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<h1>Some simple guidelines:</h1><h2><font color="#cc0000">READ THIS FIRST</font></h2><br>
==Overview==
<ul>
This article describes various flag suggestions for the game.
  <li>First, check that your idea isn't already here. Chances are someone else has already come up with your flag.</li>
  <li>Next, think carefully about your flag. Come up with a short and succinct description. Not only will a short description will make it easier for the project management team to make a decision about the flag, but it usually also indicates the quality of the idea. Chances are if a flag requires more than a short sentance or two, it's too complicated for the game.</li>
<li>Make sure your flag idea isn't overpowered or stupid.
<li>Finally, add your flag to the section with the blank 'status' field. Use the teal background color and leave the
      status blank!</li>
  <li>Note that getting your flag approved to a &quot;yes&quot; does not mean it will happen. Everything done is what the developers want to do - if a flag requires significant changes to the codebase and isn't the most brilliant idea ever, it'll probably sit here for quite some time before being implemented, if ever.</li>


</ul>
==Rejections==
<p>This is NOT a list of flags that are being considered. Discussion/imlementation of these is encouraged, but does not mean any of these flags are going into the game.</p><br>
Most flag ideas are rejected, mostly because they are not well thought out, or they take the game in a direction that the project management does not wish it to go. Rejected flags are moved to the [[Rejected flag ideas]] page.


===<span style="color:#cc0000">Idea Submission Guidelines</span> ===
Users should read and understand the following guidelines before submitting a flag idea.


If you do implement a flag keep these things in mind:
* Check that the idea isn't already listed on this page or the [[Rejected flag ideas|flag ideas already rejected]] page. If the idea has been considered and dismissed, it will not be accepted if submitted again.
<ul>
* Think carefully about the flag idea. Ideas must be described in a short and succinct sentence or paragraph. Ideas that are difficult to describe do not make for fun features, and will most likely be rejected.
  <li>All powerful flags aren't fun.
* Flag ideas should not be overpowering, or do something that you think simply looks '''Cool'''. Flags must not be 'mean' to players, both those who have it and those who get shot by it. Flags must maintain gameplay balance and have a disadvantage for every advantage. Flags that combine features of other flags will be rejected. Flags that simply let you "win" will be rejected. These are often called 'munchkin' flags.
  <li>Flags that ensure your immediate destruction aren't fun.
* Add the flag idea to the Unrated Flag Ideas section, following the format of the other items.
  <li>Flags that aren't useful aren't fun.
  <li>Flags boost/modulate tactical trait of tanks


</ul> how do i edit? a new flag?
  If a flag idea is approved, it does not mean that it will automatically happen or be put into the game.
  It simply means that it is not a bad idea. The idea will not be implemented until a developer takes
  the time to implement the code for the feature into a version. Most new flag ideas require a change
  in protocol and must wait for the next major release, and can take some time to complete.


Based on these observations we have the following rules:<br>
This list is intended for information and discussions only. Information listed on this page does not imply any form of official acceptance of an idea into the game.


<dl>
===Things to remember===
<dt><i>Flag power must be limited.</i></dt>
* All powerful flags aren't fun.
<dd>For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can't lose.<br><br>
* Flags that ensure your immediate destruction aren't fun.
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. You've gotta be good, but it can be done.</dd><br>
* Flags that aren't useful aren't fun.
<dt><i>Flag powers can counteract/balance each other.</i></dt>
* Flags boost/modulate tactical trait of tanks
<dd>Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.<br><br>
Consider adding counterbalancing flags together. Or consider adding a flag that acts as a counterbalance to an existing flag or flags. Also consider making your new flag counterbalanced by an existing flag; superbullet is often a good choice.</dd><br>


<dt><i>Don't add flags that (almost) instantly kill the owner.</i></dt>
===Flag Rules===
<dd>I considered adding a Death flag that would instantly kill the tank that grabbed it. I changed my mind because that's not fun and seriously dampens interest in picking up flags. Mines are similar. You're driving around and *boom* you're dead. Nothing you could've done to avoid it, no mistake you made. You're just dead. People don't mind losing so much if they know it was because they did something wrong.<br><br>
The project management uses these rules for good flag ideas:


