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== List of flag ideas to process to new format: ==
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#REDIRECT [[Flag ideas]]
 
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{| cellpadding="10" cellspacing="1" border="1"
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|+align="bottom" style="color:#e76700;"|''Legend''
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|-
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|style="background-color:#5BFAFA;"|'' ''
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|To be Approved
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|-
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|style="background-color:#a14141;"|'' ''
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|Approved as a not bad idea, but needs research
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|-
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|style="background-color:#ffff00;"|'' ''
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|Rejected
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|-
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|style="background-color:#41a141;"|'' ''
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|Claimed (Implementing)
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|-
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|style="background-color:#4141a1;"|'' ''
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|SVN (Implemented, and going to be in the release)
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|-
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|style="background-color:transparent;"|'' ''
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|Maybe but there are issues
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|}
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{| cellpadding="2" cellspacing="1" border="1" width="100%"
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|- style="background-color:#ffff88;"
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!Name
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!+/-
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!Status
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!Use
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|-
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|Jump and Stay (JS)
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| +
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|style="background-color:#5bfafa;"|
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|You jump and when you reach the top of the jump, you stay at that level, but cannot jump further. You can still move and shoot.
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|-
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|Crazy Color (CC)
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| +
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|style="background-color:#5bfafa;"|
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|Your tank looks like a rogue on the hud, radar and scoreboard, but isn't. Prevents teams from knowing which side you're on. Bad flag.
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|-
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|CanYon (CY)
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| +
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|style="background-color:#5bfafa;"|
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|Causes a deep gorge to spread in front and behind you, killing all tanks that fall in. Teammates are not affected. You can't shoot while you have this flag.
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|-
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|Quantum Plane(QP)
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| +/-
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|style="background-color:#5bfafa;"|'' ''
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|Basically the bullet behaves like a quantum, where it starts off like a wave and has multiple locations, has the capability of tunneling through boundaries, and when encountered by  a tank collapses into a particle resulting in that tank collapsing into a reality where that tank may or may not be killed (like Schrödinger's Cat). When a tank shoots, the shot does not have a specific location, but rather a probability distribution along a plane parallel to the ground at the same altitude the shot was made.  This "quantum plane" would have the same color as a bullet, however it would be brighter and more opaque where the probability of the bullet's location is higher, and more translucent and not as bright where the probability is less, in other words it would look like a flat electron cloud.  The Bullet would have zero probability of being in an object, so OO tanks are safe, however the bullet can be inside hollow areas closed off from the area where the tank shot the bullet (i.e. rooms), this allows for quantum tunneling.  The probability distribution is determined by the boundaries formed from the cross section of the map in the quantum plane, in other words the wave has to be a standing wave that resonates within the boundaries, thus the particular probability distribution would be found by a partial differential equation.  When a tank intersects the plane, the probability of that tank being hit by the bullet is calculated by a double integral, where the tank's cross section is the boundary.  Then a random number generator determines if that tank is shot or not shot, and the chances of either way is determined by the the tank's probability of being shot. Once it is determined either way, that particular plane collapses for the tank that intersected with it, thus the plane does not affect that particular tank anymore nor does that tank see it, so to that tank the plane doesn't exist anymore, however it can still affect other tanks that have not collapsed the wave function.  The Quantum Plane exists until all the tanks intersect with it, or until it expires after the amount of time it takes to reload a regular bullet.  It is possible for more than one tank to be killed by the same Quantum Plane, however it is also possible for the QP holder's teamates and even the QP holder itself to be killed.  In fact as soon as the QP holder fires, it collapses the Quantum Plane in its perspective, because the holder automatically intersects with the plane.
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|-
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|Teleport Shot
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| +
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|style="background-color:#5BFAFA;"|''No, no on drop flags, and too complex
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UPDATE: It's not on-drop, it means that only one shot is allowed. I clarified the description.''
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|You can only shoot one shot with this flag. When your shot expires, you appear where it expired. Shots don't kill.
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|-
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|Flame Thrower (FT)
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| +
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|Firing a shot emits a short length of flame, which never ricochets.  It should get wider as it leaves the barrel, have a duration of half a second or so and have a long reload time. If it could "snake" as the turret turns, even better!  There should be a new sound to accompany the firing and some nice graphics for the flame.
