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	<id>https://wiki.bzflag.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wildrune11</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=Wildrune11"/>
	<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/Special:Contributions/Wildrune11"/>
	<updated>2026-05-19T10:30:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_List&amp;diff=8210</id>
		<title>Flag List</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_List&amp;diff=8210"/>
		<updated>2012-02-03T08:56:42Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: /* Good Superflags */ Added link to new Cloaking page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What are flags?==&lt;br /&gt;
&lt;br /&gt;
Flags are, well, flags.  [[Tank|Tanks]] pick up a flag by driving over it.  In general there are good and bad superflags, which change the behavior of the tank or weapon, and team flags.  They are one of the key factors how to kill the other tanks.&lt;br /&gt;
&lt;br /&gt;
Only one flag at a time may be carried and can usually be dropped by pressing the spacebar or middle mouse key (MMK), except where a map has been configured to make you hold a &amp;quot;bad&amp;quot; superflag for a certain length of time before being automatically dropped.  Some maps feature &amp;quot;antidote flags&amp;quot;, which appear randomly in yellow as soon as you pick up a bad flag.  Driving over the antidote flag will cause the bad flag to be dropped and the antidote flags to disappear.  Some maps have the feature that shooting another tank will cause a carried bad flag to be dropped.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t see the flags on the playing field and/or on the radar?  It&#039;s possible that the map doesn&#039;t have any flags but it&#039;s more likely that you&#039;ve accidentally switched them off in your excited playing of the game!  The default key to toggle flags on/off on the [[radar]] is &#039;&#039;&#039;h&#039;&#039;&#039;, and in the [[HUD]] is &#039;&#039;&#039;j&#039;&#039;&#039;.  Try pressing the appropriate key and see what happens!&lt;br /&gt;
&lt;br /&gt;
Every flag type has its own associated 1 or 2 letter flag code to identify it.  These flag codes are used when specifying specific flags, ether as server startup parameters, or as part of the map file. They are also used in various map structures such as [[weapon (object)|world weapons]] and [[Base|CTF Bases]]. The [[BZFS API]] will use flag codes as well to identify flag types.&lt;br /&gt;
&lt;br /&gt;
== Team Flags ==&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;[http://my.bzflag.org/w/Jargon Acr.]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Red Team || &amp;lt;span id=&amp;quot;R*&amp;quot;&amp;gt;R*&amp;lt;/span&amp;gt; || RF&lt;br /&gt;
|-&lt;br /&gt;
| Blue Team || &amp;lt;span id=&amp;quot;B*&amp;quot;&amp;gt;B*&amp;lt;/span&amp;gt; || BF&lt;br /&gt;
|-&lt;br /&gt;
| Green Team || &amp;lt;span id=&amp;quot;G*&amp;quot;&amp;gt;G*&amp;lt;/span&amp;gt; || GF&lt;br /&gt;
|-&lt;br /&gt;
| Purple Team || &amp;lt;span id=&amp;quot;P*&amp;quot;&amp;gt;P*&amp;lt;/span&amp;gt; || PF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Team flags are supplied by the server in the [[CTF|capture-the-flag]] style game.  While at least one player is on a team, that team&#039;s flag is in the game. When captured, the flag is returned to the team&#039;s [[base]]. If the flag is dropped in a bad place, it is moved to a safety position.  Bad places are on top of a building or on an enemy team base.  The flag can be dropped on a team base only by a player from a third team; for example, when a blue player drops the red flag on the green base.&lt;br /&gt;
&lt;br /&gt;
A team flag is captured when a tank drops an enemy flag onto its own base or when a tank takes its flag onto an enemy base, even if there&#039;s no one playing on that team.  You must be on the ground to capture a flag.&lt;br /&gt;
&lt;br /&gt;
==Good Superflags==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Agility || &amp;lt;span id=&amp;quot;A&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt; || Improves the dodging capabilities of the tank. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Burrow || &amp;lt;span id=&amp;quot;BU&amp;quot;&amp;gt;BU&amp;lt;/span&amp;gt; || Your tank burrows into the ground up to your muzzle, making you impervious to normal shots, as they sail above you. However, your tank controls become sluggish (with the default server settings), your radar view is reduced, and anyone, unless they are zoned, can crush you like a beetle. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Cloaked Shot || &amp;lt;span id=&amp;quot;CS&amp;quot;&amp;gt;CS&amp;lt;/span&amp;gt; || Shots are invisible out-the-window but still visible on radar. The glow emitted from the shot is still visible. It is very easy to kill yourself or a teammate with this flag on a server with ricochet, so watch out! ([[BZFlag 3.0|v.2.99]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloaking]] || &amp;lt;span id=&amp;quot;CL&amp;quot;&amp;gt;CL&amp;lt;/span&amp;gt; || Tank becomes invisible out-the-window but is still visible on radar.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genocide|Genocide]] || &amp;lt;span id=&amp;quot;G&amp;quot;&amp;gt;G&amp;lt;/span&amp;gt; || Destroying any tank on a team destroys every player on that team. Usually called &#039;Geno&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Guided Missile || &amp;lt;span id=&amp;quot;GM&amp;quot;&amp;gt;GM&amp;lt;/span&amp;gt; || Shots guide themselves when locked on. The missile can be retargeted at any time during its flight (with the right mouse button). This allows the player some control over the missile steering.&lt;br /&gt;
|-&lt;br /&gt;
| Identify || &amp;lt;span id=&amp;quot;ID&amp;quot;&amp;gt;ID&amp;lt;/span&amp;gt; || Displays the identity of the closest flag in the vicinity.&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Bullet || &amp;lt;span id=&amp;quot;IB&amp;quot;&amp;gt;IB&amp;lt;/span&amp;gt; || Shots are invisible on radar (except your own). They are visible out-the-window. Sort of stealth for shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[Jumping|Jumping]] || &amp;lt;span id=&amp;quot;JP&amp;quot;&amp;gt;JP&amp;lt;/span&amp;gt; || Allows the tank to jump. You cannot steer while in the air.&lt;br /&gt;
|-&lt;br /&gt;
| [[Laser|Laser]] || &amp;lt;span id=&amp;quot;L&amp;quot;&amp;gt;L&amp;lt;/span&amp;gt; || Shoots a laser, with effectively infinite speed and range. Just point and shoot. The binoculars are handy for lining up distant targets. The downside (you knew it was coming) is that the reload time is doubled.&lt;br /&gt;
|-&lt;br /&gt;
| Low Gravity || &amp;lt;span id=&amp;quot;LG&amp;quot;&amp;gt;LG&amp;lt;/span&amp;gt; || The gravity is reduced. Tank jumps higher. ([[BZFlag 3.0|v.2.99.x]])&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun || &amp;lt;span id=&amp;quot;MG&amp;quot;&amp;gt;MG&amp;lt;/span&amp;gt; || Increases shot speed, fires multiple bullets at a time, and dramatically decreases range and reload delay.&lt;br /&gt;
|-&lt;br /&gt;
| Masquerade || &amp;lt;span id=&amp;quot;MQ&amp;quot;&amp;gt;MQ&amp;lt;/span&amp;gt; || Your tank looks like a teammate when viewed out of the window. Bullets, radar and targeting reveal your true identity. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Narrow || &amp;lt;span id=&amp;quot;N&amp;quot;&amp;gt;N&amp;lt;/span&amp;gt; || Tank is super thin. Very hard to hit from front but is normal size from side. Can get through small openings.&lt;br /&gt;
|-&lt;br /&gt;
| Oscillation Overthruster || &amp;lt;span id=&amp;quot;OO&amp;quot;&amp;gt;OO&amp;lt;/span&amp;gt; || Lets the tank go through buildings. You cannot back up while inside a building, and consequently you can not enter a building while in reverse.  You can jump and then land inside of a building, but you can not begin a jump from within a building.&lt;br /&gt;
|-&lt;br /&gt;
| Phantom Zone || &amp;lt;span id=&amp;quot;PZ&amp;quot;&amp;gt;PZ&amp;lt;/span&amp;gt; || Driving through a teleporter phantom zones the tank. A zoned tank can shoot, but the shots fired will only have effect on other zoned tanks. Zoned tanks can drive through buildings and cannot be destroyed except by a Super Bullet, a Shock Wave, or another zoned tank (or if the teams flag is captured).&lt;br /&gt;
|-&lt;br /&gt;
| Quick Turn || &amp;lt;span id=&amp;quot;QT&amp;quot;&amp;gt;QT&amp;lt;/span&amp;gt; || Tank turns faster. Good for dodging.&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Fire || &amp;lt;span id=&amp;quot;F&amp;quot;&amp;gt;F&amp;lt;/span&amp;gt; || Increases shot speed and decreases range and reload delay.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricochet|Ricochet]] || &amp;lt;span id=&amp;quot;R&amp;quot;&amp;gt;R&amp;lt;/span&amp;gt; || Shots bounce off walls. It is exceptionally easy to kill yourself with this flag.&lt;br /&gt;
|-&lt;br /&gt;
| Seer || &amp;lt;span id=&amp;quot;SE&amp;quot;&amp;gt;SE&amp;lt;/span&amp;gt; || Gives you the ability to see Stealthed, Cloaked and Masqueraded tanks as normal, as well as Invisible Bullets. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Shield || &amp;lt;span id=&amp;quot;SH&amp;quot;&amp;gt;SH&amp;lt;/span&amp;gt; || Getting hit only drops flag. Flag flies an extra-long time.&lt;br /&gt;
|-&lt;br /&gt;
|[[ ShockWave|Shock Wave]] || &amp;lt;span id=&amp;quot;SW&amp;quot;&amp;gt;SW&amp;lt;/span&amp;gt; || Tank does not fire shells. Instead it sends out a shock wave in all directions. Any tank caught in the wave is destroyed (including tanks on or in buildings and zoned tanks).&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || &amp;lt;span id=&amp;quot;ST&amp;quot;&amp;gt;ST&amp;lt;/span&amp;gt; || Tank becomes invisible on radar but is still visible out-the-window.&lt;br /&gt;
|-&lt;br /&gt;
| Steam Roller || &amp;lt;span id=&amp;quot;SR&amp;quot;&amp;gt;SR&amp;lt;/span&amp;gt; || When you touch another tank while you have this flag, they are destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Super Bullet || &amp;lt;span id=&amp;quot;SB&amp;quot;&amp;gt;SB&amp;lt;/span&amp;gt; || Shots can go through buildings (possibly destroying a tank with the oscillation overthruster flag) and can also destroy (phantom) zoned tanks.&lt;br /&gt;
|-&lt;br /&gt;
| Thief || &amp;lt;span id=&amp;quot;TH&amp;quot;&amp;gt;TH&amp;lt;/span&amp;gt; || Tank is small and fast; when you shoot an opponent, he is not killed, but instead, you steal his flag. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Tiny || &amp;lt;span id=&amp;quot;T&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt; || Tank becomes much smaller and harder to hit. You must get quite close).&lt;br /&gt;
|-&lt;br /&gt;
| Useless || &amp;lt;span id=&amp;quot;US&amp;quot;&amp;gt;US&amp;lt;/span&amp;gt; || It is useless! ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| High Speed || &amp;lt;span id=&amp;quot;V&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt; || Tank moves faster. Outrun bad guys.&lt;br /&gt;
|-&lt;br /&gt;
| Wings || &amp;lt;span id=&amp;quot;WG&amp;quot;&amp;gt;WG&amp;lt;/span&amp;gt; || Tank can drive around in the air, and may be able to jump multiple times. This can be useful when jumping or falling. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bad Superflags==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Blindness || &amp;lt;span id=&amp;quot;B&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt; || Blanks the out-the-window view. The radar still works. It is effectively impossible to detect any tank with Stealth; shooting a Stealth with Blindness is the stuff legends are made of.&lt;br /&gt;
|-&lt;br /&gt;
| Bouncy || &amp;lt;span id=&amp;quot;BY&amp;quot;&amp;gt;BY&amp;lt;/span&amp;gt; || Tank can&#039;t stop bouncing.&lt;br /&gt;
|-&lt;br /&gt;
| Colorblindness || &amp;lt;span id=&amp;quot;CB&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || Prevents tank from seeing other tank&#039;s colors on the radar - All tanks on the radar will appear yellow. You have to be careful to avoid shooting teammates.&lt;br /&gt;
|-&lt;br /&gt;
| Forward Only || &amp;lt;span id=&amp;quot;FO&amp;quot;&amp;gt;FO&amp;lt;/span&amp;gt; || Can&#039;t drive in reverse. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Jamming || &amp;lt;span id=&amp;quot;JM&amp;quot;&amp;gt;JM&amp;lt;/span&amp;gt; || Disables the radar but you can still see out the main window.&lt;br /&gt;
|-&lt;br /&gt;
| Left Turn Only || &amp;lt;span id=&amp;quot;LT&amp;quot;&amp;gt;LT&amp;lt;/span&amp;gt; || Can&#039;t turn right.&lt;br /&gt;
|-&lt;br /&gt;
| Momentum || &amp;lt;span id=&amp;quot;M&amp;quot;&amp;gt;M&amp;lt;/span&amp;gt; || Gives the tank a lot of inertia.&lt;br /&gt;
|-&lt;br /&gt;
| No Jumping || &amp;lt;span id=&amp;quot;NJ&amp;quot;&amp;gt;NJ&amp;lt;/span&amp;gt; || Tank is not allowed to jump. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Obesity || &amp;lt;span id=&amp;quot;O&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt; || Tank becomes very large. Can&#039;t fit through some teleporters and other small openings, and is an easy target.&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Controls || &amp;lt;span id=&amp;quot;RC&amp;quot;&amp;gt;RC&amp;lt;/span&amp;gt; || Tank driving controls are reversed from their usual behavior. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Only || &amp;lt;span id=&amp;quot;RO&amp;quot;&amp;gt;RO&amp;lt;/span&amp;gt; || Can&#039;t drive forwards. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Right Turn Only || &amp;lt;span id=&amp;quot;RT&amp;quot;&amp;gt;RT&amp;lt;/span&amp;gt; || Can&#039;t turn left.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger Happy || &amp;lt;span id=&amp;quot;TR&amp;quot;&amp;gt;TR&amp;lt;/span&amp;gt; || Tank cannot stop shooting. Watch out for that ricochet. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Wide Angle || &amp;lt;span id=&amp;quot;WA&amp;quot;&amp;gt;WA&amp;lt;/span&amp;gt; || Gives the tank a fish eye lens view out the main window.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Antidote Flag==&lt;br /&gt;
The antidote flag is not really a flag, though it appears like one. It is rarely used, and is only useful on servers with bad flags. When it is enabled and a player picks up a bad flag, their client randomly places a yellow antidote flag on the map. Upon touching the flag, the player instantly drops their bad flag.&lt;br /&gt;
&lt;br /&gt;
The antidote flag is not a real flag because its location is determined by the client, it is not seen by other clients, it can be &#039;picked up&#039; when carrying a flag, and instantly disappears when &#039;picked up&#039;.&lt;br /&gt;
&lt;br /&gt;
==Flag Ideas==&lt;br /&gt;
See [[Flag Ideas]] page&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Cloaking&amp;diff=8209</id>
		<title>Cloaking</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Cloaking&amp;diff=8209"/>
		<updated>2012-02-03T08:54:31Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: Wrote a bit about Cloaking flag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Cloaking]] superflag makes the player completely invisible out the window when being carried by a tank.&lt;br /&gt;
The tank is still fully visible on the radar, and it is possible to detect tank movement out the window by observing tank tracks and jump landings.&lt;br /&gt;
&lt;br /&gt;
Tanks with the Cloaking superflag can not be killed by a player carrying the [[Laser]] superflag.&lt;br /&gt;
Because of this, the Cloaking superflag has become very useful on maps where it&#039;s easy for a player to be continuously spawn killed with a Laser superflag by adding many Cloaking superflags in the spawn area. For example, this is used on the team bases in [[Missile War 2.3]].&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Rejected_flag_ideas&amp;diff=8208</id>
		<title>Talk:Rejected flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Rejected_flag_ideas&amp;diff=8208"/>
		<updated>2012-02-03T08:48:08Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: Added a note for JeffM2501&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[JeffM2501]], you rejected Piercing Shot for &amp;quot;It&#039;s called super bullet, at most this is an option for SB to rico&amp;quot;. However as far as I&#039;m aware, SB dies when it hits a tank. Whoever suggest Piercing Shot (&amp;quot;Shot does not disappear after hitting the target, instead it keeps going.&amp;quot;) was meaning that once the bullet hits a tank, the tank dies, but the bullet keeps going as if it hadn&#039;t hit anything. (Just wanted to point this out, in case you hadn&#039;t realized ;) ) --[[User:Wildrune11|Wildrune11]] 02:48, 3 February 2012 (CST)&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8167</id>
		<title>Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8167"/>
		<updated>2011-12-22T02:37:01Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: moved image to right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Laser.png|right|thumb|300px|A laser being fired and rebounded.]]&lt;br /&gt;
When carrying the Laser superflag, a tank will not shoot regular bullets, but instead a very long beam. Any tanks that come into contact with this beam will be destroyed, so it is useful for killing multiple tanks in one shot. The beam usually does not last for very long.&lt;br /&gt;
&lt;br /&gt;
The Laser superflag can be used in many different ways. Lasers can be:&lt;br /&gt;
* Rebounded off many surfaces. If ricochet is enabled, a laser can [http://farm4.static.flickr.com/3172/2343441015_18ca5509ee_o.png ricochet off many surfaces to create a very complex beam]. This can be very powerful and kill many tanks, as the more the laser ricochets, the more likely a tank will fall in it&#039;s path. However, if these kinds of attacks aren&#039;t planned very well, the laser could end up hitting a teammate or even the tank that fired it!&lt;br /&gt;
* Fired through a teleporter to catch unsuspecting players.&lt;br /&gt;
* Used to &amp;quot;snipe&amp;quot;. Using the binocular view (B on keyboard) and targeting unsuspecting players with laser is a powerful way to snipe.&lt;br /&gt;
* As a camping tool! Sitting in one spot and waiting for players to drive right where the laser will hit is possibly the most popular camping technique on BZFlag.&lt;br /&gt;
&lt;br /&gt;
Players with the [[Cloaking]] superflag are unaffected by lasers! Many Cloaking flags are often added by map makers into a certain area to prevent camping with lasers in the area. Grabbing a Cloaking flag before driving through an area vulnerable to laser attacks is also a wise idea.&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8166</id>
		<title>Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8166"/>
		<updated>2011-12-22T02:36:41Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: re-added working image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Laser.png|center|thumb|300px|A laser being fired and rebounded.]]&lt;br /&gt;
When carrying the Laser superflag, a tank will not shoot regular bullets, but instead a very long beam. Any tanks that come into contact with this beam will be destroyed, so it is useful for killing multiple tanks in one shot. The beam usually does not last for very long.&lt;br /&gt;
&lt;br /&gt;
The Laser superflag can be used in many different ways. Lasers can be:&lt;br /&gt;
* Rebounded off many surfaces. If ricochet is enabled, a laser can [http://farm4.static.flickr.com/3172/2343441015_18ca5509ee_o.png ricochet off many surfaces to create a very complex beam]. This can be very powerful and kill many tanks, as the more the laser ricochets, the more likely a tank will fall in it&#039;s path. However, if these kinds of attacks aren&#039;t planned very well, the laser could end up hitting a teammate or even the tank that fired it!&lt;br /&gt;
* Fired through a teleporter to catch unsuspecting players.&lt;br /&gt;
* Used to &amp;quot;snipe&amp;quot;. Using the binocular view (B on keyboard) and targeting unsuspecting players with laser is a powerful way to snipe.&lt;br /&gt;
* As a camping tool! Sitting in one spot and waiting for players to drive right where the laser will hit is possibly the most popular camping technique on BZFlag.&lt;br /&gt;
&lt;br /&gt;
Players with the [[Cloaking]] superflag are unaffected by lasers! Many Cloaking flags are often added by map makers into a certain area to prevent camping with lasers in the area. Grabbing a Cloaking flag before driving through an area vulnerable to laser attacks is also a wise idea.&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Laser&amp;diff=8165</id>