Even worse is a flag that disables your radar and vision. You're basically dead. You can shoot at random and hope to get lucky, but no amount of skill can save you. And what's worse than the Death flag is that you have to stagger around waiting for someone to kill you.<br><br>
====Flag power must be limited====
A flag that seriously disables a tank is not as bad because the player can still use skill to defeat as many enemies as possible before getting shot. Thus we have flags like left turn only and obesity.</dd><br>
For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can't lose.
<dt><i>Flags should require new skills</i></dt>
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner.
<dd>Flags that require new skills keep the game interesting. If there's still more to learn about using ricochet or guided missile, or more to learn about fighting against them, then people will keep playing.<br><br>
 
Some flags seem pretty dull to some players. The steamroller and the phantom zone come to mind, or quick turn. These aren't the most powerful flags, but they do have their uses and some people enjoy them. However, i think i should have removed SR and PZ. Steamroller's usefulness is very limited and looks pretty weak compared to shock wave. PZ tends to encourage very defensive play, which slows the game down. But quick turn can be very effective when used well; put it in a tight furball and it'll do serious damage. You just have to learn how to take full advantage of it.</dd>
====Flag powers can counteract/balance each other====
</dl><br><br>
Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.
<div align="center">
 
{| cellpadding="2" cellspacing="1" border="1" width="100%"
Counterbalancing flags should be added/suggested together, or counterbalanced by an existing flag; super bullet is often a good choice.
|- style="background-color:#ffff88;"
 
!Name
====Flags never instantly kill the owner====
!+/-
Flags should not kill people in what seems to be a random manner, this includes flags that kill on pickup, or "mines". Players should be able to use skills to avoid death. No flag should be debilitating to anyone.
!Status
 
!Use
====Shots should kill====
Except in rare cases (Thief) any time you hit someone with a shot, it should kill them. While other affects on shots may seem funny to describe, they are not fun. Shooting someone and making them "pause" for 5 seconds, has the exact same gameplay as getting killed and respawning.
 
====Flags should require new skills====
Flags that require new skills keep the game interesting. The more there is to learn about the game, the longer people will play. Bad flags should simply provide a challenge that must be overcome.
 
====Flags should not require other server settings====
With few exceptions, flags should not require other server settings to be enabled, such as more then one shot, radar, or some other options. Many mode specific flag ideas can be implemented as custom flags in a plug-in.
 
==Suggesting Flags==
This page is locked to normal users due to abuse by some silly users, flag ideas should go into the features request tracker on sourceforge. https://sourceforge.net/tracker/?group_id=3248&atid=353248
 
== Implemented Flag Ideas==
===Good Flags===
====Cloaked Shot (CS)====
'''Description:''' Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!
 
''Implemented in:'' 2.99.x
 
====Low Gravity(LG)====
'''Description:''' Gravity is reduced to a large degree allowing the tank to jump very high in the air.
 
