a sub-directory may be specified to limit the code that is accessed.&lt;br /&gt;
&lt;br /&gt;
The current SVN modules are:&lt;br /&gt;
*bzflag : The main module that includes the game [[BZFlag 2.0.8|client]], [[BZFS|server]], [[plug-ins]], and [[BZAdmin]].&lt;br /&gt;
*admin : The [[Master Ban]] list&lt;br /&gt;
*bzedit : The linux version of the BZFlag map editor [[BZEdit]]&lt;br /&gt;
*bzeditw32 : The windows version of the BZFlag map editor [[BZEditWin32]]&lt;br /&gt;
*web : The main website at http://www.bzflag.org&lt;br /&gt;
*db : Files related to the website http://my.bzflag.org and the [[Global Registration]] system.&lt;br /&gt;
*pybzflag : an abandoned python implementation of BZFlag&lt;br /&gt;
&lt;br /&gt;
to get the current version of a module, you would add &lt;br /&gt;
  /trunk/MODULE_NAME&lt;br /&gt;
after the normal SVN URL.&lt;br /&gt;
&lt;br /&gt;
so to get the current version of just the bzflag module, the URL would be&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the command line&lt;br /&gt;
&lt;br /&gt;
 $ svn co &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Branches==&lt;br /&gt;
Branches in subversion are simply subfolders.&lt;br /&gt;
All branches are in the /branches subdirectory that if off the root level of the SVN tree.&lt;br /&gt;
they can be viewed here, http://bzflag.svn.sourceforge.net/viewvc/bzflag/branches/&lt;br /&gt;
To get the code in a branch, you simply use the branch URL in your svn client.&lt;br /&gt;
&lt;br /&gt;
To get the 2.0.x branch of the BZFlag module, you&#039;d use the following URL.&lt;br /&gt;
   https://bzflag.svn.sourceforge.net/svnroot/bzflag/branches/v2_0branch/bzflag/&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[BZFlag Version Numbers]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://sourceforge.net/svn/?group_id=3248 SourceForge SVN Access page]&lt;br /&gt;
&lt;br /&gt;
[http://bzflag.svn.sourceforge.net/viewvc/bzflag/ BZFlag SVN Tree]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Compiling]]&lt;br /&gt;
[[Category:Versions]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Radar&amp;diff=2865</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Radar&amp;diff=2865"/>
		<updated>2007-07-16T15:28:33Z</updated>

		<summary type="html">&lt;p&gt;Ts: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The radar is shown on the users screen to the left of the message box which gives them a layout of the map.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The radar is the rectangle in the bottom left corner of the BZFlag GUI. It shows a top, 360 degree view around your tank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be adjusted with the following parameters&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radar Size&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shot Size&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shot Length&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shot Direction (Leading or lagging)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radar and panel opacity&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Colored shots&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radar Style&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of a full size, fully transparent radar panel. It is zoomed in at the default &amp;quot;1&amp;quot; setting. &lt;br /&gt;
&lt;br /&gt;
[[Image:Doding.jpg|An example of radar in BZFlag]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:GU_League&amp;diff=2856</id>
		<title>Talk:GU League</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:GU_League&amp;diff=2856"/>
		<updated>2007-07-16T10:09:53Z</updated>

		<summary type="html">&lt;p&gt;Ts: Answering the question regarding abbreviation of &amp;quot;GU&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Win Xp|Win Xp]] 19:13, 15 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What does &amp;quot;GU&amp;quot; mean? ==&lt;br /&gt;
&lt;br /&gt;
Sorry to ask such a simple question, but what does &amp;quot;GU&amp;quot; stand for?  [[User:Mr Burns|Mr Burns]]&lt;br /&gt;
&lt;br /&gt;
It stands for &#039;&#039;&#039;G&#039;&#039;&#039;ames&#039;&#039;&#039;U&#039;&#039;&#039;nited where the league originated [[User:Ts|Ts]] 06:09, 16 July 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Transparency&amp;diff=2817</id>
		<title>Transparency</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Transparency&amp;diff=2817"/>
		<updated>2007-07-15T14:39:25Z</updated>

		<summary type="html">&lt;p&gt;Ts: Try to add category so people will see it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Material#Transparency]]&lt;br /&gt;
[[category:Map Making]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Lag&amp;diff=2816</id>
		<title>Lag</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Lag&amp;diff=2816"/>
		<updated>2007-07-15T14:33:58Z</updated>