		<title>Talk:Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Laser&amp;diff=8165"/>
		<updated>2011-12-22T02:35:36Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Addition of image &amp;quot;Laser.png&amp;quot; by previous contributor yielded the following error in the box where the image should have been:&lt;br /&gt;
Error creating thumbnail: /var/www/wiki.bzflag.org/htdocs/bin/ulimit4.sh: line 4: /var/www/wiki.bzflag.org/convert: No such file or directory&amp;lt;br&amp;gt;&lt;br /&gt;
--Yeah thanks for removing. I was going to leave it there for a bit to see if it was just going to take a while to process. Got it sorted now though. [[User:Wildrune11|Wildrune11]] 20:35, 21 December 2011 (CST)&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Laser&amp;diff=8164</id>
		<title>Talk:Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Laser&amp;diff=8164"/>
		<updated>2011-12-22T02:35:19Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Addition of image &amp;quot;Laser.png&amp;quot; by previous contributor yielded the following error in the box where the image should have been:&lt;br /&gt;
Error creating thumbnail: /var/www/wiki.bzflag.org/htdocs/bin/ulimit4.sh: line 4: /var/www/wiki.bzflag.org/convert: No such file or directory&lt;br /&gt;
--Yeah thanks for removing. I was going to leave it there for a bit to see if it was just going to take a while to process. Got it sorted now though. [[User:Wildrune11|Wildrune11]] 20:35, 21 December 2011 (CST)&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=File:Laser.png&amp;diff=8161</id>
		<title>File:Laser.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=File:Laser.png&amp;diff=8161"/>
		<updated>2011-12-21T06:42:59Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: uploaded a new version of &amp;amp;quot;File:Laser.png&amp;amp;quot;: A laser being fired on Castle Warfare.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A laser being fired on Castle Warfare.&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8160</id>
		<title>Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8160"/>
		<updated>2011-12-21T06:42:13Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Laser.png|right|thumb|300px|An example of the laser being fired.]]When carrying the Laser superflag, a tank will not shoot regular bullets, but instead a very long beam. Any tanks that come into contact with this beam will be destroyed, so it is useful for killing multiple tanks in one shot. The beam usually does not last for very long.&lt;br /&gt;
&lt;br /&gt;
The Laser superflag can be used in many different ways. Lasers can be:&lt;br /&gt;
* Rebounded off many surfaces. If ricochet is enabled, a laser can [http://farm4.static.flickr.com/3172/2343441015_18ca5509ee_o.png ricochet off many surfaces to create a very complex beam]. This can be very powerful and kill many tanks, as the more the laser ricochets, the more likely a tank will fall in it&#039;s path. However, if these kinds of attacks aren&#039;t planned very well, the laser could end up hitting a teammate or even the tank that fired it!&lt;br /&gt;
* Fired through a teleporter to catch unsuspecting players.&lt;br /&gt;
* Used to &amp;quot;snipe&amp;quot;. Using the binocular view (B on keyboard) and targeting unsuspecting players with laser is a powerful way to snipe.&lt;br /&gt;
* As a camping tool! Sitting in one spot and waiting for players to drive right where the laser will hit is possibly the most popular camping technique on BZFlag.&lt;br /&gt;
&lt;br /&gt;
Players with the [[Cloaking]] superflag are unaffected by lasers! Many Cloaking flags are often added by map makers into a certain area to prevent camping with lasers in the area. Grabbing a Cloaking flag before driving through an area vulnerable to laser attacks is also a wise idea.&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=File:Laser.png&amp;diff=8159</id>
		<title>File:Laser.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=File:Laser.png&amp;diff=8159"/>
		<updated>2011-12-21T06:40:22Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: A laser being fired on Castle Warfare.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A laser being fired on Castle Warfare.&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Hix&amp;diff=8157</id>
		<title>Hix</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Hix&amp;diff=8157"/>
		<updated>2011-12-19T04:20:23Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: Fixed a grammar mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HiX is a [[CTF]] and [[FFA]] map that is included with the BZFlag installation. The map is a derivative of a map originally createdby [[Tim Riker]]. The most prominent change from the original, is that the X that divides the map into quadrants extended to the ground - prohibiting tanks from driving under them, forcing the driver to either go over or around the X.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hix-ctf.png|thumb|right|Hix Screenshot in 4 team CTF Mode]]&lt;br /&gt;
[[Image:Hix-ffa.png|thumb|right|Hix Screenshot in FFA Mode]]&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:CTF Maps]]&lt;br /&gt;
[[Category:FFA Maps]]&lt;br /&gt;
[[Category:4 Team Maps]]&lt;br /&gt;
==Description==&lt;br /&gt;
HiX&#039;s most prominent features are the raised &amp;quot;catwalks&amp;quot; that form a &amp;quot;High X.&amp;quot; The map is made with two lines of symmetry, so it is a 4-way map. There are three main levels of play: 0 units, 15 units, and 30 units, 0 units being the ground, 15 units being the boxes on the ground and the lower catwalks, and 30 being the upper catwalks. There are 4 raised bases on each side of the map, centered on the outer wall, and vertically aligned with the upper catwalks. There is a fourth level at 45 units high, which consists of 5 boxes on the catwalks, 1 in the middle, and 4 behind each base. There are two [[teleporter]]s located in each corner of the map which lead from the ground level to the upper catwalks. On each side there are two boxes turned 45 degrees in between the teleporters and the base. Under each base there are 4 pyramids, and under the lower catwalks there are 10 pyramids in each quadrant meant to resemble supports for the catwalk.  Each support features 1 upright tall pyramid, 2 upright short pyramids, and 2 inverted short pyramids.  There are two supports per quadrant.&lt;br /&gt;
&lt;br /&gt;
==Leagues==&lt;br /&gt;
The HiX map is the signature map of the [[GU League|Games United League]]. In this league the map is set up to have two teams opposite each other--red and purple.&lt;br /&gt;
The HiX map is also used in the [[Leagues#1vs1_League|1vs1 League]] in FFA mode.&lt;br /&gt;
==CTF Strategies==&lt;br /&gt;
On the HiX map in its 2 team form, flags should be placed either behind a teleporter or against the box half way between the teleporter and the base.  These two spots make it easy to kill opponents trying to grab your flag.  In its 4 team form, flags should be left on the base or on the box behind the base.&lt;br /&gt;
==Other forms==&lt;br /&gt;
The map can be found in other forms besides [[FFA]], 2 team [[CTF]], and 4 team [[CTF]].  Some servers use the map in a [[Rabbit Hunt]] format, a [[Hold the Flag]] (HTF) format using a plug-in, and a [[King of the Hill]] format. &lt;br /&gt;
==Hix Tricks==&lt;br /&gt;
The Hix map contains many secret shots, tricks, glitches, and moves.&lt;br /&gt;
===Glitches===&lt;br /&gt;
*All four pyramids below the bases, and the eight pyramids below the lower catwalks can be used to ricochet bullets off of to go through the catwalks/bases above them.  This glitch may or may not have been fixed in BZFlag 3.0.&lt;br /&gt;
*Under the lower catwalks near the corner of the cube shaped boxes tanks can get stuck momentarily at the top when they jump, not really a useful trick, but cool to try.  This trick also works on the ends of the walls that forms the X under the upper catwalks, although this is extremely rare to see.&lt;br /&gt;
*Tanks can get jammed and stuck between all teleporters and the outer walls. If you&#039;re versing someone who is between the teleporter and the wall and you can make them jump, there&#039;s a good chance you can get them jammed there. While there is still a chance of becoming unjammed and falling after becoming stuck, this is rare and the only definite way to get yourself out is to self-destruct.&lt;br /&gt;
&lt;br /&gt;
===Flag Passing Tricks===&lt;br /&gt;
Passed flags will either go to the middle of the map, or to their respective bases, depending on how the map is set up. (In the [[GU League]] setup, the flags go to the middle of the map.)&lt;br /&gt;
====Teleporter Passes====&lt;br /&gt;
In 3.0 versions of BZFlag, teleporters act like boxes, enabling flags to rest on top of them.  In 2.0 versions of BZFlag, teleporters act like a pyramid, meaning flags go to safety zones instead of sitting on teleporters.&lt;br /&gt;
*Above Tele Pass:  This is the easiest of the 3 teleporter passes.  When holding the flag, jump above the upper level teleporter, make sure the flag is over the teleporter, and release.  This is the easiest pass, but the most time consuming and can give an enemy more time to kill you.&lt;br /&gt;
*Below Tele Jump Pass:  This pass is also easy, although not as easy as the Above Tele Pass.  Simply drive under the top teleporter, jump, and when you hit the top of the teleporter, release the flag and it will go mid.  With practice, this method can be a fast reliable way to pass the flag to the middle of the field.&lt;br /&gt;
*Below Tele Jumpless Pass:  This is the hardest pass to use, and is rarely used in battle.  This pass can be done in any teleporter, top or bottom, front or back, making it the most versatile.  To use this pass you must be touching the edge of the teleporter.  The pass has to be done while under the teleporter, but before you go through it, because the teleporter moves you slightly toward the center upon entering it.  It cannot be done when entering the teleporter from an angle.  When all of these requirements have been met, release the flag and it will fly to the center of the map.  This pass is hard to use with consistency, and due to the extreme difficulty of using it, rarely used.  If ever mastered though, it could be the quickest, safest, and most efficient way to pass the flag.  This pass is also know as the &amp;quot;Tele Hax Pass&amp;quot;.  It received this nickname due to the difficulty of the pass, the unusual list of requirements in order to perform the pass, and the difficulty in discovering the pass.  The name has nothing to do with any improved/modified clients.&lt;br /&gt;
&lt;br /&gt;
====Pyramid Passes====&lt;br /&gt;
*Base Pyramids Mid Pass:  Simply make sure the flag is over the pyramid, but not under the box, and release it.  It will travel mid.&lt;br /&gt;
*Base Pyramids Up Pass:  Simply make sure the flag is over the pyramid and under the box, also make sure the box is not a base of a different color than the flag your passing, and release it. (i.e. this pass will mid a green flag under any base other than a green base or a regular box)  This will not happen if you are under an enemy base, and it will have the same effect as dropping the flag on the base.&lt;br /&gt;
*Rear Base Pyramid Up Pass:  Simply make sure the flag is over the pyramid and under the box located behind the base.  Release the flag and it will land on top of the box.  If you have the flag over the pyramid but under the base instead of the box, this pass will not work.&lt;br /&gt;
*Support Pyramid Mid Pass:  Make sure the flag is located over one of the short upright pyramids and that your tank is above 5.0 units above the ground.  Release the flag, and it will go to the middle of the map.&lt;br /&gt;
*Support Pyramid Up Pass:  Make sure the flag is located over one of the short upright pyramids and that your tank is under 5.0 units above the ground.  Release the flag, and it will travel up to the lower level of the catwalk.&lt;br /&gt;
*Middle Pyramid Mid Pass:  This pass is close to totally useless (never rule any trick out in GU though).  Jump onto the pyramid, turn sideways slowly, drive till you reach a corner, jump 45 degrees, land, and drive forward on that side of the pyramid.  Continue doing so until the flag is over the pyramid, then release.  The flag will simply fall down to the middle of the map.&lt;br /&gt;
&lt;br /&gt;
===Pyramid shots===&lt;br /&gt;
*Shooting at pyramids at a certain angle can cause bullets to go up to different levels of play, so, for example, a tank on the bottom level can kill tanks on the upper and lower catwalks, and tanks jumping up to the base.&lt;br /&gt;
*The four pyramids below the x-pattern rails closest to the corner of the map can be used to kill people jumping from the box infront of the base to the base as well, although this is hard to time and hard to aim properly, you must be facing toward the outer edge of the map that the base you&#039;re shooting at is along, and jump and shoot at the upper section of the pyramid to do it.&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8155</id>
		<title>Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Laser&amp;diff=8155"/>
		<updated>2011-12-19T02:52:36Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: Created page on the Laser superflag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When carrying the Laser superflag, a tank will not shoot regular bullets, but instead a very long beam. Any tanks that come into contact with this beam will be destroyed, so it is useful for killing multiple tanks in one shot. The beam usually does not last for very long.&lt;br /&gt;
&lt;br /&gt;
The Laser superflag can be used in many different ways. Lasers can be:&lt;br /&gt;
* Rebounded off many surfaces. If ricochet is enabled, a laser can [http://farm4.static.flickr.com/3172/2343441015_18ca5509ee_o.png ricochet off many surfaces to create a very complex beam]. This can be very powerful and kill many tanks, as the more the laser ricochets, the more likely a tank will fall in it&#039;s path. However, if these kinds of attacks aren&#039;t planned very well, the laser could end up hitting a teammate or even the tank that fired it!&lt;br /&gt;
* Fired through a teleporter to catch unsuspecting players.&lt;br /&gt;
* Used to &amp;quot;snipe&amp;quot;. Using the binocular view (B on keyboard) and targeting unsuspecting players with laser is a powerful way to snipe.&lt;br /&gt;
* As a camping tool! Sitting in one spot and waiting for players to drive right where the laser will hit is possibly the most popular camping technique on BZFlag.&lt;br /&gt;
&lt;br /&gt;
Players with the [[Cloaking]] superflag are unaffected by lasers! Many Cloaking flags are often added by map makers into a certain area to prevent camping with lasers in the area. Grabbing a Cloaking flag before driving through an area vulnerable to laser attacks is also a wise idea.&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_List&amp;diff=8154</id>
		<title>Flag List</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_List&amp;diff=8154"/>
		<updated>2011-12-19T02:30:14Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: /* Good Superflags */  -  Adding link to a page I am about to write&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What are flags?==&lt;br /&gt;
&lt;br /&gt;
Flags are, well, flags.  [[Tank|Tanks]] pick up a flag by driving over it.  In general there are good and bad superflags, which change the behavior of the tank or weapon, and team flags.  They are one of the key factors how to kill the other tanks.&lt;br /&gt;
&lt;br /&gt;
Only one flag at a time may be carried and can usually be dropped by pressing the spacebar or middle mouse key (MMK), except where a map has been configured to make you hold a &amp;quot;bad&amp;quot; superflag for a certain length of time before being automatically dropped.  Some maps feature &amp;quot;antidote flags&amp;quot;, which appear randomly in yellow as soon as you pick up a bad flag.  Driving over the antidote flag will cause the bad flag to be dropped and the antidote flags to disappear.  Some maps have the feature that shooting another tank will cause a carried bad flag to be dropped.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t see the flags on the playing field and/or on the radar?  It&#039;s possible that the map doesn&#039;t have any flags but it&#039;s more likely that you&#039;ve accidentally switched them off in your excited playing of the game!  The default key to toggle flags on/off on the [[radar]] is &#039;&#039;&#039;h&#039;&#039;&#039;, and in the [[HUD]] is &#039;&#039;&#039;j&#039;&#039;&#039;.  Try pressing the appropriate key and see what happens!&lt;br /&gt;
&lt;br /&gt;
Every flag type has its own associated 1 or 2 letter flag code to identify it.  These flag codes are used when specifying specific flags, ether as server startup parameters, or as part of the map file. They are also used in various map structures such as [[weapon (object)|world weapons]] and [[Base|CTF Bases]]. The [[BZFS API]] will use flag codes as well to identify flag types.&lt;br /&gt;
&lt;br /&gt;
== Team Flags ==&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;[http://my.bzflag.org/w/Jargon Acr.]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Red Team || &amp;lt;span id=&amp;quot;R*&amp;quot;&amp;gt;R*&amp;lt;/span&amp;gt; || RF&lt;br /&gt;
|-&lt;br /&gt;
| Blue Team || &amp;lt;span id=&amp;quot;B*&amp;quot;&amp;gt;B*&amp;lt;/span&amp;gt; || BF&lt;br /&gt;
|-&lt;br /&gt;
| Green Team || &amp;lt;span id=&amp;quot;G*&amp;quot;&amp;gt;G*&amp;lt;/span&amp;gt; || GF&lt;br /&gt;
|-&lt;br /&gt;
| Purple Team || &amp;lt;span id=&amp;quot;P*&amp;quot;&amp;gt;P*&amp;lt;/span&amp;gt; || PF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Team flags are supplied by the server in the [[CTF|capture-the-flag]] style game.  While at least one player is on a team, that team&#039;s flag is in the game. When captured, the flag is returned to the team&#039;s [[base]]. If the flag is dropped in a bad place, it is moved to a safety position.  Bad places are on top of a building or on an enemy team base.  The flag can be dropped on a team base only by a player from a third team; for example, when a blue player drops the red flag on the green base.&lt;br /&gt;
&lt;br /&gt;
A team flag is captured when a tank drops an enemy flag onto its own base or when a tank takes its flag onto an enemy base, even if there&#039;s no one playing on that team.  You must be on the ground to capture a flag.&lt;br /&gt;
&lt;br /&gt;
==Good Superflags==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Agility || &amp;lt;span id=&amp;quot;A&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt; || Improves the dodging capabilities of the tank. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Burrow || &amp;lt;span id=&amp;quot;BU&amp;quot;&amp;gt;BU&amp;lt;/span&amp;gt; || Your tank burrows into the ground up to your muzzle, making you impervious to normal shots, as they sail above you. However, your tank controls become sluggish (with the default server settings), your radar view is reduced, and anyone, unless they are zoned, can crush you like a beetle. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Cloaked Shot || &amp;lt;span id=&amp;quot;CS&amp;quot;&amp;gt;CS&amp;lt;/span&amp;gt; || Shots are invisible out-the-window but still visible on radar. The glow emitted from the shot is still visible. It is very easy to kill yourself or a teammate with this flag on a server with ricochet, so watch out! ([[BZFlag 3.0|v.2.99]])&lt;br /&gt;
|-&lt;br /&gt;
| Cloaking || &amp;lt;span id=&amp;quot;CL&amp;quot;&amp;gt;CL&amp;lt;/span&amp;gt; || Tank becomes invisible out-the-window but is still visible on radar.&lt;br /&gt;
|-&lt;br /&gt;
| [[Genocide|Genocide]] || &amp;lt;span id=&amp;quot;G&amp;quot;&amp;gt;G&amp;lt;/span&amp;gt; || Destroying any tank on a team destroys every player on that team. Usually called &#039;Geno&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Guided Missile || &amp;lt;span id=&amp;quot;GM&amp;quot;&amp;gt;GM&amp;lt;/span&amp;gt; || Shots guide themselves when locked on. The missile can be retargeted at any time during its flight (with the right mouse button). This allows the player some control over the missile steering.&lt;br /&gt;
|-&lt;br /&gt;