''Implemented in:'' 2.99.x
 
 
== Approved Good Flag Ideas==
None
 
== Possible Flag Ideas==
===Good Flags===
{|{{Prettytable}}
|-
|-
|Low Gravity(LG)
| {{Hl3}} |'''Flag name'''
| +
| {{Hl3}} |'''Description'''
|style="background-color:#4141a1;"|''Yes, a good idea.''
|Gravity is reduced to a large degree alowing the tank to jump very high in the air.
|-
|-
|Long Reload (LR)
| '''Long Shot(LS)''' ||  Shots have increased range.                                                      
| -
|style="background-color:#a14141;"|''Yes.''
|Reloading weapon takes twice as long.
|-
|-
|HoVer (HV)
| '''BackFire (BF)''' ||  Shots fire to rear of tank instead of front.                  
| -
|style="background-color:#a14141;"|''Yes.''
|Tank hovers one tank-heighth above the ground. Jumper fodder.
|-
|-
|UnSteady(US)
| '''Extra Shot (ES)''' || Player gets an extra shot.
| -
|}
|style="background-color:#a14141;"|''Yes.''
===Bad Flags===
|Tank gets an random angular momentum when jumping, like you accidently moved your mouse when pressing jump.
{|{{Prettytable}}
|-
|-
|Don't Stop (DS)
| {{Hl3}} |'''Flag name'''  
| -
| {{Hl3}} |'''Description'''
|style="background-color:#a14141;"|''Yes.''
|Tank always moves forward or backwards, it can not stop
|-
|-
|Fly Swatter (FS)
| '''Long Reload (LR)''' || Shots take longer to reload.
| -
|style="background-color:#a14141;"|''Yes.''
|Your tank is equipped with a gigantic fly swatter, which falls down when you fire. Swat tanks, bullets, GM's, etc
|-
|-
|BackFire (BF)
| '''Don't Stop (DS)''' || Tank always moves forward or backwards, it cannot stop.
| -
|style="background-color:#a14141;"|''Yes.''
|Shots fire to rear of tank instead of front.
|-
|-
|FrienD flag (FD)
| '''Sensor Echo (SE)''' || All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
| +
|style="background-color:#a14141;"|''Yes.''
|Your shots don't kill friendly tanks (Your own richocets are harmless!!!).
|-
|-
|Flip Out (FO)
| '''Delayed Shot (DS)''' || Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
| -
|style="background-color:#a14141;"|''Yes.''
|Out of window view is upside-down.
|-
|-
|Sensor Echo (SE)
| '''SlowMotion (SM)''' || Tank moves and turns with half speed.
| -
|style="background-color:#a14141;"|''Maybe, not a bad idea.''
|All tanks show up twice (or more) on radar. Echos behave like the tank they mirror, down to the flag.
|-
|-
|Delayed Shot (DS)
| '''High Gravity(HG)''' || Gravity is higher for the tank (faster fall, lower jumps).
| -
|style="background-color:#a14141;"|''Yes.''
|Shots wait some prescribed amount of time (2s?) between clicking and actually firing.
|-
|-
|Extra Shot (ES)
| '''Daze (DZ)''' || Tank see all other tank as enemy.
| +
|}
|style="background-color:#a14141;"|''Yes.''
 