		<summary type="html">&lt;p&gt;Ts: Put some more info in the note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term Lag is a shorthand version for the concept of [http://en.wikipedia.org/wiki/Lag Network Latency]. It represents the real world delay in sending messages from one computer to another over a network. All network connections have latency.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Lag is the network latency of a connection, or the time it takes for a network packet to travel from one host to another. Due to the speed of light, all network transmissions take some time, there is no such thing is a true &amp;quot;0&amp;quot; lag. &lt;br /&gt;
&lt;br /&gt;
Different types of internet connections have different latency characteristics, dependent on the technologies they use. Most modern broadband systems ( like cable modems or DSL ) have a minimum latency that measures in a few milliseconds. Modems can have minimum latencies that measure in the 10s to 100s of milliseconds. The bandwidth rating of a network connection has little impact on it&#039;s minimum latency. A DSL line rated at 3 megabits in bandwidth often has the same latency as one rated at 1 megabit.&lt;br /&gt;
&lt;br /&gt;
The distance along the network a message travels will also increase the time it takes to reach it&#039;s destination. The more hubs, routers, and switches the packets have to travel ( or hops ) will add additional time, as each hop takes some time to complete. Hosts that are more physically distant usually have more hops between them, due to the nature of the internet.&lt;br /&gt;
&lt;br /&gt;
==Lag and BZFlag==&lt;br /&gt;
Latency affects real time games in a very specific manner. A message sent from one user to the server will take some time to reach the server. This means that by the time the server receives a position update from a player, that user may  and probably has) have already moved from that position. Additional time is spent sending the message from the server to the other players. Depending on the latency of the various network connections, each player will get the update message at a different real world time. &lt;br /&gt;
&lt;br /&gt;
The short version of this is, when you get a message, the client isn&#039;t there anymore. This presents problems for messages that are time sensitive, such as positional updates, and shots.&lt;br /&gt;
&lt;br /&gt;
The current version of BZFlag ([[BZFlag 2.0.8|v.2.0.8]]) does not do any type of latency compensation on player messages. This means that the player you see on your screen is not where he is on his screen. This can produce an error in the perceived game states between the 2 users. One user may shoot where he believes the other is, and in his view score a hit, while on the other user&#039;s screen he has moved away from the position and saw a clear miss. The first user simply has not received his new positional update yet, because it is in the middle of network transmission.&lt;br /&gt;
&lt;br /&gt;
The BZFlag server has a method for measuring the latency of each client, and displaying it as a numeric value in milliseconds. You can check lag for all players by using the command &#039;&#039;&#039;/lagstats&#039;&#039;&#039; while playing (just send &#039;&#039;&#039;/lagstats&#039;&#039;&#039; as a chat message). Lagstats shows an approximation of the amount of time it takes for a network message to go back and forth from one player to the server and back again, not the amount of time it takes to go from one player to another player. For example, if you fire a shot, your client sends a message to the server, giving shot direction and speed. The server then relays this information to all the other clients.&lt;br /&gt;
&lt;br /&gt;
Other lag-related problems are &amp;quot;missing&amp;quot; or &amp;quot;dropped&amp;quot; packets and &amp;quot;jitter&amp;quot;. These can occur if there are more severe network problems which cause messages between players and the server to simply get lost, or to be delayed by inconsistent amounts of time. In an attempt to keep this explanation simple, these problems will not be covered here, other than to say that they compound the effects of lag to an even higher degree.&lt;br /&gt;
&lt;br /&gt;
Lag affects what you see while playing BZFlag, especially if the delay is high. The most common effect seen is &amp;quot;shots going through other tanks.&amp;quot; Many times you will hear players say &amp;quot;my shot went through you&amp;quot;, or &amp;quot;why didn&#039;t you die.&amp;quot; Many people have been accused of cheating due to the sometimes misunderstood affects of lag.&lt;br /&gt;
&lt;br /&gt;
== Fixing Lag ==&lt;br /&gt;
How to fix lag depends on what is causing it.&lt;br /&gt;
&lt;br /&gt;
=== Slow Internet Connection ===&lt;br /&gt;
Lag can be caused by a slow internet connection, such as dial-up. In that case, find a server that is more allowing, or get a better connection.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Internet ===&lt;br /&gt;
Satellite internet is far too laggy for BZFlag. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Automatic Updates ===&lt;br /&gt;