| Identify || &amp;lt;span id=&amp;quot;ID&amp;quot;&amp;gt;ID&amp;lt;/span&amp;gt; || Displays the identity of the closest flag in the vicinity.&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Bullet || &amp;lt;span id=&amp;quot;IB&amp;quot;&amp;gt;IB&amp;lt;/span&amp;gt; || Shots are invisible on radar (except your own). They are visible out-the-window. Sort of stealth for shots.&lt;br /&gt;
|-&lt;br /&gt;
| [[Jumping|Jumping]] || &amp;lt;span id=&amp;quot;JP&amp;quot;&amp;gt;JP&amp;lt;/span&amp;gt; || Allows the tank to jump. You cannot steer while in the air.&lt;br /&gt;
|-&lt;br /&gt;
| [[Laser|Laser]] || &amp;lt;span id=&amp;quot;L&amp;quot;&amp;gt;L&amp;lt;/span&amp;gt; || Shoots a laser, with effectively infinite speed and range. Just point and shoot. The binoculars are handy for lining up distant targets. The downside (you knew it was coming) is that the reload time is doubled.&lt;br /&gt;
|-&lt;br /&gt;
| Low Gravity || &amp;lt;span id=&amp;quot;LG&amp;quot;&amp;gt;LG&amp;lt;/span&amp;gt; || The gravity is reduced. Tank jumps higher. ([[BZFlag 3.0|v.2.99.x]])&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun || &amp;lt;span id=&amp;quot;MG&amp;quot;&amp;gt;MG&amp;lt;/span&amp;gt; || Increases shot speed, fires multiple bullets at a time, and dramatically decreases range and reload delay.&lt;br /&gt;
|-&lt;br /&gt;
| Masquerade || &amp;lt;span id=&amp;quot;MQ&amp;quot;&amp;gt;MQ&amp;lt;/span&amp;gt; || Your tank looks like a teammate when viewed out of the window. Bullets, radar and targeting reveal your true identity. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Narrow || &amp;lt;span id=&amp;quot;N&amp;quot;&amp;gt;N&amp;lt;/span&amp;gt; || Tank is super thin. Very hard to hit from front but is normal size from side. Can get through small openings.&lt;br /&gt;
|-&lt;br /&gt;
| Oscillation Overthruster || &amp;lt;span id=&amp;quot;OO&amp;quot;&amp;gt;OO&amp;lt;/span&amp;gt; || Lets the tank go through buildings. You cannot back up while inside a building, and consequently you can not enter a building while in reverse.  You can jump and then land inside of a building, but you can not begin a jump from within a building.&lt;br /&gt;
|-&lt;br /&gt;
| Phantom Zone || &amp;lt;span id=&amp;quot;PZ&amp;quot;&amp;gt;PZ&amp;lt;/span&amp;gt; || Driving through a teleporter phantom zones the tank. A zoned tank can shoot, but the shots fired will only have effect on other zoned tanks. Zoned tanks can drive through buildings and cannot be destroyed except by a Super Bullet, a Shock Wave, or another zoned tank (or if the teams flag is captured).&lt;br /&gt;
|-&lt;br /&gt;
| Quick Turn || &amp;lt;span id=&amp;quot;QT&amp;quot;&amp;gt;QT&amp;lt;/span&amp;gt; || Tank turns faster. Good for dodging.&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Fire || &amp;lt;span id=&amp;quot;F&amp;quot;&amp;gt;F&amp;lt;/span&amp;gt; || Increases shot speed and decreases range and reload delay.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ricochet|Ricochet]] || &amp;lt;span id=&amp;quot;R&amp;quot;&amp;gt;R&amp;lt;/span&amp;gt; || Shots bounce off walls. It is exceptionally easy to kill yourself with this flag.&lt;br /&gt;
|-&lt;br /&gt;
| Seer || &amp;lt;span id=&amp;quot;SE&amp;quot;&amp;gt;SE&amp;lt;/span&amp;gt; || Gives you the ability to see Stealthed, Cloaked and Masqueraded tanks as normal, as well as Invisible Bullets. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Shield || &amp;lt;span id=&amp;quot;SH&amp;quot;&amp;gt;SH&amp;lt;/span&amp;gt; || Getting hit only drops flag. Flag flies an extra-long time.&lt;br /&gt;
|-&lt;br /&gt;
|[[ ShockWave|Shock Wave]] || &amp;lt;span id=&amp;quot;SW&amp;quot;&amp;gt;SW&amp;lt;/span&amp;gt; || Tank does not fire shells. Instead it sends out a shock wave in all directions. Any tank caught in the wave is destroyed (including tanks on or in buildings and zoned tanks).&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || &amp;lt;span id=&amp;quot;ST&amp;quot;&amp;gt;ST&amp;lt;/span&amp;gt; || Tank becomes invisible on radar but is still visible out-the-window.&lt;br /&gt;
|-&lt;br /&gt;
| Steam Roller || &amp;lt;span id=&amp;quot;SR&amp;quot;&amp;gt;SR&amp;lt;/span&amp;gt; || When you touch another tank while you have this flag, they are destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Super Bullet || &amp;lt;span id=&amp;quot;SB&amp;quot;&amp;gt;SB&amp;lt;/span&amp;gt; || Shots can go through buildings (possibly destroying a tank with the oscillation overthruster flag) and can also destroy (phantom) zoned tanks.&lt;br /&gt;
|-&lt;br /&gt;
| Thief || &amp;lt;span id=&amp;quot;TH&amp;quot;&amp;gt;TH&amp;lt;/span&amp;gt; || Tank is small and fast; when you shoot an opponent, he is not killed, but instead, you steal his flag. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Tiny || &amp;lt;span id=&amp;quot;T&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt; || Tank becomes much smaller and harder to hit. You must get quite close).&lt;br /&gt;
|-&lt;br /&gt;
| Useless || &amp;lt;span id=&amp;quot;US&amp;quot;&amp;gt;US&amp;lt;/span&amp;gt; || It is useless! ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| High Speed || &amp;lt;span id=&amp;quot;V&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt; || Tank moves faster. Outrun bad guys.&lt;br /&gt;
|-&lt;br /&gt;
| Wings || &amp;lt;span id=&amp;quot;WG&amp;quot;&amp;gt;WG&amp;lt;/span&amp;gt; || Tank can drive around in the air, and may be able to jump multiple times. This can be useful when jumping or falling. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bad Superflags==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Blindness || &amp;lt;span id=&amp;quot;B&amp;quot;&amp;gt;B&amp;lt;/span&amp;gt; || Blanks the out-the-window view. The radar still works. It is effectively impossible to detect any tank with Stealth; shooting a Stealth with Blindness is the stuff legends are made of.&lt;br /&gt;
|-&lt;br /&gt;
| Bouncy || &amp;lt;span id=&amp;quot;BY&amp;quot;&amp;gt;BY&amp;lt;/span&amp;gt; || Tank can&#039;t stop bouncing.&lt;br /&gt;
|-&lt;br /&gt;
| Colorblindness || &amp;lt;span id=&amp;quot;CB&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || Prevents tank from seeing other tank&#039;s colors on the radar - All tanks on the radar will appear yellow. You have to be careful to avoid shooting teammates.&lt;br /&gt;
|-&lt;br /&gt;
| Forward Only || &amp;lt;span id=&amp;quot;FO&amp;quot;&amp;gt;FO&amp;lt;/span&amp;gt; || Can&#039;t drive in reverse. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Jamming || &amp;lt;span id=&amp;quot;JM&amp;quot;&amp;gt;JM&amp;lt;/span&amp;gt; || Disables the radar but you can still see out the main window.&lt;br /&gt;
|-&lt;br /&gt;
| Left Turn Only || &amp;lt;span id=&amp;quot;LT&amp;quot;&amp;gt;LT&amp;lt;/span&amp;gt; || Can&#039;t turn right.&lt;br /&gt;
|-&lt;br /&gt;
| Momentum || &amp;lt;span id=&amp;quot;M&amp;quot;&amp;gt;M&amp;lt;/span&amp;gt; || Gives the tank a lot of inertia.&lt;br /&gt;
|-&lt;br /&gt;
| No Jumping || &amp;lt;span id=&amp;quot;NJ&amp;quot;&amp;gt;NJ&amp;lt;/span&amp;gt; || Tank is not allowed to jump. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Obesity || &amp;lt;span id=&amp;quot;O&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt; || Tank becomes very large. Can&#039;t fit through some teleporters and other small openings, and is an easy target.&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Controls || &amp;lt;span id=&amp;quot;RC&amp;quot;&amp;gt;RC&amp;lt;/span&amp;gt; || Tank driving controls are reversed from their usual behavior. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Only || &amp;lt;span id=&amp;quot;RO&amp;quot;&amp;gt;RO&amp;lt;/span&amp;gt; || Can&#039;t drive forwards. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Right Turn Only || &amp;lt;span id=&amp;quot;RT&amp;quot;&amp;gt;RT&amp;lt;/span&amp;gt; || Can&#039;t turn left.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger Happy || &amp;lt;span id=&amp;quot;TR&amp;quot;&amp;gt;TR&amp;lt;/span&amp;gt; || Tank cannot stop shooting. Watch out for that ricochet. ([[BZFlag 2.0.0|v.2.0.0]])&lt;br /&gt;
|-&lt;br /&gt;
| Wide Angle || &amp;lt;span id=&amp;quot;WA&amp;quot;&amp;gt;WA&amp;lt;/span&amp;gt; || Gives the tank a fish eye lens view out the main window.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Antidote Flag==&lt;br /&gt;
The antidote flag is not really a flag, though it appears like one. It is rarely used, and is only useful on servers with bad flags. When it is enabled and a player picks up a bad flag, their client randomly places a yellow antidote flag on the map. Upon touching the flag, the player instantly drops their bad flag.&lt;br /&gt;
&lt;br /&gt;
The antidote flag is not a real flag because its location is determined by the client, it is not seen by other clients, it can be &#039;picked up&#039; when carrying a flag, and instantly disappears when &#039;picked up&#039;.&lt;br /&gt;
&lt;br /&gt;
==Flag Ideas==&lt;br /&gt;
See [[Flag Ideas]] page&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=ShockWave&amp;diff=8151</id>
		<title>ShockWave</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=ShockWave&amp;diff=8151"/>
		<updated>2011-12-18T09:51:56Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Bzfi0377.jpg|right|thumb|200px|Shockwave is fired in background]]&lt;br /&gt;
&lt;br /&gt;
Shockwave is a shot type which projects a spherical field that expands in all directions from the position the user fired it. It will kill all tanks that the field hits, including those above or below the firing tank, but not the firing tank itself. The field can travel through all materials and meshes such as buildings and scenery. The field cannot ricochet or transport through teleporters.&lt;br /&gt;
&lt;br /&gt;
Shockwave can be acquired as weapon from a flag or as a world weapon.&lt;br /&gt;
&lt;br /&gt;
It can be used as a [[World Weapon|world weapon]] by setting the type for the world weapon as &amp;quot;SW&amp;quot;. In the Capture-the-Flag style game, a Shockwave is often fired from the base of the loosing team, to prevent players from the winning team waiting around the base to immediately take the flag again.&lt;br /&gt;
&lt;br /&gt;
Shockwave is one of the strongest superflags allowing players to kill &amp;quot;around corners&amp;quot;. It is also commonly used to kill tanks jumping over a player or tanks a player is jumping over. However, because this flag sports only short range destruction, it can be easily countered by longer range attacks. Shockwave can destroy tanks in [[Flag_List#PZ|Phantom Zone]] and tanks with [[Flag_List#OO|Oscillation Overthruster]] hiding inside buildings.&lt;br /&gt;
&lt;br /&gt;
Depending on the settings of Shockwave related Server Variables, Shockwaves can be changed into many different and more powerful weapons. For example, a Shockwave which clears the entire map of players, a Shockwave which can be placed as a &amp;quot;mine&amp;quot;, or a Shockwave which shrinks instead of expands. On a server with team kills disabled, few Shockwave flags, and a very large Shockwave size, a player who collects the Shockwave flag on one of these servers becomes a very powerful tank. Creative game play like this makes Shockwave flag a very versatile superflag.&lt;br /&gt;
&lt;br /&gt;
==Shockwave  Variables==&lt;br /&gt;
&lt;br /&gt;
[[Server Variables|Server Variables]] that control behavior of shockwave:&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|_shockAdLife&lt;br /&gt;
|0.2&lt;br /&gt;
|How long a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
|_shockInRadius&lt;br /&gt;
|_tankLength&lt;br /&gt;
|The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
|_shockOutRadius&lt;br /&gt;
|60&lt;br /&gt;
|The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=ShockWave&amp;diff=8150</id>
		<title>ShockWave</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=ShockWave&amp;diff=8150"/>
		<updated>2011-12-18T09:51:02Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: Added and clarified a lot of information on shockwaves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Bzfi0377.jpg|right|thumb|200px|Shockwave is fired in background]]&lt;br /&gt;
&lt;br /&gt;
Shockwave is a shot type which projects a spherical field that expands in all directions from the position the user fired it. It will kill all tanks that the field hits, including those above or below the firing tank, but not the firing tank itself. The field can travel through all materials and meshes such as buildings and scenery. The field cannot ricochet or transport through teleporters.&lt;br /&gt;
&lt;br /&gt;
Shockwave can be acquired as weapon from a flag or as a world weapon.&lt;br /&gt;
&lt;br /&gt;
It can be used as a [[World Weapon|world weapon]] by setting the type for the world weapon as &amp;quot;SW&amp;quot;. In the Capture-the-Flag style game, a Shockwave is often fired from the base of the loosing team, to prevent players from the winning team waiting around the base to immediately take the flag again.&lt;br /&gt;
&lt;br /&gt;
Shockwave is one of the strongest superflags allowing players to kill &amp;quot;around corners&amp;quot;. It is also commonly used to kill tanks jumping over a player or tanks a player is jumping over. However, because this flag sports only short range destruction, it can be easily countered by longer range attacks. Shockwave can destroy tanks in [[Flag_List#PZ|Phantom Zone]] and tanks with [[Flag_List#OO|Oscillation Overthruster]] hiding inside buildings.&lt;br /&gt;
&lt;br /&gt;
Depending on the settings of Shockwave related Server Variables, Shockwaves can be changed into many different and more powerful weapons. For example, a Shockwave which clears the entire map of players, a Shockwave which can be placed as a &amp;quot;mine&amp;quot;, or a Shockwave which shrinks instead of expands. On a server with team kills disabled, few Shockwave flags, and a very large Shockwave size, a player who collects the Shockwave flag on one of these servers becomes a very powerful tank. Creative game play like this makes Shockwave flag a very versatile superflag.&lt;br /&gt;
&lt;br /&gt;
==Shockwave  Variables==&lt;br /&gt;
&lt;br /&gt;
[[Server Variables|Server Variables]] that control behavior of shockwave:&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|_shockAdLife&lt;br /&gt;
|0.2&lt;br /&gt;
|How long a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
|_shockInRadius&lt;br /&gt;
|_tankLength&lt;br /&gt;
|The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
|_shockOutRadius&lt;br /&gt;
|60&lt;br /&gt;
|The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Jargon&amp;diff=8149</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Jargon&amp;diff=8149"/>
		<updated>2011-12-18T06:40:26Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: /* Acronyms */  -  Added &amp;quot;LOL&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page hopes to clarify some common jargon, acronyms and slang used by many players in game. They can be useful to know, especially in team situations, as other players will assume that you know what they are talking about.&lt;br /&gt;
&lt;br /&gt;
Many players use map &amp;quot;landmarks,&amp;quot; like &amp;quot;mid tower&amp;quot; or &amp;quot;@ R jump,&amp;quot; to signify places on the map, so it&#039;s a good idea to learn your maps as well as the jargon.&lt;br /&gt;
&lt;br /&gt;
= Acronyms =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CTF=[[Capture the Flag]]&lt;br /&gt;
&lt;br /&gt;
FFA=[[Free For All]]&lt;br /&gt;
&lt;br /&gt;
OFFA=Open Free For All (Everyone may kill each other regardless of team color)&lt;br /&gt;
&lt;br /&gt;
RH=[[Rabbit Hunt]]&lt;br /&gt;
&lt;br /&gt;
KOTH=King of the Hill&lt;br /&gt;
&lt;br /&gt;
R=(Team&#039;s) Right&lt;br /&gt;
&lt;br /&gt;
L=(Team&#039;s) Left&lt;br /&gt;
&lt;br /&gt;
RF=Red flag&lt;br /&gt;
&lt;br /&gt;
GF=Green flag&lt;br /&gt;
&lt;br /&gt;
BF=Blue flag&lt;br /&gt;
&lt;br /&gt;
PF=Purple flag&lt;br /&gt;
&lt;br /&gt;
HF=Have fun&lt;br /&gt;
&lt;br /&gt;
GC=Good Cap. - Used when your team caps an opposing teams flag&lt;br /&gt;
&lt;br /&gt;
GJ=Good Job. Often said to the team when a teammate has just captured the opposing team&#039;s flag&lt;br /&gt;
&lt;br /&gt;
GL=Good Luck&lt;br /&gt;
&lt;br /&gt;
GS=Good shot. Generally used when a particularly difficult shot kills you&lt;br /&gt;
&lt;br /&gt;
GG=Good game&lt;br /&gt;
&lt;br /&gt;
G1=Good One (shot)&lt;br /&gt;
&lt;br /&gt;
NP=No Problem - mostly used as a response if you&#039;re teamkilled&lt;br /&gt;
&lt;br /&gt;
NR=Not Responding - as seen on the scoreboard, indicating a problem with a player&#039;s connection to the server&lt;br /&gt;
&lt;br /&gt;
NS=Nice Shot&lt;br /&gt;
&lt;br /&gt;
N1=Nice One (shot)&lt;br /&gt;
&lt;br /&gt;
SRY=Sorry&lt;br /&gt;
&lt;br /&gt;
THX=Thank You&lt;br /&gt;
&lt;br /&gt;
TK=Team Kill, to kill one&#039;s own team.&lt;br /&gt;
&lt;br /&gt;
TY=Thank You&lt;br /&gt;
&lt;br /&gt;
WTF?=Something&#039;s not quite right..... (Vulgar)&lt;br /&gt;
&lt;br /&gt;
WTH?=Similar to WTF - cleaner version&lt;br /&gt;
&lt;br /&gt;
PC=Pass Camp: Stand on the enemies base waiting for a teammate to capture the flag. Then, after the cap immediately grab the enemies flag and pass it to the center of the map &lt;br /&gt;
or to its map specific save-point. Saying this could either mean, that your own team is getting &amp;quot;passcamped&amp;quot; or that there is a chance to passcamp for the own team&#039;s score.&lt;br /&gt;
&lt;br /&gt;
LOL=Laugh Out Loud. Often does not mean the user literally &amp;quot;laughed out loud&amp;quot;, but found a word, phrase, sentence, action, happening, etc. of reasonable humor.&lt;br /&gt;
&lt;br /&gt;
= Jargon =&lt;br /&gt;
&lt;br /&gt;
Base=Usually referring to your own base. (eg: ST base! &amp;quot;There&#039;s someone with stealth in/at/near our base&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Boom=Players of a team about to be capped will all explode. Thus a &amp;quot;boom&amp;quot; is appropriate.&lt;br /&gt;
&lt;br /&gt;
Bots=Non-human-player tanks.&lt;br /&gt;
&lt;br /&gt;
Camping=Staying in one place with the same flag for a long time. If you do this you are &#039;&#039;a camper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Capping=Capturing the other teams flag, verb &#039;&#039;to cap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Flag Running=Working against your own team, taking your team&#039;s flag towards the other team&#039;s base. If you do this you are a &#039;&#039;flag runner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Flag Shopping=Rapidly picking up and dropping flags, in order to find a particularly powerful or useful one. Also known as &#039;&#039;flag farming&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Geno, G, or GGG =Genocide Flag, usually when seen it chat by itself it warns that an opposing team player has the flag so be careful.&lt;br /&gt;
&lt;br /&gt;
In=Inside the base (if applicable)&lt;br /&gt;
&lt;br /&gt;
J/Jump/Jumper/Launcher=Either a world object that launches a tank in the air, or a tank that has used said world object. &amp;quot;st j r&amp;quot; means stealth jumper right.&lt;br /&gt;
&lt;br /&gt;
Lang=Language, Watch your language. (Please don&#039;t respond with the language you speak.)&lt;br /&gt;
&lt;br /&gt;
Laser Spamming=Uselessly, blindly, rapidly shooting with the laser flag, often resulting in team kills.&lt;br /&gt;
&lt;br /&gt;
N, S, E, W=North, South, East, West. Compass points relative to the map. (eg: &amp;quot;Where the rabbit?&amp;quot; &amp;quot;N inside hut&amp;quot; or &amp;quot;SE corner&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Out=Directly outside the base (if applicable)&lt;br /&gt;
&lt;br /&gt;
Mid, or Ctr=Middle of the map&lt;br /&gt;
&lt;br /&gt;
Pass=Send the flag to the middle, or to a safe zone. See [[Jumping#Dropping_Flags|this article]].&lt;br /&gt;
&lt;br /&gt;
Pyr/Pyra=Pyramid&lt;br /&gt;
&lt;br /&gt;
Runner=Usually means &amp;quot;flag runner&amp;quot;, above as in &amp;quot;we have a runner&amp;quot; but may also mean teammate carrying enemy flag as in &amp;quot;cover our runner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Spamming=Filling the chat box with meaningless text.&lt;br /&gt;
&lt;br /&gt;
Spawn camping=Sitting near a team&#039;s spawn site waiting to kill them when they respawn after their flag is captured.&lt;br /&gt;
&lt;br /&gt;
Spawn killing=Killing someone as soon as they spawn.&lt;br /&gt;
&lt;br /&gt;
Tele=Teleporter&lt;br /&gt;
&lt;br /&gt;
Theirs=Attack the other team&#039;s flag, or used to signify the other team&#039;s base.&lt;br /&gt;
&lt;br /&gt;