|Player gets one more shot
== Unrated Flag Ideas==
 
===Good Flags===
{|{{Prettytable}}
|-
|-
|SlowMotion (SM)
| {{Hl3}} |'''Flag name'''
| -
| {{Hl3}} |'''Description'''
|style="background-color:#a14141;"|''Yes.''
|Tank moves and turns with half speed.
|-
|-
|Vegas Mode (VM)
| '''Spread (SP))''' || This flag will split your bullets into three. Two bullets will go at 45 degree angles away from you and the last will travel the normal trajectory. Careful about teamkills!
| -
|style="background-color:#818181;"|''Maybe, but doesn't realy add anything.''
|(Goofy) A giant neon sign points down at your tank with a bright yellow arrow, attracting attention from everybody, reading "[callsign] is right here."
|-
|-
|Ricochet Guided Missile (RG)
| '''Radar (RD)''' || Like how in some maps that have jumping flags or ricochet flags when those things are normally disabled, in maps with radar disabled, this would give you radar ability. It would counteract the Jamming flag in normal maps.
| +
|style="background-color:#818181;"|''Maybe if it's a simple rico and has a more narrow lockon angle.
|Instead of exploding, the RG bounces off of surfaces and continues to track the target. Option 1: It looses velocity with each bounce. Option 2: When the RG bounces, it travels in a straight line for a certain distance before regaining lock.
|-
|-
|Incoming (IN)
| '''Boomerang (BR)''' || Your normal shot is changed to take a boomerang pattern once fired, killing anything caught in the firing line. You cant kill yourself with your own shots with this flag. Really long reload time, and relatively short range.
| +
|style="background-color:#818181;"|''Maybe, but it's very very close to a cheat. It may not be good to have the client be able to do that.''
|Bullets that will hit the tank are hilighted on radar/main view in some fashion as a warning system.
|-
|-
|Long Shot (LS)
| '''Mysteriously Mysterious (MY)''' || A random flag effect will be obtained, its up to the player to find out what flag it is that this flag has given them. *WARNING* You might get a bad flag from this!
| +
|style="background-color:#818181;"|''Maybe, not a bad idea.''
|Bullets go twice as far but at a slower speed. Possibly N/2 extra bullets.
|-
|-
|Judas (JD)
| '''Flak (FK)''' || Shots destroy enemy shots they hit. Super Bullets are immune.
| -
|style="background-color:#ffff00;"|''No, too confusing for players.''
|When you pick up the flag, you immediately become a player on a different (random) team (or rogue). You must play on that team for as long as you have the flag. If you tk one of your new teammates, you die. BUT you can kill your old teammates for as long as you hold the flag. When you drop the flag or are killed, you revert to your old color.
|-
|-
|Antagonize(AN)
| '''Force Cannon (FC)''' || Any tanks in a cone-shaped area extending from the front of the tank are destroyed. Watch out for teammates.
| -
|style="background-color:#ffff00;"|''No, can not be localised easaly, and may anger people
|This bad flag causes your tank to automatically send out mild insults and taunts to opposing players. Especially the good ones by name.
|-
|-
|CoW launcher (CW)
| '''Smite (SM)''' || Tanks shot will create a shockwave, all killed tanks are considered your kills. Reload time is tripled.
| -
|style="background-color:#ffff00;"|''No, would require vertical aiming to work properly
|(Goofy) Launches a cow along a parabolic trajectory.
|-
|-
|ConFusion (CF)
| '''Vertical Freedom (VF)''' || Allows the tank to aim vertically.
| -
|}
|style="background-color:#ffff00;"|''No, not too difrent from CB
===Bad Flags===
|Tank colors and names are shuffled around. Like colorblindness, but worse.
{|{{Prettytable}}
|-
|ShowOff(SO)
| +
|style="background-color:#ffff00;"|''No, basicly useless in gameplay.''
|(Goofy) Tank is capable of doing tricks, backflips when jump, ride of one tread, etc.
|-
|Leash(LE)
| -
|style="background-color:#ffff00;"|''No, too confusing for players.''
|Tank is confined to a small radius for a set time period but can still jump.
|-
|BUckler (BU)
| +
|style="background-color:#ffff00;"|''No, shield is enough.''
|Give the player a 45deg shield that reflects all shots. It should be located in the arc between 270-315deg. The shielded area should be visible but transparent;
|-
|-
|PSychic (PS)
| {{Hl3}} |'''Flag name'''
| +
| {{Hl3}} |'''Description'''
|style="background-color:#ffff00;"|''No, too powerfull, and makes ID pointless.''
|Callsigns and flag names of all (visible?) tanks appear above the tank.
|-
|-
|Full Reverse(FR)
| '''SlowShot (SS)''' || Your shots travel at half speed for the same time meaning also 1/2 distance.
| +
|style="background-color:#ffff00;"|''No, too similar to HS, and too limted in scope.''
|Your tank can move full speed in reverse. A middle ground between high speed and normal.
|-
|-
|All Terrain (AT)
| '''Negativity (NG)''' || Once picked up, one random bad flag effect will be obtained such as colorblindness, then a few seconds later, it will change to another bad flag effect such as reversecontrols, and so on.
| +
|style="background-color:#ffff00;"|''No slopes, never. No.''
|Can drive over slopes and pyramids, (unless steeper than 45??) and perhaps up walls too.
|-
|-
|Tac Nuke (TN)