Make sure software is not running scans for automatic updates in the background.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
Don&#039;t download something and play BZFlag at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Internet-intensive programs ===&lt;br /&gt;
Other programs, such as other people playing an online game on your network, can cause lag.&lt;br /&gt;
&lt;br /&gt;
=== Distant Server ===&lt;br /&gt;
Try a different server. Often, lag is just caused by distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The lag test program==&lt;br /&gt;
[[Image:Sample.png|thumb|200px|right|Chestal&#039;s lag-recording test program]]&lt;br /&gt;
&lt;br /&gt;
On the right, is a capture from a test program created by Chestal. This test program allows us to accurately capture and replay events which occur in BZFlag. With a small modification to the BZflag client program, it is possible to log tank movements and shots to a file. This file can then be analyzed with a special visualization program. In this sample, you can see two tanks, surrounded by circles which are their &#039;hit-zones&#039;. Any shots which intersect the hit-zone circle should result in an exploding tank! The green tank represents the player who was logging, other tank(s) are always red. Here, the green tank was lucky enough to avoid both shots by squeezing between them!&lt;br /&gt;
&lt;br /&gt;
NOTE: The tools mentioned here are not generally available, due to the large size of the log files created, and requirements of the visualization tool. There was some progress on this (automatic playback, height indicator, map displaying, callsigns) but the results are not available to the public, either.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===A real, common example of lag.===&lt;br /&gt;
&lt;br /&gt;
Here is a rather common example of a near-miss (no tanks exploded in this sequence). This is a real example, not an illustration. All three tankers were running the special logging client described above, and these images visualize all three captured logs at approximately the same moment. Note that even though lag was relatively low (all players were below 100ms), these captures show that each player sees something a bit different. Keep in mind that the green tank in each image is the one who&#039;s log is being shown. Click on any image for a full screen capture of the visualization tool.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smallb.png|thumb|262px|right|Tank B&#039;s View]]&lt;br /&gt;
TANK B&#039;s LOG:&lt;br /&gt;
&lt;br /&gt;
Here we see tank B&#039;s point of view. From here, we see a shot which appears to hit tank A. In fact from this tank&#039;s point of view, it clearly does hit tank A.&lt;br /&gt;
&lt;br /&gt;
(Note: Tank B lag was approx. 50ms)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
[[Image:Smalla.png|thumb|262px|right|Tank A&#039;s View]]&lt;br /&gt;
TANK A&#039;s LOG:&lt;br /&gt;
&lt;br /&gt;
And, here is tank A&#039;s point of view. The shot here has missed tank A. Keep in mind that tank A is moving forward here.&lt;br /&gt;
&lt;br /&gt;
(Note: Tank A lag was approx. 90ms)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
[[Image:Smallc.png|thumb|262px|right|Tank C&#039;s View]]&lt;br /&gt;
TANK C&#039;s LOG:&lt;br /&gt;
&lt;br /&gt;
Tank C sees something similar to what tank B saw.&lt;br /&gt;
&lt;br /&gt;
(Note: Tank C lag was approx. 25ms)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===So, what happened?===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probably the most important factor to keep in mind here is that it is a player&#039;s OWN client which determines when he/she is hit,&#039;&#039;&#039; as it has the most accurate representation of its own tank location. Your tank&#039;s position is calculated locally, without any lag.&lt;br /&gt;
&lt;br /&gt;
So, tank A did not explode, because it &#039;knew&#039; that it had moved forward to avoid the shot. Due to the delay from lag, tanks B and C still saw tank A at its old position which had occurred a little over 1/10 second ago, so it &#039;&#039;&#039;appeared&#039;&#039;&#039; to them that the shot went through.&lt;br /&gt;
&lt;br /&gt;
In conclusion, not only can understanding lag make you a better player, but it can also explain why shots seem to go through other tanks. In general, your shots will be much more accurate if you compensate for lag by shooting where you opponent will be in 100ms, or whatever you and your opponent&#039;s combined lag is. Of course, if your opponent is constantly switching directions, this can be difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Client]]&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Lag&amp;diff=2815</id>
		<title>Lag</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Lag&amp;diff=2815"/>
		<updated>2007-07-15T14:30:52Z</updated>