Twr=Tower, as in &amp;quot;ST on the right GM Twr&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ours=Protect your team flag, or used to signify your team&#039;s base.&lt;br /&gt;
&lt;br /&gt;
Watch!=Watch out! or Guard! (eg: Watch ours!)&lt;br /&gt;
&lt;br /&gt;
Win=Kill everyone on the map. At the same time.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Flag List|Flag Abbreviations]]&lt;br /&gt;
* [http://en.wiktionary.org/wiki/Appendix:Internet_slang Common Internet Slang]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Ideas&amp;diff=8148</id>
		<title>Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Ideas&amp;diff=8148"/>
		<updated>2011-12-18T06:38:30Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: /* General/Gameplay */  -  Fixed my mistake :|&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old}}&lt;br /&gt;
NOTE: These are just possibilities. We won&#039;t be implementing everything here.&amp;lt;br&amp;gt;&lt;br /&gt;
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Commentary may include personal comments by developers.&lt;br /&gt;
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= Editing this page =&lt;br /&gt;
&lt;br /&gt;
Feel free to make changes and updates to this page whenever possible. If you have any questions, feel free to [[Getting Help|ask for help]]. If you wish to make major changes to this page (i.e. remove large amounts of old ideas), please warn us ahead of time.&lt;br /&gt;
&lt;br /&gt;
== Adding ideas ==&lt;br /&gt;
* Please remember to make sure your idea isn&#039;t already here or on the [[Rejected Ideas]] page.&lt;br /&gt;
* Flag ideas should be placed on [[Flag Ideas]], not here.&lt;br /&gt;
* Add a row to the appropriate category (at the bottom, please) and fill it in with your idea. &lt;br /&gt;
* Sign your idea in the third column with three tildes: &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Put the submission date in the fourth column&lt;br /&gt;
* Describe in full and make sense!&lt;br /&gt;
* Leave the status column white and fill it with (Unknown). &lt;br /&gt;
&lt;br /&gt;
== Adding commentary ==&lt;br /&gt;
* Precede your comment with an asterisk: &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Sign your comment with four tildes: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Be nice, polite, and constructive. &lt;br /&gt;
* Contribute something when you comment. Saying whether or not you like an idea is pointless if you don&#039;t explain yourself.&lt;br /&gt;
&lt;br /&gt;
== Cleaning up ==&lt;br /&gt;
To help keep this page current, old ideas should be removed when they&#039;re implemented (after each stable release, hence the &amp;quot;SVN&amp;quot; status). If you spot any ideas that were implemented prior to the latest stable release of BZFlag, please remove it.&lt;br /&gt;
&lt;br /&gt;
== My few ideas ==&lt;br /&gt;
So hi  I am Vytautas (vytautas1987@yahoo.com)&lt;br /&gt;
Some stupid some maybe good I just write them all.&lt;br /&gt;
&lt;br /&gt;
=== Allow custom tank skins ===&lt;br /&gt;
It would be fun if players would be able to use custom, original images and colors of their tank. Or maybe clans then would be able to have something like military markings on tanks. As disadvantage it wold create more network loads in online games before game start because everyone will have to download all custom skins. &amp;lt;br&amp;gt;Main thing I want to say that now one color tanks are not very beautiful. And this my suggestion was just idea how to improve this.&lt;br /&gt;
&lt;br /&gt;
=== Tank simulation mode ===&lt;br /&gt;
Maybe this is quite different way then now and almost idea for new game. But I suggest to create game modification (MOD) which allows simulation mode not arcade like now. So I talk about: &lt;br /&gt;
*realistic tank models maybe from WW2 or maybe from nowadays or even both.&lt;br /&gt;
**tank skins, models&lt;br /&gt;
**real technical parameters&lt;br /&gt;
*realistic gun/damage system&lt;br /&gt;
**different caliber guns with different damage.&lt;br /&gt;
**armor is not same in front of tank and on sides.&lt;br /&gt;
**after engine damage tank can not move and etc.&lt;br /&gt;
*much more realistic physics engine.&lt;br /&gt;
**Tank can destroy buildings, trees...&lt;br /&gt;
**Acceleration&lt;br /&gt;
*controls like from real tank (only this kind of realistic control implemented still would give a lot of fun)&lt;br /&gt;
**not arrows (two separate accelerators for left and right side of wheals)&lt;br /&gt;
**separate turret control&lt;br /&gt;
&lt;br /&gt;
=== More game modes ===&lt;br /&gt;
*&amp;quot;Battlefiled 1942&amp;quot;-like mode where teem have to capture all checkpoints on the map&lt;br /&gt;
*Destroy/Defend target mode&lt;br /&gt;
**Escort/Destroy truck convoy&lt;br /&gt;
&lt;br /&gt;
= The list =&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+align=&amp;quot;bottom&amp;quot;|&#039;&#039;Legend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF00FF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Implemented as a server-side plug-in&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#0080FF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|SVN (Implemented and will be in next release)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In progress (Implementing)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Good Idea&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Idea&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Vague, not understood, or in need of work&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF8000&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected, but can be implemented as a server plug-in&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF0000;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Unknown (new)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General/Gameplay ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|- &lt;br /&gt;
|Add support for 5 (or more) button mice&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Great Idea&lt;br /&gt;
|&lt;br /&gt;
|Unknown&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better physics&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
|&lt;br /&gt;
*Planning, some changes in CVS. &lt;br /&gt;
|Unknown&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|SELF-DESTRUCT BLAST RADIUS: Self Destruct (delete key) should have a blast radius similar to Shock Wave, perhaps larger.  If you get shot during the self-destruct count down, that should also trigger the same blast.  If I gotta go, I want to take someone with me.&lt;br /&gt;
|style=&amp;quot;background-color:#FF00FF;&amp;quot;|Use a plugin&lt;br /&gt;
| &lt;br /&gt;
*Do it with shockwaveDeath or with Kamikaze&lt;br /&gt;
|BearRiver&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|3-second (or however long) &#039;invulnerability&#039; for incoming tanks - but they can&#039;t shoot&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I could see this backfiring... your spawn attracts opponents to come, wait, and blast you when you lose invincibility. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ability to turn off ricochet for laser flag but allow ricochet for bullets... or let them bounce only n times.. OR implement mirror buildings/walls. Should go for some interesting self-kills when combined with the no-radar/bullet bounce &lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Smart LockOn for GM - won&#039;t lock on to your teammates (configurable in server)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I don&#039;t like this idea, there should be at least *some* risks to using this weapon. Personally, I think there should be more (not fewer) risks to holding this weapon; I&#039;d like to see the thing overheat and explode (killing the holder) if it&#039;s fired too often in a short period of time. -M. Jetleb&lt;br /&gt;
&lt;br /&gt;
*2.99 has an option to disable friendly fire altogether. Close enough. Lock-on could still be looked into, however. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Small jumps&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option for genocide flag - if you&#039;re killed while you have it, your team dies :^)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Feasible with a plug-in, too. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|for broadband or LAN connections - voice chat for teams&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I really think that you can do this with another service; I&#039;m not sure if being part of BZFlag would be a good idea due to size and bandwidth issues.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Tank avatars (uploadable tank images) - have to think about shapes, though - someone could make a 1x1x1 pixel tank - that would suck - or a tank that looks like a building or pyramid. Clients don&#039;t have to accept downloading of avators (just view other tanks in default mode). Or just s-e-l-e-c-t from a certain number of predefined avatars that could come with the bzflag distribution. Or client provides a URL to download their avatar (saves server bandwidth).&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|*Might not be implemented. Requires discussion; we may want to consider making the computer force a minimum size or something similar.&lt;br /&gt;
*How about uploadable flag graphics?&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;Kamikaze&#039; option for players - can take someone out by suicide&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Server option if implemented. &lt;br /&gt;
*Implemented with a plugin by Theme97&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option: everyone is radar-stealthed by default unless you get a &#039;radar&#039; flag. You can still see all buildings, pyramids, teleports, and arena walls, though.&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea&lt;br /&gt;
|&lt;br /&gt;
*Make them use their window. ;)&lt;br /&gt;
*Given the fairly narrow field of view out the window and the time it takes to turn a tank all the way around for a look-see, I think this could be frustrating. How about everyone starts out with minimum range radar instead and gets longer ranges with an appropriate flag? -M. Jetleb&lt;br /&gt;
*Ideally this could be implemented in the same manner as jumping and ricochet- radar could be enabled by default, or available as a flag. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Option for above: if you pick up GM or Laser, you&#039;re visible on radar to everyone whether they&#039;ve got a radar flag or not&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Selectable &#039;ricochet&#039; fire - hold down shift key or something and your bullets won&#039;t ricochet&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option - tanks only have a certain number of times they can jump (gets reset when you get killed)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Could be made possible with a plug-in in 2.99. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Multiple-shields (server option for shield flags, or can be random - can get hit x number of times)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|*This is pretty much moot now. It&#039;s been shot down by the devs at least once, and a similar effect can be achieved by setting  _shieldFlight to a very small number. This effectively provides as many hits as _maxFlagGrabs. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Configurable &#039;radarless&#039; and/or &#039;blind&#039; zones in the arena - can&#039;t see what&#039;s in there on radar or via visuals&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Tank collisions - why can tanks drive through each other? Weird.&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Idea&lt;br /&gt;
|*Lag could be a big problem here. If implemented, it must be impossible for two tanks to get stuck to each other. [[User:L4m3r|L4m3r]]&lt;br /&gt;
*Don&#039;t think this is a great idea. It would make the game a bit too complex and cause problems. It could also mean that players could &amp;quot;block&amp;quot; a certain area to prevent someone else from reaching it.. unless of course the server owner implements this as a tactic ;) --[[User:Wildrune11|Wildrune11]] 00:34, 18 December 2011 (CST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When tanks collide - great opportunity to implement tank damage concept, especially if one of them is moving especially fast, or has momentum flag, etc. Can push a tank off a building if your pushing them from their side.&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Tank damage won&#039;t happen, but the kinetics could be neat, especially for mid-air collisions. It would certainly make &amp;quot;jump dancing&amp;quot; more interesting. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Morph&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|If a tank explodes right next to another tank, the other tank can be destroyed or get damaged&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Somewhat implemented with the [[ShockwaveDeath]] plug-in. It would probably not be too hard to implement something similar (with a plugin) without shockwaves. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Skins or views- In-tank mode, bumper mode, out-of-cab mode, chase mode.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Weapon extension packs.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|*Huh? Explain, please. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|The ability to choose tanks, but they all die at one shot.  maybe the jump height, speed, turn speed, acceleration, size can be preset. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Could be done with a plug-in in 2.99, maybe. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Option to choose different kinds of tanks.  Different tanks could be weighted with different strengths and weaknesses.  (almost like having a default flag).  Would also need some form of health/damage status measurement, not just single hits.  For example, there could be a larger, heavily armored tank that has powerful weapons, but moves slowly, versus a small, light, fast tank which is difficult to hit, but very low armor to protect from hits.  &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Cue&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|What about a radar that only covers visible areas (don&#039;t passing through buildings/pyramids) ? This would leads to more placement tactics).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|K&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;limero&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Always random respawn. Currently in CTF games first respawn is at own base. This can be abused by leaving and rejoining to get near base. This leave/rejoing trick is considered to be a mild form of cheating by many. Always random respawn would make it useless.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
* I believe there is a plug-in for this. [[User:L4m3r|L4m3r]] 22:38, 30 April 2007 (EDT)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|multiple (3?) jump stengths mini, normal, max...just the thing to confuse the opponents that expect one and you&#039;re off doing the other. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|kitchen&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Anti camping. The ability to add &amp;quot;no camping zones&amp;quot; to areas of a map or to the entire map. Campers would be messaged that they&#039;re in a no camping zone, better start moving and have a prescribe number of seconds to move away or die. If a player returns to the same NCZ (no camping zone) and receives x warnings then he&#039;s disconnected. NCZs could be marked by a different color shade from a &amp;quot;normal&amp;quot; spot and could be exempt to a single team (like at their flag base). It&#039;s just a rough idea.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Definitely more suited to a plug-in (and probably doable, too).&lt;br /&gt;
|pherris&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Shield Flag Changes: Give Shield flag a radius, and draw it like a moving less opaque blue shockwave. Any tanks inside the shield radius would be protected, until the shield got hit a certain number of times.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|At our company, we instituted a voluntary policy of dropping flags after 1 kill.  Prevents slaughters and keeps things rolling more.  It&#039;d be great to be able to have the game do this for us, plus I&#039;d love to see it turned on at external sites.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|TomMatelich&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option: default powers -- flag(s) that everyone in the game automatically has (this wouldn&#039;t count as holding a flag).  For example, the current Jumping option would == including Jumping as a default power.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|NebNamwen&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Shot Aiming. Basically the center shot aim box could be moved left and right as far as the edge of the view window. (This would be enabled by default.) If the map is a vertical one a server option could be enabled so that vertical aiming could be enabled (using the same concept as horizontal aiming.) The aiming would be automatically centered by a button or key. These options could be mapped to a second joystick access, mouse scroll wheel or keyboard buttons.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|Lateral shooting would basically be the same as a rotating turret, and this idea has been shot down many times. Vertical shooting has been poo-pooed also. [[User:L4m3r|L4m3r]] 01:45, 3 July 2007 (EDT)&lt;br /&gt;
|NN&lt;br /&gt;
|6/20/07&lt;br /&gt;
|-&lt;br /&gt;
|Make a tele porter along the game sides that would tele port into other games running on their own servers. This would enable larger more collaborative game board linked together that would distribute loads across multiple servers speeding up game play and making for interesting possibilities.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Waban*&lt;br /&gt;
|7/31/07&lt;br /&gt;
|-&lt;br /&gt;
|Make a &#039;fog of war&#039; where the a player&#039;s radar only shows a certain distance of the area around them and their teammates&#039;. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*This could be done if radar and position data were separated, allowing the server to &amp;quot;filter&amp;quot; radar data for each player. &lt;br /&gt;
|Forrest&lt;br /&gt;
|8/19/07&lt;br /&gt;
|-&lt;br /&gt;
|Speed of light becomes a server variable. Tanks travelling near the speed of light have an increased mass and appear distorted from a stationary observer. Lasers travel at speed of light, not at infinite speed. If a tank is travelling near the speed of light, the colour of the tank is redshifted or blueshifted.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|14/03/08&lt;br /&gt;
|-&lt;br /&gt;
|I am of this view point that games can also teach something apart from entertaining us all and being an Environment conscious student,i plan to implement some changes which can teach us all some lessons !.As in its a WAR based game,i.e TANKS... so what i propose is to find the pollutants in the game ..say a Tank which is continuously bombarding must trade off with loosing some points,because it is pouring harmful gases in environment,this is in no way decreasing excitement in game,perhaps will ask gamers to be more strategic,in compromise to that bullets/bombs provided will be increased .. loss of vegetation,polluting water etc must be punished...Global Warming issues can be implemented too .. this is just a rough idea ,if asked proper description will be provided by me. I am ready to work on existing ideas also,its just the one i proposed..looking forward for a mentor..thanking you.. Rajan Vaish IRC : vaish GTALK : vaish.rajan@gmail.com&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Vaish Rajan&lt;br /&gt;
|Date Unknown&lt;br /&gt;
|-&lt;br /&gt;