| '''Healing (HL)''' || Uses the thief-type ray. Shooting a target (friend or foe!) removes a bad flag if the target has one, or grants target a random good flag (or perhaps just shield) if they have none (while generally shots should kill, this inspires teamwork, and introduces an interesting new role for a team member to take). Optionally: must wait a configurable time before affecting any given target again.
| +
|style="background-color:#ffff00;"|''No too powerfull.''
|On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an "arming" range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized.
|-
|-
|Glue Trail (GT)
| '''No Ricochet (NR)''' || The counterpart to the Jumping, No Jumping, and Ricochet flags. Not to be confused with [[Jargon|not responding]] [nr].
| +
|style="background-color:#ffff00;"|''No, too confusing for players.''
|Leaves a trail that slows down other tanks behind it. fades after server-set number of seconds?
|-
|-
|Oil Slick (OS)
| '''Recoil (R)''' || Knocks back tank upon firing.
| +
|style="background-color:#ffff00;"|''No, too confusing for players.''
|Leaves a trail that makes tanks behind skid/spin. Fades after server-set number of seconds?
|-
|Petrificus Totalus (PT)
| -
|style="background-color:#ffff00;"|''No, too confusing for players, and rather lame.''
|Paralyses tank. Cannot move, turn or shoot for set number of seconds.
|-
|Toy Gun (TG)
| -
|style="background-color:#ffff00;"|''No, pointless in game play, just use the useless flag.''
|When you shoot,the bullet that comes out is a fake bullet attached to a string which is attached to your tank..
|-
|Icy Treads (IT)
| -
|style="background-color:#ffff00;"|''No, Just like momentum.''
|Tank loses traction on the ground and on all objects. As if the _friction setting was lowered for that particular tank.
|-
|ParaChute (PC)
| +
|style="background-color:#ffff00;"|''No, just like Wings.''
|You can control your tank ONLY when falling down and you fall down slower.
|-
|ToRnado (TR)
| -
|style="background-color:#ffff00;"|''No, too confusing for players.''
|You jump and spin uncontrollably.
|-
|GhostS (GS) or SPawn (SP) can't decide
| +
|style="background-color:#ffff00;"|''No, FAR too complex.''
|2 or 3 mini bot tanks come out of your tanks and help you by providing cover ect. They die by being shot or after a cirtain period of time (45 secs?) [Note from NitroGlycerine: How about GUard OFsping or even BAbies (GU/OF/BA)?]
|-
|Death Ball (DB)
| +
|style="background-color:#ffff00;"|''No, FAR too complex.''
|Tank morphs into a Death Ball and kills anyone who touches it.Faster than a normal tanks.Can be killed by being shot 5 times.You can't jump.
|-
|DiG (DG)
| +/-
|style="background-color:#ffff00;"|''No, too similar to burrow.''
|Your tank goes completely underground upon picking up the flag, and you may then shoot up at tanks above you. Anybody may lock on you (as with GM) if they hold GM, SB, or even no flag. You are also in range of SW.Bullets will follow you underground.
|-
|RaM (RM)
| +
|style="background-color:#ffff00;"|''No, too powefull and complex.''
|Tank travels at normal speed unless you fire. Firing causes your tank to accelerate forward quickly and only for a certain range. When you touch another tank, it has Steamroller effect, causing them to explode.
|-
|Auto Teleport (AT)
| +
|style="background-color:#ffff00;"|''No, too complex, too powerful, and looks too much like a cheat.''
|With this flag a player can teleport to any place visible place on the radar by clicking the desired area on the radar. Only one teleport can be done per flag, otherwise you would be impossible to kill. Another way to make it harder is to put a reload time on it, so there would be at least some pause between teleports. If you teleport to an area occupied by a building, you go to the highest place on the specified area of the building.
|-
|Ice Laser (IL)
| +
|style="background-color:#ffff00;"|''No, too confusing for players.''
|This laser does not kill players. Instead, it freezes them. They can't move, jump, or shoot, for 10 seconds. Players who are shot by normal bullets while they are frozen become unfrozen. When a tank is frozen, the tank becomes white, preventing other players from knowing which team the frozen tank is on.
|-
|Kamakazi Attack (KA)
| +/-
|style="background-color:#ffff00;"|''No, too confusing for players.''
|This can be a good and a bad flag. When picked up, starts a self-destruct timer, that, when runs out, will blow you up. But if the right button is pressed before the time is up, then you blow up on the click. This can be use to kill multiple tanks, and can also be used in mid-air. Moderate blast-radius?
|-
|Swallow Tanks (SW)
| +
|style="background-color:#ffff00;"|''No, far too confusing.''
|(GOOFY) If you touch another tank it dissapears and becomes an obsever to your tank. The more tanks you swallow the more obese you become. You can only swallow a limit of 3 tanks at a time, if you swallow more you pop. If you are killed all of the tanks you are carrying are set free. The tanks jump as they are set free to avoid multiple shots that may have been fired at the original tank. Swallow your own teammates and carry them deep into enemy territory...!!!!
|-
|Electricity Bolt (EB)
| +
|style="background-color:#ffff00;"|''No, far too powerfull and confusing.''
|Looks like thief shot when fired (Short range weapon) only when it hits a structure it kills everyone on it or touching it (or in it, players with OO). (This would be handy for killing tanks sitting in hard to get to places!)