		<summary type="html">&lt;p&gt;Ts: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term Lag is a shorthand version for the concept of [http://en.wikipedia.org/wiki/Lag Network Latency]. It represents the real world delay in sending messages from one computer to another over a network. All network connections have latency.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Lag is the network latency of a connection, or the time it takes for a network packet to travel from one host to another. Due to the speed of light, all network transmissions take some time, there is no such thing is a true &amp;quot;0&amp;quot; lag. &lt;br /&gt;
&lt;br /&gt;
Different types of internet connections have different latency characteristics, dependent on the technologies they use. Most modern broadband systems ( like cable modems or DSL ) have a minimum latency that measures in a few milliseconds. Modems can have minimum latencies that measure in the 10s to 100s of milliseconds. The bandwidth rating of a network connection has little impact on it&#039;s minimum latency. A DSL line rated at 3 megabits in bandwidth often has the same latency as one rated at 1 megabit.&lt;br /&gt;
&lt;br /&gt;
The distance along the network a message travels will also increase the time it takes to reach it&#039;s destination. The more hubs, routers, and switches the packets have to travel ( or hops ) will add additional time, as each hop takes some time to complete. Hosts that are more physically distant usually have more hops between them, due to the nature of the internet.&lt;br /&gt;
&lt;br /&gt;
==Lag and BZFlag==&lt;br /&gt;
Latency affects real time games in a very specific manner. A message sent from one user to the server will take some time to reach the server. This means that by the time the server receives a position update from a player, that user may  and probably has) have already moved from that position. Additional time is spent sending the message from the server to the other players. Depending on the latency of the various network connections, each player will get the update message at a different real world time. &lt;br /&gt;
&lt;br /&gt;
The short version of this is, when you get a message, the client isn&#039;t there anymore. This presents problems for messages that are time sensitive, such as positional updates, and shots.&lt;br /&gt;
&lt;br /&gt;
The current version of BZFlag ([[BZFlag 2.0.8|v.2.0.8]]) does not do any type of latency compensation on player messages. This means that the player you see on your screen is not where he is on his screen. This can produce an error in the perceived game states between the 2 users. One user may shoot where he believes the other is, and in his view score a hit, while on the other user&#039;s screen he has moved away from the position and saw a clear miss. The first user simply has not received his new positional update yet, because it is in the middle of network transmission.&lt;br /&gt;
&lt;br /&gt;
The BZFlag server has a method for measuring the latency of each client, and displaying it as a numeric value in milliseconds. You can check lag for all players by using the command &#039;&#039;&#039;/lagstats&#039;&#039;&#039; while playing (just send &#039;&#039;&#039;/lagstats&#039;&#039;&#039; as a chat message). Lagstats shows an approximation of the amount of time it takes for a network message to go back and forth from one player to the server and back again, not the amount of time it takes to go from one player to another player. For example, if you fire a shot, your client sends a message to the server, giving shot direction and speed. The server then relays this information to all the other clients.&lt;br /&gt;
&lt;br /&gt;
Other lag-related problems are &amp;quot;missing&amp;quot; or &amp;quot;dropped&amp;quot; packets and &amp;quot;jitter&amp;quot;. These can occur if there are more severe network problems which cause messages between players and the server to simply get lost, or to be delayed by inconsistent amounts of time. In an attempt to keep this explanation simple, these problems will not be covered here, other than to say that they compound the effects of lag to an even higher degree.&lt;br /&gt;
&lt;br /&gt;
Lag affects what you see while playing BZFlag, especially if the delay is high. The most common effect seen is &amp;quot;shots going through other tanks.&amp;quot; Many times you will hear players say &amp;quot;my shot went through you&amp;quot;, or &amp;quot;why didn&#039;t you die.&amp;quot; Many people have been accused of cheating due to the sometimes misunderstood affects of lag.&lt;br /&gt;
&lt;br /&gt;
== Fixing Lag ==&lt;br /&gt;
How to fix lag depends on what is causing it.&lt;br /&gt;
&lt;br /&gt;
=== Slow Internet Connection ===&lt;br /&gt;
Lag can be caused by a slow internet connection, such as dial-up. In that case, find a server that is more allowing, or get a better connection.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Internet ===&lt;br /&gt;
Satellite internet is far too laggy for BZFlag. Sorry.&lt;br /&gt;
&lt;br /&gt;