|If there is a super flag you don’t like, or any flag that isn’t a “bad” flag that you don’t like, like SR in a big team game, you would either not pick up the flag or drop the flag right away. I often pick up an SR flag when I am right next to a teammate, and die. Once I got kicked because I was having a bad day and teamkilled to often. Also, all too often I pick up BU, right next to a teammate. Possibly the game could detect if there is a teammate within your SR radius, or BU radius, and if there is, you don’t pick up the flag. This would have to be in 3.0, because it would require both a client and server change?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Some people say that WA is a good flag, because you see more out of the window. Maybe it could be so “bad” flags are forced onto the tank for the set amount of time, and then the flag holder could chose to hold or drop the flag. Also, some flags that are suggested could be a good flag or a bad flag, and if these are used, one could keep the flag after the bad flag time expires.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Make it so powerful flags, like genocide, could have a set respawn time, so when a person uses up the flag, it waits set time until it respawns.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Make it so that there is a brief time (&amp;lt;1 second) after getting hit when equipped with Shield that you cannot be killed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:71.220.217.201|71.220.217.201]] 15:16, 19 June 2008 (EDT)&lt;br /&gt;
|6/19/08&lt;br /&gt;
|-&lt;br /&gt;
|PZ and OO do not fall through buildings. If they touch a building while jumping, they are then driving in the building off the ground. Also, either the description of OO needs to be altered so that it states that you cannot jump while in buildings, or it needs to be made that you can jump while in buildings. This would really help in places where everything is a considerable distance above the ground, and there is a &amp;quot;trap field&amp;quot; that kills you if you get too low.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:71.220.217.201|71.220.217.201]] 15:16, 19 June 2008 (EDT)&lt;br /&gt;
|6/19/08&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HORN&#039;&#039;&#039; &#039;&#039;(¡Biip, biip!)&#039;&#039; (&#039;&#039;&#039;PITO&#039;&#039;&#039;): Advice soundly and faster to the nearest tanks that you are close, pushing key. There are many reasons for do it.&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|[[User:201.244.34.252|201.244.34.252]] 9:14, 21 Dic 2009 -5 GMT pipepup&lt;br /&gt;
|12/21/09&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Make option to show previous players list&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make ALL server options available from the menus&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*There are a LOT of server options, and this could add quite a bit of clutter. If you need more than a basic game, you should probably learn to start BZFS from the command line anyway. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Separate windows for player messages &amp;amp; server messages&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea.&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Message log&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea.&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Send message to everyone &#039;but&#039; specified player (crosses team boundaries, or not)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea &lt;br /&gt;
|&lt;br /&gt;
*Hmm. Everybody BUT a specified player? [M. Jetleb -&amp;gt; as in: &amp;quot;Let&#039;s all get the GM guy&amp;quot; without the GM guy knowing he&#039;s facing a co-ordinated attack - I like this idea)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|The ability to see what the world is like before connecting to the server.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Multi-monitor support (i.e., radar on one screen, window on another, chat/event log on a third)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|bhtooefr&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make a part in bzflag to put up a real server. 1st screen has the flags you want, next page is to find the MAP file that you created on your hard drive, next page pick if you want jumping etc.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Colin&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Add a rear view mirror &lt;br /&gt;
|(Unknown)&lt;br /&gt;
| &lt;br /&gt;
|Sparky1&lt;br /&gt;
|1/1/2008&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Better network handling&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
|&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better robot AI&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Don&#039;t know if players would like it or not in multiplayer game. Pluggable or scriptable robot AI , maybe? - Code must be restructured first &lt;br /&gt;
*Server side bots are coming! [[User:TD-Linux|TD-Linux]] 17:41, 12 March 2007 (EDT)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better positioning of tanks&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*BZFlag already does this, but the algorithm is bad. Needs work.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Serious multithreaded design - shouldn&#039;t lock up interface while looking for servers, or doing anything else. This program is way-unstable on Windows&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In Progress&lt;br /&gt;
|&lt;br /&gt;
*We&#039;re working on these problems; many complaints are due to people still using old servers/clients.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Some type of BZFlag GUID* to ban players who cheat - won&#039;t accept players who disable their GUID, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Global Unique Identifier, sort of like an IP addrss, but permanent.  Usually a number.  Problem occurs when you lose your GUID (have to reformat your HD, etc.  How do you keep someone from hacking their GUID, or setting up a modified BZFlag server for identity theft, etc.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*I doubt this is even possible, let alone practical. What about people who play from more than one location? And, because this is an open-source game, it would probably be cracked in minutes. Any verification can be spoofed, or at least altered. there is no foolproof way to permanently ban someone. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|To prevent cheating - the server determines what flags &amp;amp; abilities each tank has (possible?)&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In Progress&lt;br /&gt;
|&lt;br /&gt;
*Seriously being considered. This would also have the advantage of allowing different versions of clients and servers to work together. Yes, it&#039;s possible, but this type of change will mean a change in the network protocols. &lt;br /&gt;
*Being worked on for 3.0&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|BZFlag for mac in separate data and application files.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|J2ME client (allows one to play on a cell phone), would use radar&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|bhtooefr&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Special &#039;open source&#039; BZFlag version (server and client) which is guaranteed to be compatible with all other BZFlag versions.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*BZFlag is already open-source, and making a universally-compatible client is not even remotely practical. Incompatibility is part of why the game breaks off new versions in the first place. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Orca&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Modes, Team Play, and Scoring ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Tounament mode&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea &lt;br /&gt;
|&lt;br /&gt;
*Great Idea?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When you shoot someone on your own team, instead of both of you blowing up, neither is destroyed, and their score goes up one, while your&#039;s goes down one. This would make teamkilling impossible and greatly discourage traitors as well.&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*But then couldn&#039;t cheaters spawn two clients and ramp up their scores by teamkilling their other login? --YHARG&lt;br /&gt;
|Trigger Happy Nerd&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A new gameplay mode- Takes two to tank. One to control the (rotating) turret, the other drives. KIA switches positions. &amp;quot;Teamplay&amp;quot; but all in one tank.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*I see serious lag issues with this... How does Halo do it? ;) -L4m3r&lt;br /&gt;
*The main problem with this idea is coordination. If one person were to leave, the tank would be crippled. You COULD solve this by having the person switch to normal mode, but this could cause considerable jerking between modes on a busy server. [[User:F687s|F687s]] 22:13, 20 June 2007 (EDT)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Turret mode, If enabled by the server (Can be manditory with automatic grouping). One user drives and the other shoots, Turret mode tanks get double points (But onyl take one from the target). lost double points if killed. Have double ammo, And controllable speed (Max = _tankSpeed * 2 Min = _tankSpeed). Plus it takes 2 shots to kill a turret mode tank. Points gained and lost by turret tanks are divided evenly between the users, Unless the server is all turret mode, in h which case two users are displayed as one.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Dogbert&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ability for a team to vote to &#039;banish&#039; someone from their team&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Possibly unfair to newer players. [[User:L4m3r|L4m3r]]&lt;br /&gt;
*Useful for getting rid of TKers and selfcappers. However you would need a way (e.g. a voting system) and you would need to be able to say to which team he or she should go if rogues are unavailable. Possible, if rogues are allowed, but not otherwise not really a good idea. --[[User:88.108.209.168|88.108.209.168]] 13:13, 24 December 2007 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|There should be a game of cops and robbers.  The teams can change after about 10 mins or so.&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A special FFA Game mode &amp;quot;Team by Flags&amp;quot;. This means, same Flag = same Team, so if there is a Tank with Rapid fire, and you pick up Rapid fire, you are automatically handled as Team member (this means, killing the other Tank with Rapid fire will be handled the same way as when killing a team member). YHARG: Funky idea: what about a game mode where teams shared flag abilities? Like, each player on a team&#039;s flag applies to the whole team. This could make for some interesting combos...&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Agonizer&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make life trickier for the Rogue Team; with a mix of Rogues and Colored Teams, the Rogues have more targets. This should also change the effect of the Masquerade flag - perhaps your tank is invisible to Rogues (like Cloaking)?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|NickGrim&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A server option to make deaths not affect your score unless they were self-inflicted/team (the method used by many online games). This would encourage more aggressive play, because it&#039;s worth going out and blasting. As it is, you&#039;ve got a very good chance by just phantoming/OOing out of the way and keeping you score at zero to stay in the top three places! It would also help fix the rather unfair situation of spawning just below a building on which someone is GM-camping...there&#039;s pretty much no way to escape, so you lose a point.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t show individual score in CTF games. This might help teamplay as it reduces the incentive to run around as if it would be FFA.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Give points to the player how captures flag in CTF. (Say, around 4 or so) After all, it is often a bigger job than killing someone.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Maybe the score could be based the number of tanks in the other team, similar to shooting someone w/ geno.  This can also discourage people from capturing thier own flag by scoreing the negative number of teamates.  I&#039;m not sure if the individual scores of the players of the captured team (other than the one who captures the flag) should be affected however. [[User:Sparky1|Sparky1]] 09:44, 21 May 2007 (EDT)&lt;br /&gt;
*Scores can be customized with plug-ins in 3.0. Unfortunately, there&#039;s a bug in 2.0.x that prevents the server from setting scores properly. [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ducati/Freestyle &amp;quot;Roles&amp;quot; mode: Make a game mode where players are presented with a list of flag choices (limitable to a few roles, if wanted) at respawn or connect time, and are forced to use this flag for the remainder of their connection/tank life. This would be really useful in the case of stealth vs. seer, where you could choose to be stealth or seer, but couldn&#039;t switch between them. Another idea would be high speed vs. quick turn. Or steamroller vs. machine gun... Team play would have the interesting effect of people banding together and people with each role on the team. Especially in stealth vs. seer, where a seer team member could warn the team about enemies! There would be no team flags/bases.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Too specialized, use a plug-in (yes, it&#039;s possible). [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|New game called tag were someone is it and they shoot someone else and there it and ect.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Supermatthew&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Also a new game called &amp;quot;Hide and seek&amp;quot; were everyone is clocked(think thats it, were you don&#039;t see them on radar) except one who is it. he needs to find someone and shoot them then hese cloked and who was shot is not. Also when someone is shot there sent back to Ground zero( 0X, 0Y, 0Z ) so they can&#039;t shoot who ever just shot them.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Supermatthew&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Cat&amp;quot; game: when a player dies, he/she respawns automaticaly, after 3 secs or so. When they have respawned 9 times, they can no longer spawn, and are observers. The one who lasts the longest wins. Games are timed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Why should the games be timed?  I would think that the game should end when there is no more than 1 tank left.--[[User:Sparky1|Sparky1]] 21:55, 17 February 2008 (EST)&lt;br /&gt;
*I smell cheating; if players keep rejoining, they have infinite lives --[[User:Jftsang|Jftsang]] 14:22, 15 March 2008 (EDT)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|4/20/2007&lt;br /&gt;
|-&lt;br /&gt;
|A switch-teams function that allows you to swap teams during a game without losing score.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|10/11/2007&lt;br /&gt;
|-&lt;br /&gt;
|Rogue team - A mode in which rogues may TK and capture flag.&lt;br /&gt;
|(unknown)&lt;br /&gt;
|&lt;br /&gt;
*Why? [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|jftsang&lt;br /&gt;
|10/11/2007&lt;br /&gt;
|-&lt;br /&gt;
|A Sport Mode:  I noticed that there is a lot of recently created cool sport maps.  In those maps a team flag is used as a &amp;quot;ball&amp;quot;, and bases are used as &amp;quot;goals&amp;quot;.  I think that there is even more potential for great maps if there would be a game mode where a bullet behaves like a &amp;quot;ball&amp;quot;.In that mode when a game starts, or right after a score, a bullet hovers over a specified location (like the center of the map) and no one can shoot.  The first tank that touches the bullet &amp;quot;has the ball&amp;quot;, in other words only that tank can shoot.  If a tank that &amp;quot;has the ball&amp;quot; shoots it, shooting for that tank is disabled, likewise, if a tank is shot by a bullet that tank does not die, but instead it &amp;quot;has the ball&amp;quot;, this allows for passing and interception. A tank that &amp;quot;has the ball&amp;quot; should be indcated somehow, perhaps by a unique flag.  The &amp;quot;ball&amp;quot; has the color of the last tank that shot it.  A new object would have to be created (perhaps called a goal zone?) that resembles a teleporter that results in a ctf if a bullet encounters it.  Or instead of a specific object an area/volume on the map could be designated as a &amp;quot;goal zone&amp;quot; which would give more freedom in designing objects that behave like goals.  The score would go to the team that has the same color as the bullet that encountered the &amp;quot;goal zone&amp;quot;.  All tanks would have the Steam Roller power.  a tank that touches another tank would not be killed only if that tank is higher at the touch.  If a tank that &amp;quot;has the ball&amp;quot; is killed before he can shoot the &amp;quot;ball&amp;quot; then the bullet appears at the tanks position of death and travel at the speed and in the direction the tank had at that point.  Maybe a provision could be made where the number of &amp;quot;balls&amp;quot; could be set at a number greater than one to allow for more complex games.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|1/21/2008&lt;br /&gt;
|-&lt;br /&gt;
|A defense mode, where one team is the &amp;quot;attackers&amp;quot; and the other team is the &amp;quot;defenders&amp;quot;, with a maze-like path leading to the high ground that the &amp;quot;defenders&amp;quot; are on. If there are more &amp;quot;attackers&amp;quot; than &amp;quot;defenders&amp;quot; on the high ground, the teams switch roles.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|4/19/08&lt;br /&gt;
|-&lt;br /&gt;
|Kill the King: This game mode makes having a higher score more challenging to keep, and killing a higher scored enemy tank more rewarding, as well as encourage tanks on a team to defend one another (i.e. more teamplay). Each team has one King. A King is selected by having the highest score in their team, similar to the rabbit chase mode. Killing a King has the same affect as shooting that player with genocide, where everyone on that Kings team dies, and the player (if on a different team from that king) who shot the King will have a score increase equal to the number of players on that team. If however a King is shot by a teammate or shot itself the affect would again be like shooting the King with genocide but with the team kill aspect. Kings will be on auto hunt like rabbits, and will be distinguished out window perhaps with a crown or the letter K hovering over its turret. Perhaps to make things even more interesting there could be an optional 2nd and 3rd rank (e.x. &amp;quot;Queen&amp;quot; and &amp;quot;Jack&amp;quot; respectively) where if killed only players on that team who have a less score than the &amp;quot;Queen&amp;quot;/&amp;quot;Jack&amp;quot; also get killed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|7/3/2008&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maps, Mapping, and BZW ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Materials that don&#039;t allow OO and PZ to go through&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Would be nice for multilevel worlds made with the new ability to have objects above the ground. &lt;br /&gt;
*Sounds awesome! TD-Linux 17:41, 12 March 2007 (EDT)&lt;br /&gt;
*As a special case, there could be Zoned objects (objects that only respond to PZ and maybe OO; normal tanks behave like PZ through these objects).  [[User:Sparky1|Sparky1]] 18:05, 21 May 2007 (EDT)&lt;br /&gt;