|-
|Invisible Objects (IO)
| -
|style="background-color:#ffff00;"|''Maybe.''
|All surface objects (pyramids, boxes, etc.) become invisible.
|-
|Meatloaf launcher(ML)
| -
|style="background-color:#ffff00;"|''Maybe, but get rid of the stupid name.''
|Jumping propels your tank not only upwards but forwards as well.
|-
|Bent Turret (BT)
| -/+
|style="background-color:#ffff00;"|''Maybe.''
|All shots go out 30 degrees to the left (than a normal shot). Some people might call this a super flag because it helps dodging.
|-
|Tiny Bullet (TB)
| -
|style="background-color:#ffff00;"|''Perhaps.''
|This bad flag causes your the bullets to shrink, making them hard for you to hit your opponent.
|-
|Missle Jammer (MJ)
| +
|style="background-color:#ffff00;"|''Maybe.''
|Prevents a GM lock on your tank.  You can still be killed by normal shots, or unlocked shots.
|-
|ECM (EM)
| +
|style="background-color:#ffff00;"|''Perhaps, if there is some indication of who does it.''
|Other tanks' radars get jammed within a certain range.
|-
|Score Flags (SF)
| +
|style="background-color:#ffff00;"|''Maybe, a multiplyer isn't a bad idea.''
|Gives you more than one point for each kill. Maybe randomize between 2 and 5 points. (This could also be used as a handicap for beginners)
|-
|Black Death (BD)
| +/-
|style="background-color:#ffff00;"|''No, far too powerfull and confusing''.
|This flag is similar to a team flag only when it is captured it kills all other opposing teams (instead of just one specific team). This would make it so that multiple teams would be competing for one flag. (The color of the flag is black)
|-
|Colored Flag (CF)
| +
|style="background-color:#ffff00;"|''No, would destroy CTF.''
|CTF only flag. Other people see the CF as their own team flag (except own team?)
|-
|Punch (PU)
| +
|style="background-color:#ffff00;"|''No, just kill with steamroller.''
|Hitting a tank at full speed throws it some appreciable distance away
|-
|Remote Mines (RM)
| +
|style="background-color:#ffff00;"|''No, no mines. They will seem to kill players for no reason.''
|Firing places a mine, up to some predefined number. The next shot detonates all of them
|-
|Firewall (FW)
| +
|style="background-color:#ffff00;"|''No, too hard to sync, and somewhat confusing.''
|Firing creates a temporary wall of flame that tanks cannot pass
|-
|Glue Bomb (GB)
| +
|style="background-color:#ffff00;"|''No, too confusing for players.''
|Shot would detonate in a big pile of glue, slowing down people in the blast radius
|-
|Corbomite Device (CD)
| +
|style="background-color:#ffff00;"|''No, too confusing, and hard to sync.''
|When the tank is shot, it generates a reciprocating shot to what killed it - these shots can be dodged normally, in most cases (SW, GM being impossible/difficult)
|-
|Clone (CN)
| +
|style="background-color:#ffff00;"|''No, too confusing and too much like cheats.''
|Tank emits a hologram clone at some offset from itself as a diversion.
|-
|Smoke Screen (SC)
| +
|style="background-color:#ffff00;"|''No, doesn't add much for gameplay.''
|The tank emits a cloud of smoke behind it. This provides a visual wall, and perhaps cancels out GM locks as well.
|-
|Time Lapse (TL)
| -
|style="background-color:#ffff00;"|''No, too similar to blind and jamming combined.''
|Holding this flag will cause the HUD & radar to refresh only every second or so.
|-
|Big Bullet (BB)
| +
|style="background-color:#ffff00;"|''No, too powefull, shots are computed as point hits.''
|Bullets are twice (or more) as large. Tank feels a kick-back when firing
|-
|Gravity Well (GW)
| +
|style="background-color:#ffff00;"|''No, FAR too complex.''
|One-shot fire, creates a gravity well at some distance away from the firing tank. This well pulls in all tanks around it - driving away from the well will slow the descent. Possible avoidance/negation flags include BU, OO, PZ, HS.
|-
|Mirror (MI)
| +
|style="background-color:#ffff00;"|''No, just make CL deflect laser.''
|Holding this flag will reflect a hit by laser. Flag is not dropped after a hit. The appearance of a tank holding this flag changes so that it reflects the surroundings. Or maybe appears pseudo-transparent, rather like the inside of structures viewed with Oscillation Overthruster, or of objects when in the PZ.
|-
|Plasma Ball (PB)
| +
|style="background-color:#ffff00;"|''No, too limited, and just kinda wierd.''
|Shoots a large (8 unit) sphere that behaves exactly like a super bullet -- except it travels very, very slowly. It would travel as fast as a burrowed tank going in reverse, thus being easy to outrun in open areas, but hard to avoid on "indoor" maps. Because of the size, it would kill burrowed tanks when fired on the ground.
|-
|Fake Bullets(FB)
| +
|style="background-color:#ffff00;"|''No, too complex, and pointless.''
|1) your bullets look, bounce, show up on radar, and seem real, but they pass right through tanks, causing no damage, and can't harm anyone. This can seem like a bad flag, but would be great to get the other team jumping and running while having zero chance of hitting your own team (and this is how I'd like to use it). 2) Could be made a bad flag that requires you to hold it for a certain amount of time before dropping it. (Would be nice if there were a way to keep a bad flag if you choose.) 3) optional: fire rate is doubled, or unlimited
|}
|}
[[Category:Flags]]
[[Category:Gameplay]]