=== Automatic Updates ===&lt;br /&gt;
Make sure software is not running scans for automatic updates in the background.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
Don&#039;t download something and play BZFlag at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Internet-intensive programs ===&lt;br /&gt;
Other programs, such as other people playing an online game on your network, can cause lag.&lt;br /&gt;
&lt;br /&gt;
=== Distant Server ===&lt;br /&gt;
Try a different server. Often, lag is just caused by distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The lag test program==&lt;br /&gt;
[[Image:Sample.png|thumb|200px|right|Chestal&#039;s lag-recording test program]]&lt;br /&gt;
&lt;br /&gt;
On the right, is a capture from a test program created by Chestal. This test program allows us to accurately capture and replay events which occur in BZFlag. With a small modification to the BZflag client program, it is possible to log tank movements and shots to a file. This file can then be analyzed with a special visualization program. In this sample, you can see two tanks, surrounded by circles which are their &#039;hit-zones&#039;. Any shots which intersect the hit-zone circle should result in an exploding tank! The green tank represents the player who was logging, other tank(s) are always red. Here, the green tank was lucky enough to avoid both shots by squeezing between them!&lt;br /&gt;
&lt;br /&gt;
NOTE: The tools mentioned here are not generally available, due to the large size of the log files created, and requirements of the visualization tool.&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
===A real, common example of lag.===&lt;br /&gt;
&lt;br /&gt;
Here is a rather common example of a near-miss (no tanks exploded in this sequence). This is a real example, not an illustration. All three tankers were running the special logging client described above, and these images visualize all three captured logs at approximately the same moment. Note that even though lag was relatively low (all players were below 100ms), these captures show that each player sees something a bit different. Keep in mind that the green tank in each image is the one who&#039;s log is being shown. Click on any image for a full screen capture of the visualization tool.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smallb.png|thumb|262px|right|Tank B&#039;s View]]&lt;br /&gt;
TANK B&#039;s LOG:&lt;br /&gt;
&lt;br /&gt;
Here we see tank B&#039;s point of view. From here, we see a shot which appears to hit tank A. In fact from this tank&#039;s point of view, it clearly does hit tank A.&lt;br /&gt;
&lt;br /&gt;
(Note: Tank B lag was approx. 50ms)&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
[[Image:Smalla.png|thumb|262px|right|Tank A&#039;s View]]&lt;br /&gt;
TANK A&#039;s LOG:&lt;br /&gt;
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And, here is tank A&#039;s point of view. The shot here has missed tank A. Keep in mind that tank A is moving forward here.&lt;br /&gt;
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(Note: Tank A lag was approx. 90ms)&lt;br /&gt;
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[[Image:Smallc.png|thumb|262px|right|Tank C&#039;s View]]&lt;br /&gt;
TANK C&#039;s LOG:&lt;br /&gt;
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Tank C sees something similar to what tank B saw.&lt;br /&gt;
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(Note: Tank C lag was approx. 25ms)&lt;br /&gt;
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===So, what happened?===&lt;br /&gt;
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&#039;&#039;&#039;Probably the most important factor to keep in mind here is that it is a player&#039;s OWN client which determines when he/she is hit,&#039;&#039;&#039; as it has the most accurate representation of its own tank location. Your tank&#039;s position is calculated locally, without any lag.&lt;br /&gt;
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So, tank A did not explode, because it &#039;knew&#039; that it had moved forward to avoid the shot. Due to the delay from lag, tanks B and C still saw tank A at its old position which had occurred a little over 1/10 second ago, so it &#039;&#039;&#039;appeared&#039;&#039;&#039; to them that the shot went through.&lt;br /&gt;
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In conclusion, not only can understanding lag make you a better player, but it can also explain why shots seem to go through other tanks. In general, your shots will be much more accurate if you compensate for lag by shooting where you opponent will be in 100ms, or whatever you and your opponent&#039;s combined lag is. Of course, if your opponent is constantly switching directions, this can be difficult.&lt;br /&gt;
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[[Category:Client]]&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Ts</name></author>
	</entry>
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