*Would also be nice if there were non-ricochet materials, or only ricochet some shot type materials. --[[User:88.108.209.168|88.108.209.168]] 13:09, 24 December 2007 (EST)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Differently-shaped teleporters (circles, triangles, etc.)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*probably low priority&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|360 degree teleports - hit a spot on the ground or in the air from any direction and you teleport&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Configurable random teleporters - teleports to a different location every time&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Idea is a bit vague... randomized teles are implemented if you use multiple links. Is this what is meant by this suggestion? -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Triggers in levels&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Triggers for what? unless you&#039;re talking about AI, this could most likely be handled with a server plug-in. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Dragonstar&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|wraparound world - radar remains centered on your current position. Internally, objects leaving the north border reappear to the south, but from the user&#039;s radar / visible perspective, you just see to the horizon. I believe this is how the original Battlezone worked. There are some implications: laser would need a range limit.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|nsayer&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|As a generalization to the wraparound world concept, how about the option of making a map based on geometry that’s non-Euclidean, for example spherical or hyperbolic.  Jumping/flying, the shape of the tanks/objects, and bullet trajectories would also be affected by this global geometry.  It would be like a world that has a high gravitational field, or a world situated near a wormhole.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|5/21/2007&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Get rid of the PZ flag and replace it w/ special telporters that do the same thing (they could be called &amp;quot;zoners&amp;quot;, and should probably look different from regular teleporters).  This way superflags, badflags, and team flags can all be zoned (without needing an exception to the restricition against using more than one flag at a time).  The above idea of other zoned objects would play a major role here.  Zoned flags can only be picked up by zoned tanks.  Flags can spawn zoned, or become zoned by being carried by an unzoned tank that becomes zoned by going through a zoner.  Likewise, a zonedflag becomes unzoned when a zoned tank carries it through a zoner.  Unzoned tanks respond to shots from zoned flags the same way zoned tanks respond to shots from unzoned flags.  For example: when zoned, L, WG, geno, and GM do not kill unzoned tanks (zoned GM will still lock onto any tank, and zoned geno would still kill every tank on the same team as the zoned tank that was shot).  Although, flags like SW and SB would still kill any tank regardless of thier zoning status.  As an extension to this idea one team in a CTF game could start out zoned, i.e. thier base is zoned and they initially spawn zoned.  In order for the unzoned team to capture the zoned team&#039;s flag, the flag must become unzoned, and vice versa for the zoned team.  This way new possibilities exist, like two bases could be superimposed  as long as one base is zoned and the other is not.  Another possible extension is different kinds of zones (w/ corespondingly different kinds of zoners) for CTF involving more than two teams.  The relationship between differently zoned tanks would be the same as the relationship between zoned and unzoned tanks.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|5/21/2007&lt;br /&gt;
|-&lt;br /&gt;
|Change the workings of zones such that a zone may have its own server variables (I wanted to make a Death Castle against a Holy Castle).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|1/12/2007&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Server Options, Administration, Plug-ins, and the Plug-in API ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Ability to configure server to turn somethings off or on depending on number of players - for instance, turn off ricochet after a certain number of players are connected, turn off GM &amp;amp; laser if a certain number of players aren&#039;t playing (GM &amp;amp; Laser with 2 players is kinda ridiculous)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Allow custom-made weapons with a Object-Oriented scripting language (sorta like Liero AI uses: http://helios.et.put.poznan.pl/~sskowron/liero/index.html )&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Dragonstar&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Preset world weapons that can be fired manually by admins from within BzFlag.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
* Could be done by a plugin [[User:Tanner|Tanner]] 13:42, 12 August 2007 (EDT)&lt;br /&gt;
|Dogbert&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When someone joins a server with this option enabled, and they have their team set to “automatic” they are joined as an observer. This would be purely for convenience, but none the less an idea. It would be useful for league servers and things. This would require the server to receive the preferred team choice from the client.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Graphics &amp;amp; Sound ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Sounds of tanks moving.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Have different tank death scenes for the dying tank point of view. I realize there is some time needed for one to die and respawn, but the jumping effect one sees when killed irritates me to no end! I&#039;d be happier if all faded to black or white or orange and had text across the screen saying &amp;quot;&amp;quot;respawning... please wait&amp;quot;&amp;quot; :) Also, when killed and your tank was moving toward a building, it just falls right thru it until it hits the ground.. wrong physics there! Splatter or tumble or shatter or something :)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Robi&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Custom color schemes for rogue players. The turret and body components can be chosen to be one of a predefined set of colors (e.g. red, yellow, black, white, blue, green, purple...). The game prohibits choosing a color scheme that matches a team scheme (e.g. red turret with red body) and the limited set stops someone choosing a shade which is nearly a team color (e.g. 0xFE0000 instead of 0xFF0000) (and also save texture memory, I think).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
| * Clients are able to define their own colors, and removing the ability to would cause accessibility issues (Colorblind users). --[[User:AAA|AAA]] 13:30, 7 August 2007 (EDT)&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Allow a small decal on the back of the top of the tank. (think Half-Life&#039;s customizable spraypaint). Possibly also apply it to any held flag?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;d like to see something more interesting done with the sky... maybe there could be a little ufo (easter egg) that would fly around occasionally? Tux on a ufo! ;)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
| This is up to servers. --[[User:AAA|AAA]] 13:30, 7 August 2007 (EDT)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Flag decals: Each flag would have a little icon/decal showing it&#039;s type ONLY when held by a player. It&#039;s kind of nice to be able to surprise people with an undercover shockwave, but doesn&#039;t make sense to have to right click (identify) or check the user list to see what flag someone has.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Background music! : (This can be done with an external media player so it shouldn&#039;t be the heighest priority, It would be nice to be able to control your music from within BzFlag)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|More usefully, you could just map key combinations to commands, rather than wasting time supporting all the various music players on every OS BZFlag supports. I don&#039;t know whether that would work so well on Windows, though. --[[User:77.97.207.100|77.97.207.100]] 10:14, 30 May 2007 (EDT)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|compability with http://mumble.sourceforge.net/Main_Page by http://mumble.sourceforge.net/Link (anon)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List Server and Other Global Services ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Multiple list servers, in case bzflag.org goes down (as it happened around feb. 15. 2004)&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
| * Of course someone would need to pay for it. --[[User:BinarySpike|BinarySpike]] 18:10, 10 May 2007 (EDT)&lt;br /&gt;
* We now have two servers, and some form of redundancy for the list should follow eventually. [[User:L4m3r|L4m3r]] 15:40, 31 January 2008 (EST)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Ideas&amp;diff=8147</id>
		<title>Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Ideas&amp;diff=8147"/>
		<updated>2011-12-18T06:34:15Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: /* General/Gameplay */  -  gave feedback on an idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old}}&lt;br /&gt;
NOTE: These are just possibilities. We won&#039;t be implementing everything here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Commentary may include personal comments by developers.&lt;br /&gt;
&lt;br /&gt;
= Editing this page =&lt;br /&gt;
&lt;br /&gt;
Feel free to make changes and updates to this page whenever possible. If you have any questions, feel free to [[Getting Help|ask for help]]. If you wish to make major changes to this page (i.e. remove large amounts of old ideas), please warn us ahead of time.&lt;br /&gt;
&lt;br /&gt;
== Adding ideas ==&lt;br /&gt;
* Please remember to make sure your idea isn&#039;t already here or on the [[Rejected Ideas]] page.&lt;br /&gt;
* Flag ideas should be placed on [[Flag Ideas]], not here.&lt;br /&gt;
* Add a row to the appropriate category (at the bottom, please) and fill it in with your idea. &lt;br /&gt;
* Sign your idea in the third column with three tildes: &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Put the submission date in the fourth column&lt;br /&gt;
* Describe in full and make sense!&lt;br /&gt;
* Leave the status column white and fill it with (Unknown). &lt;br /&gt;
&lt;br /&gt;
== Adding commentary ==&lt;br /&gt;
* Precede your comment with an asterisk: &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Sign your comment with four tildes: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Be nice, polite, and constructive. &lt;br /&gt;
* Contribute something when you comment. Saying whether or not you like an idea is pointless if you don&#039;t explain yourself.&lt;br /&gt;
&lt;br /&gt;
== Cleaning up ==&lt;br /&gt;
To help keep this page current, old ideas should be removed when they&#039;re implemented (after each stable release, hence the &amp;quot;SVN&amp;quot; status). If you spot any ideas that were implemented prior to the latest stable release of BZFlag, please remove it.&lt;br /&gt;
&lt;br /&gt;
== My few ideas ==&lt;br /&gt;
So hi  I am Vytautas (vytautas1987@yahoo.com)&lt;br /&gt;
Some stupid some maybe good I just write them all.&lt;br /&gt;
&lt;br /&gt;
=== Allow custom tank skins ===&lt;br /&gt;
It would be fun if players would be able to use custom, original images and colors of their tank. Or maybe clans then would be able to have something like military markings on tanks. As disadvantage it wold create more network loads in online games before game start because everyone will have to download all custom skins. &amp;lt;br&amp;gt;Main thing I want to say that now one color tanks are not very beautiful. And this my suggestion was just idea how to improve this.&lt;br /&gt;
&lt;br /&gt;
=== Tank simulation mode ===&lt;br /&gt;
Maybe this is quite different way then now and almost idea for new game. But I suggest to create game modification (MOD) which allows simulation mode not arcade like now. So I talk about: &lt;br /&gt;
*realistic tank models maybe from WW2 or maybe from nowadays or even both.&lt;br /&gt;
**tank skins, models&lt;br /&gt;
**real technical parameters&lt;br /&gt;
*realistic gun/damage system&lt;br /&gt;
**different caliber guns with different damage.&lt;br /&gt;
**armor is not same in front of tank and on sides.&lt;br /&gt;
**after engine damage tank can not move and etc.&lt;br /&gt;
*much more realistic physics engine.&lt;br /&gt;
**Tank can destroy buildings, trees...&lt;br /&gt;
**Acceleration&lt;br /&gt;
*controls like from real tank (only this kind of realistic control implemented still would give a lot of fun)&lt;br /&gt;
**not arrows (two separate accelerators for left and right side of wheals)&lt;br /&gt;
**separate turret control&lt;br /&gt;
&lt;br /&gt;
=== More game modes ===&lt;br /&gt;
*&amp;quot;Battlefiled 1942&amp;quot;-like mode where teem have to capture all checkpoints on the map&lt;br /&gt;
*Destroy/Defend target mode&lt;br /&gt;
**Escort/Destroy truck convoy&lt;br /&gt;
&lt;br /&gt;
= The list =&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+align=&amp;quot;bottom&amp;quot;|&#039;&#039;Legend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF00FF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Implemented as a server-side plug-in&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#0080FF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|SVN (Implemented and will be in next release)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|In progress (Implementing)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Good Idea&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Idea&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Vague, not understood, or in need of work&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF8000&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected, but can be implemented as a server plug-in&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FF0000;&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Rejected&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;|&#039;&#039; &#039;&#039;&lt;br /&gt;
|Unknown (new)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General/Gameplay ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|- &lt;br /&gt;
|Add support for 5 (or more) button mice&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Great Idea&lt;br /&gt;
|&lt;br /&gt;
|Unknown&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better physics&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
|&lt;br /&gt;
*Planning, some changes in CVS. &lt;br /&gt;
|Unknown&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|SELF-DESTRUCT BLAST RADIUS: Self Destruct (delete key) should have a blast radius similar to Shock Wave, perhaps larger.  If you get shot during the self-destruct count down, that should also trigger the same blast.  If I gotta go, I want to take someone with me.&lt;br /&gt;
|style=&amp;quot;background-color:#FF00FF;&amp;quot;|Use a plugin&lt;br /&gt;
| &lt;br /&gt;
*Do it with shockwaveDeath or with Kamikaze&lt;br /&gt;
|BearRiver&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|3-second (or however long) &#039;invulnerability&#039; for incoming tanks - but they can&#039;t shoot&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I could see this backfiring... your spawn attracts opponents to come, wait, and blast you when you lose invincibility. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ability to turn off ricochet for laser flag but allow ricochet for bullets... or let them bounce only n times.. OR implement mirror buildings/walls. Should go for some interesting self-kills when combined with the no-radar/bullet bounce &lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Smart LockOn for GM - won&#039;t lock on to your teammates (configurable in server)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I don&#039;t like this idea, there should be at least *some* risks to using this weapon. Personally, I think there should be more (not fewer) risks to holding this weapon; I&#039;d like to see the thing overheat and explode (killing the holder) if it&#039;s fired too often in a short period of time. -M. Jetleb&lt;br /&gt;
&lt;br /&gt;
*2.99 has an option to disable friendly fire altogether. Close enough. Lock-on could still be looked into, however. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Small jumps&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option for genocide flag - if you&#039;re killed while you have it, your team dies :^)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Feasible with a plug-in, too. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|for broadband or LAN connections - voice chat for teams&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*I really think that you can do this with another service; I&#039;m not sure if being part of BZFlag would be a good idea due to size and bandwidth issues.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Tank avatars (uploadable tank images) - have to think about shapes, though - someone could make a 1x1x1 pixel tank - that would suck - or a tank that looks like a building or pyramid. Clients don&#039;t have to accept downloading of avators (just view other tanks in default mode). Or just s-e-l-e-c-t from a certain number of predefined avatars that could come with the bzflag distribution. Or client provides a URL to download their avatar (saves server bandwidth).&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|*Might not be implemented. Requires discussion; we may want to consider making the computer force a minimum size or something similar.&lt;br /&gt;
*How about uploadable flag graphics?&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;Kamikaze&#039; option for players - can take someone out by suicide&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Server option if implemented. &lt;br /&gt;
*Implemented with a plugin by Theme97&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option: everyone is radar-stealthed by default unless you get a &#039;radar&#039; flag. You can still see all buildings, pyramids, teleports, and arena walls, though.&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea&lt;br /&gt;
|&lt;br /&gt;
*Make them use their window. ;)&lt;br /&gt;
*Given the fairly narrow field of view out the window and the time it takes to turn a tank all the way around for a look-see, I think this could be frustrating. How about everyone starts out with minimum range radar instead and gets longer ranges with an appropriate flag? -M. Jetleb&lt;br /&gt;
*Ideally this could be implemented in the same manner as jumping and ricochet- radar could be enabled by default, or available as a flag. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Option for above: if you pick up GM or Laser, you&#039;re visible on radar to everyone whether they&#039;ve got a radar flag or not&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Selectable &#039;ricochet&#039; fire - hold down shift key or something and your bullets won&#039;t ricochet&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option - tanks only have a certain number of times they can jump (gets reset when you get killed)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Could be made possible with a plug-in in 2.99. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Multiple-shields (server option for shield flags, or can be random - can get hit x number of times)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|*This is pretty much moot now. It&#039;s been shot down by the devs at least once, and a similar effect can be achieved by setting  _shieldFlight to a very small number. This effectively provides as many hits as _maxFlagGrabs. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Configurable &#039;radarless&#039; and/or &#039;blind&#039; zones in the arena - can&#039;t see what&#039;s in there on radar or via visuals&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Tank collisions - why can tanks drive through each other? Weird.&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Idea&lt;br /&gt;