Latest revision as of 23:03, 3 February 2017

Overview

This article describes various flag suggestions for the game.

Rejections

Most flag ideas are rejected, mostly because they are not well thought out, or they take the game in a direction that the project management does not wish it to go. Rejected flags are moved to the Rejected flag ideas page.

Idea Submission Guidelines

Users should read and understand the following guidelines before submitting a flag idea.

  • Check that the idea isn't already listed on this page or the flag ideas already rejected page. If the idea has been considered and dismissed, it will not be accepted if submitted again.
  • Think carefully about the flag idea. Ideas must be described in a short and succinct sentence or paragraph. Ideas that are difficult to describe do not make for fun features, and will most likely be rejected.
  • Flag ideas should not be overpowering, or do something that you think simply looks Cool. Flags must not be 'mean' to players, both those who have it and those who get shot by it. Flags must maintain gameplay balance and have a disadvantage for every advantage. Flags that combine features of other flags will be rejected. Flags that simply let you "win" will be rejected. These are often called 'munchkin' flags.
  • Add the flag idea to the Unrated Flag Ideas section, following the format of the other items.
 If a flag idea is approved, it does not mean that it will automatically happen or be put into the game.
 It simply means that it is not a bad idea. The idea will not be implemented until a developer takes 
 the time to implement the code for the feature into a version. Most new flag ideas require a change 
 in protocol and must wait for the next major release, and can take some time to complete.

This list is intended for information and discussions only. Information listed on this page does not imply any form of official acceptance of an idea into the game.

Things to remember

  • All powerful flags aren't fun.
  • Flags that ensure your immediate destruction aren't fun.
  • Flags that aren't useful aren't fun.
  • Flags boost/modulate tactical trait of tanks

Flag Rules

The project management uses these rules for good flag ideas:

Flag power must be limited

For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can't lose. The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner.