|*Lag could be a big problem here. If implemented, it must be impossible for two tanks to get stuck to each other. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|*Don&#039;t think this is a great idea. It would make the game a bit too complex and cause problems. It could also mean that players could &amp;quot;block&amp;quot; a certain area to prevent someone else from reaching it.. unless of course the server owner implements this as a tactic ;) --[[User:Wildrune11|Wildrune11]] 00:34, 18 December 2011 (CST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When tanks collide - great opportunity to implement tank damage concept, especially if one of them is moving especially fast, or has momentum flag, etc. Can push a tank off a building if your pushing them from their side.&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Tank damage won&#039;t happen, but the kinetics could be neat, especially for mid-air collisions. It would certainly make &amp;quot;jump dancing&amp;quot; more interesting. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Morph&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|If a tank explodes right next to another tank, the other tank can be destroyed or get damaged&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Somewhat implemented with the [[ShockwaveDeath]] plug-in. It would probably not be too hard to implement something similar (with a plugin) without shockwaves. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Skins or views- In-tank mode, bumper mode, out-of-cab mode, chase mode.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Weapon extension packs.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|*Huh? Explain, please. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|The ability to choose tanks, but they all die at one shot.  maybe the jump height, speed, turn speed, acceleration, size can be preset. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Could be done with a plug-in in 2.99, maybe. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Option to choose different kinds of tanks.  Different tanks could be weighted with different strengths and weaknesses.  (almost like having a default flag).  Would also need some form of health/damage status measurement, not just single hits.  For example, there could be a larger, heavily armored tank that has powerful weapons, but moves slowly, versus a small, light, fast tank which is difficult to hit, but very low armor to protect from hits.  &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Cue&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|What about a radar that only covers visible areas (don&#039;t passing through buildings/pyramids) ? This would leads to more placement tactics).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|K&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;limero&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Always random respawn. Currently in CTF games first respawn is at own base. This can be abused by leaving and rejoining to get near base. This leave/rejoing trick is considered to be a mild form of cheating by many. Always random respawn would make it useless.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
* I believe there is a plug-in for this. [[User:L4m3r|L4m3r]] 22:38, 30 April 2007 (EDT)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|multiple (3?) jump stengths mini, normal, max...just the thing to confuse the opponents that expect one and you&#039;re off doing the other. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|kitchen&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Anti camping. The ability to add &amp;quot;no camping zones&amp;quot; to areas of a map or to the entire map. Campers would be messaged that they&#039;re in a no camping zone, better start moving and have a prescribe number of seconds to move away or die. If a player returns to the same NCZ (no camping zone) and receives x warnings then he&#039;s disconnected. NCZs could be marked by a different color shade from a &amp;quot;normal&amp;quot; spot and could be exempt to a single team (like at their flag base). It&#039;s just a rough idea.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Definitely more suited to a plug-in (and probably doable, too).&lt;br /&gt;
|pherris&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Shield Flag Changes: Give Shield flag a radius, and draw it like a moving less opaque blue shockwave. Any tanks inside the shield radius would be protected, until the shield got hit a certain number of times.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|At our company, we instituted a voluntary policy of dropping flags after 1 kill.  Prevents slaughters and keeps things rolling more.  It&#039;d be great to be able to have the game do this for us, plus I&#039;d love to see it turned on at external sites.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|TomMatelich&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Server option: default powers -- flag(s) that everyone in the game automatically has (this wouldn&#039;t count as holding a flag).  For example, the current Jumping option would == including Jumping as a default power.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|NebNamwen&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Shot Aiming. Basically the center shot aim box could be moved left and right as far as the edge of the view window. (This would be enabled by default.) If the map is a vertical one a server option could be enabled so that vertical aiming could be enabled (using the same concept as horizontal aiming.) The aiming would be automatically centered by a button or key. These options could be mapped to a second joystick access, mouse scroll wheel or keyboard buttons.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|Lateral shooting would basically be the same as a rotating turret, and this idea has been shot down many times. Vertical shooting has been poo-pooed also. [[User:L4m3r|L4m3r]] 01:45, 3 July 2007 (EDT)&lt;br /&gt;
|NN&lt;br /&gt;
|6/20/07&lt;br /&gt;
|-&lt;br /&gt;
|Make a tele porter along the game sides that would tele port into other games running on their own servers. This would enable larger more collaborative game board linked together that would distribute loads across multiple servers speeding up game play and making for interesting possibilities.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Waban*&lt;br /&gt;
|7/31/07&lt;br /&gt;
|-&lt;br /&gt;
|Make a &#039;fog of war&#039; where the a player&#039;s radar only shows a certain distance of the area around them and their teammates&#039;. &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*This could be done if radar and position data were separated, allowing the server to &amp;quot;filter&amp;quot; radar data for each player. &lt;br /&gt;
|Forrest&lt;br /&gt;
|8/19/07&lt;br /&gt;
|-&lt;br /&gt;
|Speed of light becomes a server variable. Tanks travelling near the speed of light have an increased mass and appear distorted from a stationary observer. Lasers travel at speed of light, not at infinite speed. If a tank is travelling near the speed of light, the colour of the tank is redshifted or blueshifted.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|14/03/08&lt;br /&gt;
|-&lt;br /&gt;
|I am of this view point that games can also teach something apart from entertaining us all and being an Environment conscious student,i plan to implement some changes which can teach us all some lessons !.As in its a WAR based game,i.e TANKS... so what i propose is to find the pollutants in the game ..say a Tank which is continuously bombarding must trade off with loosing some points,because it is pouring harmful gases in environment,this is in no way decreasing excitement in game,perhaps will ask gamers to be more strategic,in compromise to that bullets/bombs provided will be increased .. loss of vegetation,polluting water etc must be punished...Global Warming issues can be implemented too .. this is just a rough idea ,if asked proper description will be provided by me. I am ready to work on existing ideas also,its just the one i proposed..looking forward for a mentor..thanking you.. Rajan Vaish IRC : vaish GTALK : vaish.rajan@gmail.com&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Vaish Rajan&lt;br /&gt;
|Date Unknown&lt;br /&gt;
|-&lt;br /&gt;
|If there is a super flag you don’t like, or any flag that isn’t a “bad” flag that you don’t like, like SR in a big team game, you would either not pick up the flag or drop the flag right away. I often pick up an SR flag when I am right next to a teammate, and die. Once I got kicked because I was having a bad day and teamkilled to often. Also, all too often I pick up BU, right next to a teammate. Possibly the game could detect if there is a teammate within your SR radius, or BU radius, and if there is, you don’t pick up the flag. This would have to be in 3.0, because it would require both a client and server change?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Some people say that WA is a good flag, because you see more out of the window. Maybe it could be so “bad” flags are forced onto the tank for the set amount of time, and then the flag holder could chose to hold or drop the flag. Also, some flags that are suggested could be a good flag or a bad flag, and if these are used, one could keep the flag after the bad flag time expires.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Make it so powerful flags, like genocide, could have a set respawn time, so when a person uses up the flag, it waits set time until it respawns.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|-&lt;br /&gt;
|Make it so that there is a brief time (&amp;lt;1 second) after getting hit when equipped with Shield that you cannot be killed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:71.220.217.201|71.220.217.201]] 15:16, 19 June 2008 (EDT)&lt;br /&gt;
|6/19/08&lt;br /&gt;
|-&lt;br /&gt;
|PZ and OO do not fall through buildings. If they touch a building while jumping, they are then driving in the building off the ground. Also, either the description of OO needs to be altered so that it states that you cannot jump while in buildings, or it needs to be made that you can jump while in buildings. This would really help in places where everything is a considerable distance above the ground, and there is a &amp;quot;trap field&amp;quot; that kills you if you get too low.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:71.220.217.201|71.220.217.201]] 15:16, 19 June 2008 (EDT)&lt;br /&gt;
|6/19/08&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HORN&#039;&#039;&#039; &#039;&#039;(¡Biip, biip!)&#039;&#039; (&#039;&#039;&#039;PITO&#039;&#039;&#039;): Advice soundly and faster to the nearest tanks that you are close, pushing key. There are many reasons for do it.&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|[[User:201.244.34.252|201.244.34.252]] 9:14, 21 Dic 2009 -5 GMT pipepup&lt;br /&gt;
|12/21/09&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Make option to show previous players list&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make ALL server options available from the menus&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*There are a LOT of server options, and this could add quite a bit of clutter. If you need more than a basic game, you should probably learn to start BZFS from the command line anyway. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Separate windows for player messages &amp;amp; server messages&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea.&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Message log&lt;br /&gt;
|style=&amp;quot;background-color:#00FF00;&amp;quot;|Good idea.&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Send message to everyone &#039;but&#039; specified player (crosses team boundaries, or not)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea &lt;br /&gt;
|&lt;br /&gt;
*Hmm. Everybody BUT a specified player? [M. Jetleb -&amp;gt; as in: &amp;quot;Let&#039;s all get the GM guy&amp;quot; without the GM guy knowing he&#039;s facing a co-ordinated attack - I like this idea)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|The ability to see what the world is like before connecting to the server.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Multi-monitor support (i.e., radar on one screen, window on another, chat/event log on a third)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|bhtooefr&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make a part in bzflag to put up a real server. 1st screen has the flags you want, next page is to find the MAP file that you created on your hard drive, next page pick if you want jumping etc.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Colin&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Add a rear view mirror &lt;br /&gt;
|(Unknown)&lt;br /&gt;
| &lt;br /&gt;
|Sparky1&lt;br /&gt;
|1/1/2008&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Better network handling&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
|&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better robot AI&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Don&#039;t know if players would like it or not in multiplayer game. Pluggable or scriptable robot AI , maybe? - Code must be restructured first &lt;br /&gt;
*Server side bots are coming! [[User:TD-Linux|TD-Linux]] 17:41, 12 March 2007 (EDT)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Better positioning of tanks&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*BZFlag already does this, but the algorithm is bad. Needs work.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Serious multithreaded design - shouldn&#039;t lock up interface while looking for servers, or doing anything else. This program is way-unstable on Windows&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In Progress&lt;br /&gt;
|&lt;br /&gt;
*We&#039;re working on these problems; many complaints are due to people still using old servers/clients.&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Some type of BZFlag GUID* to ban players who cheat - won&#039;t accept players who disable their GUID, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Global Unique Identifier, sort of like an IP addrss, but permanent.  Usually a number.  Problem occurs when you lose your GUID (have to reformat your HD, etc.  How do you keep someone from hacking their GUID, or setting up a modified BZFlag server for identity theft, etc.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*I doubt this is even possible, let alone practical. What about people who play from more than one location? And, because this is an open-source game, it would probably be cracked in minutes. Any verification can be spoofed, or at least altered. there is no foolproof way to permanently ban someone. -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|To prevent cheating - the server determines what flags &amp;amp; abilities each tank has (possible?)&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In Progress&lt;br /&gt;
|&lt;br /&gt;
*Seriously being considered. This would also have the advantage of allowing different versions of clients and servers to work together. Yes, it&#039;s possible, but this type of change will mean a change in the network protocols. &lt;br /&gt;
*Being worked on for 3.0&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|BZFlag for mac in separate data and application files.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|J2ME client (allows one to play on a cell phone), would use radar&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|bhtooefr&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Special &#039;open source&#039; BZFlag version (server and client) which is guaranteed to be compatible with all other BZFlag versions.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*BZFlag is already open-source, and making a universally-compatible client is not even remotely practical. Incompatibility is part of why the game breaks off new versions in the first place. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Orca&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Modes, Team Play, and Scoring ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Tounament mode&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea &lt;br /&gt;
|&lt;br /&gt;
*Great Idea?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When you shoot someone on your own team, instead of both of you blowing up, neither is destroyed, and their score goes up one, while your&#039;s goes down one. This would make teamkilling impossible and greatly discourage traitors as well.&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*But then couldn&#039;t cheaters spawn two clients and ramp up their scores by teamkilling their other login? --YHARG&lt;br /&gt;
|Trigger Happy Nerd&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A new gameplay mode- Takes two to tank. One to control the (rotating) turret, the other drives. KIA switches positions. &amp;quot;Teamplay&amp;quot; but all in one tank.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*I see serious lag issues with this... How does Halo do it? ;) -L4m3r&lt;br /&gt;
*The main problem with this idea is coordination. If one person were to leave, the tank would be crippled. You COULD solve this by having the person switch to normal mode, but this could cause considerable jerking between modes on a busy server. [[User:F687s|F687s]] 22:13, 20 June 2007 (EDT)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Turret mode, If enabled by the server (Can be manditory with automatic grouping). One user drives and the other shoots, Turret mode tanks get double points (But onyl take one from the target). lost double points if killed. Have double ammo, And controllable speed (Max = _tankSpeed * 2 Min = _tankSpeed). Plus it takes 2 shots to kill a turret mode tank. Points gained and lost by turret tanks are divided evenly between the users, Unless the server is all turret mode, in h which case two users are displayed as one.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Dogbert&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ability for a team to vote to &#039;banish&#039; someone from their team&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Possibly unfair to newer players. [[User:L4m3r|L4m3r]]&lt;br /&gt;
*Useful for getting rid of TKers and selfcappers. However you would need a way (e.g. a voting system) and you would need to be able to say to which team he or she should go if rogues are unavailable. Possible, if rogues are allowed, but not otherwise not really a good idea. --[[User:88.108.209.168|88.108.209.168]] 13:13, 24 December 2007 (EST)&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|There should be a game of cops and robbers.  The teams can change after about 10 mins or so.&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A special FFA Game mode &amp;quot;Team by Flags&amp;quot;. This means, same Flag = same Team, so if there is a Tank with Rapid fire, and you pick up Rapid fire, you are automatically handled as Team member (this means, killing the other Tank with Rapid fire will be handled the same way as when killing a team member). YHARG: Funky idea: what about a game mode where teams shared flag abilities? Like, each player on a team&#039;s flag applies to the whole team. This could make for some interesting combos...&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Agonizer&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Make life trickier for the Rogue Team; with a mix of Rogues and Colored Teams, the Rogues have more targets. This should also change the effect of the Masquerade flag - perhaps your tank is invisible to Rogues (like Cloaking)?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|NickGrim&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|A server option to make deaths not affect your score unless they were self-inflicted/team (the method used by many online games). This would encourage more aggressive play, because it&#039;s worth going out and blasting. As it is, you&#039;ve got a very good chance by just phantoming/OOing out of the way and keeping you score at zero to stay in the top three places! It would also help fix the rather unfair situation of spawning just below a building on which someone is GM-camping...there&#039;s pretty much no way to escape, so you lose a point.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t show individual score in CTF games. This might help teamplay as it reduces the incentive to run around as if it would be FFA.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Give points to the player how captures flag in CTF. (Say, around 4 or so) After all, it is often a bigger job than killing someone.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Maybe the score could be based the number of tanks in the other team, similar to shooting someone w/ geno.  This can also discourage people from capturing thier own flag by scoreing the negative number of teamates.  I&#039;m not sure if the individual scores of the players of the captured team (other than the one who captures the flag) should be affected however. [[User:Sparky1|Sparky1]] 09:44, 21 May 2007 (EDT)&lt;br /&gt;
*Scores can be customized with plug-ins in 3.0. Unfortunately, there&#039;s a bug in 2.0.x that prevents the server from setting scores properly. [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Ducati/Freestyle &amp;quot;Roles&amp;quot; mode: Make a game mode where players are presented with a list of flag choices (limitable to a few roles, if wanted) at respawn or connect time, and are forced to use this flag for the remainder of their connection/tank life. This would be really useful in the case of stealth vs. seer, where you could choose to be stealth or seer, but couldn&#039;t switch between them. Another idea would be high speed vs. quick turn. Or steamroller vs. machine gun... Team play would have the interesting effect of people banding together and people with each role on the team. Especially in stealth vs. seer, where a seer team member could warn the team about enemies! There would be no team flags/bases.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Too specialized, use a plug-in (yes, it&#039;s possible). [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|New game called tag were someone is it and they shoot someone else and there it and ect.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Supermatthew&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Also a new game called &amp;quot;Hide and seek&amp;quot; were everyone is clocked(think thats it, were you don&#039;t see them on radar) except one who is it. he needs to find someone and shoot them then hese cloked and who was shot is not. Also when someone is shot there sent back to Ground zero( 0X, 0Y, 0Z ) so they can&#039;t shoot who ever just shot them.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Supermatthew&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Cat&amp;quot; game: when a player dies, he/she respawns automaticaly, after 3 secs or so. When they have respawned 9 times, they can no longer spawn, and are observers. The one who lasts the longest wins. Games are timed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Why should the games be timed?  I would think that the game should end when there is no more than 1 tank left.--[[User:Sparky1|Sparky1]] 21:55, 17 February 2008 (EST)&lt;br /&gt;
*I smell cheating; if players keep rejoining, they have infinite lives --[[User:Jftsang|Jftsang]] 14:22, 15 March 2008 (EDT)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|4/20/2007&lt;br /&gt;
|-&lt;br /&gt;
|A switch-teams function that allows you to swap teams during a game without losing score.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|10/11/2007&lt;br /&gt;
|-&lt;br /&gt;
|Rogue team - A mode in which rogues may TK and capture flag.&lt;br /&gt;
|(unknown)&lt;br /&gt;
|&lt;br /&gt;
*Why? [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)&lt;br /&gt;
|jftsang&lt;br /&gt;
|10/11/2007&lt;br /&gt;
|-&lt;br /&gt;
|A Sport Mode:  I noticed that there is a lot of recently created cool sport maps.  In those maps a team flag is used as a &amp;quot;ball&amp;quot;, and bases are used as &amp;quot;goals&amp;quot;.  I think that there is even more potential for great maps if there would be a game mode where a bullet behaves like a &amp;quot;ball&amp;quot;.In that mode when a game starts, or right after a score, a bullet hovers over a specified location (like the center of the map) and no one can shoot.  The first tank that touches the bullet &amp;quot;has the ball&amp;quot;, in other words only that tank can shoot.  If a tank that &amp;quot;has the ball&amp;quot; shoots it, shooting for that tank is disabled, likewise, if a tank is shot by a bullet that tank does not die, but instead it &amp;quot;has the ball&amp;quot;, this allows for passing and interception. A tank that &amp;quot;has the ball&amp;quot; should be indcated somehow, perhaps by a unique flag.  The &amp;quot;ball&amp;quot; has the color of the last tank that shot it.  A new object would have to be created (perhaps called a goal zone?) that resembles a teleporter that results in a ctf if a bullet encounters it.  Or instead of a specific object an area/volume on the map could be designated as a &amp;quot;goal zone&amp;quot; which would give more freedom in designing objects that behave like goals.  The score would go to the team that has the same color as the bullet that encountered the &amp;quot;goal zone&amp;quot;.  All tanks would have the Steam Roller power.  a tank that touches another tank would not be killed only if that tank is higher at the touch.  If a tank that &amp;quot;has the ball&amp;quot; is killed before he can shoot the &amp;quot;ball&amp;quot; then the bullet appears at the tanks position of death and travel at the speed and in the direction the tank had at that point.  Maybe a provision could be made where the number of &amp;quot;balls&amp;quot; could be set at a number greater than one to allow for more complex games.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|1/21/2008&lt;br /&gt;
|-&lt;br /&gt;
|A defense mode, where one team is the &amp;quot;attackers&amp;quot; and the other team is the &amp;quot;defenders&amp;quot;, with a maze-like path leading to the high ground that the &amp;quot;defenders&amp;quot; are on. If there are more &amp;quot;attackers&amp;quot; than &amp;quot;defenders&amp;quot; on the high ground, the teams switch roles.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|4/19/08&lt;br /&gt;
|-&lt;br /&gt;
|Kill the King: This game mode makes having a higher score more challenging to keep, and killing a higher scored enemy tank more rewarding, as well as encourage tanks on a team to defend one another (i.e. more teamplay). Each team has one King. A King is selected by having the highest score in their team, similar to the rabbit chase mode. Killing a King has the same affect as shooting that player with genocide, where everyone on that Kings team dies, and the player (if on a different team from that king) who shot the King will have a score increase equal to the number of players on that team. If however a King is shot by a teammate or shot itself the affect would again be like shooting the King with genocide but with the team kill aspect. Kings will be on auto hunt like rabbits, and will be distinguished out window perhaps with a crown or the letter K hovering over its turret. Perhaps to make things even more interesting there could be an optional 2nd and 3rd rank (e.x. &amp;quot;Queen&amp;quot; and &amp;quot;Jack&amp;quot; respectively) where if killed only players on that team who have a less score than the &amp;quot;Queen&amp;quot;/&amp;quot;Jack&amp;quot; also get killed.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|7/3/2008&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maps, Mapping, and BZW ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Materials that don&#039;t allow OO and PZ to go through&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Would be nice for multilevel worlds made with the new ability to have objects above the ground. &lt;br /&gt;
*Sounds awesome! TD-Linux 17:41, 12 March 2007 (EDT)&lt;br /&gt;
*As a special case, there could be Zoned objects (objects that only respond to PZ and maybe OO; normal tanks behave like PZ through these objects).  [[User:Sparky1|Sparky1]] 18:05, 21 May 2007 (EDT)&lt;br /&gt;
*Would also be nice if there were non-ricochet materials, or only ricochet some shot type materials. --[[User:88.108.209.168|88.108.209.168]] 13:09, 24 December 2007 (EST)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Differently-shaped teleporters (circles, triangles, etc.)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*probably low priority&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|360 degree teleports - hit a spot on the ground or in the air from any direction and you teleport&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Configurable random teleporters - teleports to a different location every time&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
|&lt;br /&gt;
*Idea is a bit vague... randomized teles are implemented if you use multiple links. Is this what is meant by this suggestion? -L4m3r&lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Triggers in levels&lt;br /&gt;
|style=&amp;quot;background-color:#FFFF00;&amp;quot;|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
*Triggers for what? unless you&#039;re talking about AI, this could most likely be handled with a server plug-in. [[User:L4m3r|L4m3r]]&lt;br /&gt;
|Dragonstar&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|wraparound world - radar remains centered on your current position. Internally, objects leaving the north border reappear to the south, but from the user&#039;s radar / visible perspective, you just see to the horizon. I believe this is how the original Battlezone worked. There are some implications: laser would need a range limit.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|nsayer&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|As a generalization to the wraparound world concept, how about the option of making a map based on geometry that’s non-Euclidean, for example spherical or hyperbolic.  Jumping/flying, the shape of the tanks/objects, and bullet trajectories would also be affected by this global geometry.  It would be like a world that has a high gravitational field, or a world situated near a wormhole.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|5/21/2007&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Get rid of the PZ flag and replace it w/ special telporters that do the same thing (they could be called &amp;quot;zoners&amp;quot;, and should probably look different from regular teleporters).  This way superflags, badflags, and team flags can all be zoned (without needing an exception to the restricition against using more than one flag at a time).  The above idea of other zoned objects would play a major role here.  Zoned flags can only be picked up by zoned tanks.  Flags can spawn zoned, or become zoned by being carried by an unzoned tank that becomes zoned by going through a zoner.  Likewise, a zonedflag becomes unzoned when a zoned tank carries it through a zoner.  Unzoned tanks respond to shots from zoned flags the same way zoned tanks respond to shots from unzoned flags.  For example: when zoned, L, WG, geno, and GM do not kill unzoned tanks (zoned GM will still lock onto any tank, and zoned geno would still kill every tank on the same team as the zoned tank that was shot).  Although, flags like SW and SB would still kill any tank regardless of thier zoning status.  As an extension to this idea one team in a CTF game could start out zoned, i.e. thier base is zoned and they initially spawn zoned.  In order for the unzoned team to capture the zoned team&#039;s flag, the flag must become unzoned, and vice versa for the zoned team.  This way new possibilities exist, like two bases could be superimposed  as long as one base is zoned and the other is not.  Another possible extension is different kinds of zones (w/ corespondingly different kinds of zoners) for CTF involving more than two teams.  The relationship between differently zoned tanks would be the same as the relationship between zoned and unzoned tanks.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|[[User:Sparky1|Sparky1]]&lt;br /&gt;
|5/21/2007&lt;br /&gt;
|-&lt;br /&gt;
|Change the workings of zones such that a zone may have its own server variables (I wanted to make a Death Castle against a Holy Castle).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|jftsang&lt;br /&gt;
|1/12/2007&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Server Options, Administration, Plug-ins, and the Plug-in API ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Ability to configure server to turn somethings off or on depending on number of players - for instance, turn off ricochet after a certain number of players are connected, turn off GM &amp;amp; laser if a certain number of players aren&#039;t playing (GM &amp;amp; Laser with 2 players is kinda ridiculous)&lt;br /&gt;
|style=&amp;quot;background-color:#808080;&amp;quot;|Idea&lt;br /&gt;
| &lt;br /&gt;
|MORPH&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Allow custom-made weapons with a Object-Oriented scripting language (sorta like Liero AI uses: http://helios.et.put.poznan.pl/~sskowron/liero/index.html )&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Dragonstar&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Preset world weapons that can be fired manually by admins from within BzFlag.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
* Could be done by a plugin [[User:Tanner|Tanner]] 13:42, 12 August 2007 (EDT)&lt;br /&gt;
|Dogbert&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|When someone joins a server with this option enabled, and they have their team set to “automatic” they are joined as an observer. This would be purely for convenience, but none the less an idea. It would be useful for league servers and things. This would require the server to receive the preferred team choice from the client.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|me1&lt;br /&gt;
|3/21/08&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Graphics &amp;amp; Sound ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Sounds of tanks moving.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|iPod&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Have different tank death scenes for the dying tank point of view. I realize there is some time needed for one to die and respawn, but the jumping effect one sees when killed irritates me to no end! I&#039;d be happier if all faded to black or white or orange and had text across the screen saying &amp;quot;&amp;quot;respawning... please wait&amp;quot;&amp;quot; :) Also, when killed and your tank was moving toward a building, it just falls right thru it until it hits the ground.. wrong physics there! Splatter or tumble or shatter or something :)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|Robi&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Custom color schemes for rogue players. The turret and body components can be chosen to be one of a predefined set of colors (e.g. red, yellow, black, white, blue, green, purple...). The game prohibits choosing a color scheme that matches a team scheme (e.g. red turret with red body) and the limited set stops someone choosing a shade which is nearly a team color (e.g. 0xFE0000 instead of 0xFF0000) (and also save texture memory, I think).&lt;br /&gt;
|(Unknown)&lt;br /&gt;
| * Clients are able to define their own colors, and removing the ability to would cause accessibility issues (Colorblind users). --[[User:AAA|AAA]] 13:30, 7 August 2007 (EDT)&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Allow a small decal on the back of the top of the tank. (think Half-Life&#039;s customizable spraypaint). Possibly also apply it to any held flag?&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|LionsPhil&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;d like to see something more interesting done with the sky... maybe there could be a little ufo (easter egg) that would fly around occasionally? Tux on a ufo! ;)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
| This is up to servers. --[[User:AAA|AAA]] 13:30, 7 August 2007 (EDT)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Flag decals: Each flag would have a little icon/decal showing it&#039;s type ONLY when held by a player. It&#039;s kind of nice to be able to surprise people with an undercover shockwave, but doesn&#039;t make sense to have to right click (identify) or check the user list to see what flag someone has.&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|Background music! : (This can be done with an external media player so it shouldn&#039;t be the heighest priority, It would be nice to be able to control your music from within BzFlag)&lt;br /&gt;
|(Unknown)&lt;br /&gt;
|More usefully, you could just map key combinations to commands, rather than wasting time supporting all the various music players on every OS BZFlag supports. I don&#039;t know whether that would work so well on Windows, though. --[[User:77.97.207.100|77.97.207.100]] 10:14, 30 May 2007 (EDT)&lt;br /&gt;
|YHARG&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|compability with http://mumble.sourceforge.net/Main_Page by http://mumble.sourceforge.net/Link (anon)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List Server and Other Global Services ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#ffff88;&amp;quot;&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Idea&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Status&lt;br /&gt;
!width=&amp;quot;40%&amp;quot;|Commentary&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|Submitter&lt;br /&gt;
!width=&amp;quot;6%&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
|Multiple list servers, in case bzflag.org goes down (as it happened around feb. 15. 2004)&lt;br /&gt;
|style=&amp;quot;background-color:#00FFFF;&amp;quot;|In progress&lt;br /&gt;
| * Of course someone would need to pay for it. --[[User:BinarySpike|BinarySpike]] 18:10, 10 May 2007 (EDT)&lt;br /&gt;
* We now have two servers, and some form of redundancy for the list should follow eventually. [[User:L4m3r|L4m3r]] 15:40, 31 January 2008 (EST)&lt;br /&gt;
|abli&lt;br /&gt;
|(Old)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Dodging&amp;diff=8146</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Dodging&amp;diff=8146"/>
		<updated>2011-12-18T06:08:56Z</updated>

		<summary type="html">&lt;p&gt;Wildrune11: /* How to dodge efficiently */  -  Added a method for dodging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basically put, dodging is moving your tank (usually done best with the mouse), in a pattern as to avoid getting shot by another tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An example of dodging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:doding.jpg|Radar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to dodge efficiently==&lt;br /&gt;
&lt;br /&gt;
If you are going to be joining a [[Leagues|league]], or even just playing at a public [[server]], you need to learn how to dodge in order to:&lt;br /&gt;
&lt;br /&gt;
1) Stay alive&lt;br /&gt;
&lt;br /&gt;
2) Get a good [[Scoreboard|score]]. If you can&#039;t avoid the shots, then you can&#039;t kill the other tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is almost required to learn to dodge by looking at the [[radar]], since you can see 360 degrees around your tank, instead of the 60 degrees your view can display. You can also dodge more accurately by using the [[radar]], since the shot paths can be adjusted to show where a shot will go before it hits you (see the example from above).&lt;br /&gt;
&lt;br /&gt;
[[Dodging]] is recommended over just [[jumping]] away from shots, since your tank hangs, uncontrollable in the air for about 4 seconds while jumping. This makes you EXTREMELY vulnerable to any other tanks in the area. If you jump while playing a [[Leagues|league]] match, it almost always means you are going to encounter death. If you have to jump, try to jump onto a building, or behind the tank that is shooting at you, so he/she&#039;ll have to turn around.&lt;br /&gt;
&lt;br /&gt;
A simple dodging tactic used by many players is to try quickly turning left or right and then moving in that direction before turning back to face the enemy tank. This is usually a successful way to dodge a bullet and then put the player in an advantageous position to fire a shot at the enemy (since they turned so quickly that the  enemy didn&#039;t have time to catch up ;) ).&lt;br /&gt;
&lt;br /&gt;
If you are dodging with a mouse, I would recommend making your mouse faster in the control panel settings of your OS. I would also recommend making your mousebox smaller. This allowed the mouse to move the tank from side to side faster, and then you will be able to dodge with greater ease.&lt;br /&gt;
&lt;br /&gt;
==Ways to combat dodging==&lt;br /&gt;
&lt;br /&gt;
If you are playing on a server with no jumping (like hepcat), then try to fire spreads of three shots towards the tank. This will make it hard/impossible for them to dodge at close range. &lt;br /&gt;
&lt;br /&gt;
If you are playing at a [[server]] with jumps (we&#039;ll say [[jumping]], [[rico]], 3 shots), fire two of your shots at the tank. Then, when they turn back from [[dodging]] your bullets, fire the third shot at them. This usually causes the tank to jump, where you can easily take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Tips==&lt;br /&gt;
&lt;br /&gt;
I&#039;ll leave the rest for you to figure out ;)&lt;br /&gt;
 &lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Wildrune11</name></author>
	</entry>
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