Flag powers can counteract/balance each other

Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.

Counterbalancing flags should be added/suggested together, or counterbalanced by an existing flag; super bullet is often a good choice.

Flags never instantly kill the owner

Flags should not kill people in what seems to be a random manner, this includes flags that kill on pickup, or "mines". Players should be able to use skills to avoid death. No flag should be debilitating to anyone.

Shots should kill

Except in rare cases (Thief) any time you hit someone with a shot, it should kill them. While other affects on shots may seem funny to describe, they are not fun. Shooting someone and making them "pause" for 5 seconds, has the exact same gameplay as getting killed and respawning.

Flags should require new skills

Flags that require new skills keep the game interesting. The more there is to learn about the game, the longer people will play. Bad flags should simply provide a challenge that must be overcome.

Flags should not require other server settings

With few exceptions, flags should not require other server settings to be enabled, such as more then one shot, radar, or some other options. Many mode specific flag ideas can be implemented as custom flags in a plug-in.

Suggesting Flags

This page is locked to normal users due to abuse by some silly users, flag ideas should go into the features request tracker on sourceforge. https://sourceforge.net/tracker/?group_id=3248&atid=353248

Implemented Flag Ideas

Good Flags

Cloaked Shot (CS)

Description: Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!

Implemented in: 2.99.x

Low Gravity(LG)

Description: Gravity is reduced to a large degree allowing the tank to jump very high in the air.

Implemented in: 2.99.x


Approved Good Flag Ideas

None

Possible Flag Ideas

Good Flags

Flag name Description
Long Shot(LS) Shots have increased range.
BackFire (BF) Shots fire to rear of tank instead of front.
Extra Shot (ES) Player gets an extra shot.

Bad Flags

Flag name Description
Long Reload (LR) Shots take longer to reload.
Don't Stop (DS) Tank always moves forward or backwards, it cannot stop.
Sensor Echo (SE) All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
Delayed Shot (DS) Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
SlowMotion (SM) Tank moves and turns with half speed.
High Gravity(HG) Gravity is higher for the tank (faster fall, lower jumps).
Daze (DZ) Tank see all other tank as enemy.

Unrated Flag Ideas

Good Flags

Flag name Description
Spread (SP)) This flag will split your bullets into three. Two bullets will go at 45 degree angles away from you and the last will travel the normal trajectory. Careful about teamkills!
Radar (RD) Like how in some maps that have jumping flags or ricochet flags when those things are normally disabled, in maps with radar disabled, this would give you radar ability. It would counteract the Jamming flag in normal maps.
Boomerang (BR) Your normal shot is changed to take a boomerang pattern once fired, killing anything caught in the firing line. You cant kill yourself with your own shots with this flag. Really long reload time, and relatively short range.
Mysteriously Mysterious (MY) A random flag effect will be obtained, its up to the player to find out what flag it is that this flag has given them. *WARNING* You might get a bad flag from this!
Flak (FK) Shots destroy enemy shots they hit. Super Bullets are immune.
Force Cannon (FC) Any tanks in a cone-shaped area extending from the front of the tank are destroyed. Watch out for teammates.
Smite (SM) Tanks shot will create a shockwave, all killed tanks are considered your kills. Reload time is tripled.
Vertical Freedom (VF) Allows the tank to aim vertically.

Bad Flags

Flag name Description
SlowShot (SS) Your shots travel at half speed for the same time meaning also 1/2 distance.
Negativity (NG) Once picked up, one random bad flag effect will be obtained such as colorblindness, then a few seconds later, it will change to another bad flag effect such as reversecontrols, and so on.
Healing (HL) Uses the thief-type ray. Shooting a target (friend or foe!) removes a bad flag if the target has one, or grants target a random good flag (or perhaps just shield) if they have none (while generally shots should kill, this inspires teamwork, and introduces an interesting new role for a team member to take). Optionally: must wait a configurable time before affecting any given target again.
No Ricochet (NR) The counterpart to the Jumping, No Jumping, and Ricochet flags. Not to be confused with not responding [nr].
Recoil (R) Knocks back tank upon firing.