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|-
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|Flag Drop (FD)
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|Firing causes all tanks nearby to drop their flags. Cannot kill with this flag.
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|-
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|Unsteady (US)
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| -
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|style="background-color:#5bfafa;"|'' ''
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|When jumping, the tank gets a random angular momentum, like you accidently moved your move while pressing jump.
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''(This is a resubmit: I submitted this flag along with others quite some time ago, but, unlike the others, this just vanished from the Wiki)''
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|-
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|SPinner (SP)
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| -
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|style="background-color:#5BFAFA;"|'' ''
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|If you turn when you have this flag you can't stop turning. Optional: If you leave the tank turning it slowly gets faster and faster, but probably only to a set speed otherwise it would get too fast.
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|-
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|False Enemy (FE)
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|
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|style="background-color:#5BFAFA;"|'' ''
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|The opposite of MQ; when you pick up this flag, your teammates see you as from another team.
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|-
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|Long Shot (LS)
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|style="background-color:transparent;"|''Maybe, not a bad idea.''
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|Bullets go twice as far but at a slower speed. Possibly N/2 extra bullets.\
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|-
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|Long Reload (LR)
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| -
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|style="background-color:#a14141;"|''Yes.''
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|Reloading weapon takes twice as long.
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|-
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|Don't Stop (DS)
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| -
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|style="background-color:#a14141;"|''Yes.''
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|Tank always moves forward or backwards, it cannot stop.
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|-
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|BackFire (BF)
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| +/-
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|style="background-color:#a14141;"|''Yes.''
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|Shots fire to rear of tank instead of front.
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|-
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|Sensor Echo (SE)
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| -
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|style="background-color:#a14141;"|''Maybe, not a bad idea.''
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|All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
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|-
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|Delayed Shot (DS)
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| -
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|style="background-color:#a14141;"|''Yes.''
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|Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
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|-
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|Extra Shot (ES)
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| +
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|style="background-color:#a14141;"|''Yes.''
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|Player gets an extra shot.
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|-
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|SlowMotion (SM)
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| -
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|style="background-color:#a14141;"|''Yes.''
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|Tank moves and turns with half speed.
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|-
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|Score Flags (SF)
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|style="background-color:#a14141;"|''Maybe, a multi-player isn't a bad idea.''
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|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)
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|-
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|Flag Magnet (FM)
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|When you shoot this, all nearby flags get pulled into it and disappear (Go to phantom zone?)
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|-
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|Flag Changer (FC)
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|You can give/take somebody bad/good flags. (Zoned flags too?) Dontkillmyimabeg.
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|-
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|Sonar (SO)
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|When you pick this flag up, your radar is reduced in power. All tanks appear as rogues on the screen, and they are some five or ten bzunits from the actual location. However, you see a yellow marker on the screen wherever the tanks are, and it gets smaller as the target is further away. (A simpler way to do this is to make all tanks five or ten bzunits away from their real location on the radar. This is obviously a bad flag.) (This could be used on no-radar maps as a way to get radar, at the discretion of the map maker.)
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|-
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|SlowShot (SS)
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| -
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|Your shots travel at half speed. (Maybe half range too?)
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|-
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|Variable Speed (VS)
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| -
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|Your shots go at random speeds between .5 and 2 times normal. (Range increased/decreased when speed goes up or down, possibly?)
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|-
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|SLow tank (SL)
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| -
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|Your tank moves and turns at half speed.
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[[Category:Gameplay]]
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|-
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|ClimbinG (CG)
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|Your tank can climb walls as a gecko. Sneak tower campers!
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|-
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|RadarUpgrade (RU)
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|Your radar shows the direction tanks are facing with a small arrow pointing off of their tank in the direction of the barrel.
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|-
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|LimitedSensors (LS)
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| -
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|Your tank's radar is reduced to the smallest of the three basic radiuses (#1), and your vision blanks out at the same distance as the radar stops at.
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|-
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|BadAim (BA)
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| -
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|Your shots go off course left or right by as much as 10 degrees.
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|-
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|HEavy (HE)
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| -
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|Your jump height is halved.
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|-
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|VerticalBullet (VB)
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| +/-
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|Your bullets fall down slowly, as if actually pulled by gravity. They could skip across the ground if ricochet is on.
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|-
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|CrazYshot (CY)
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| -
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|Your bullets will, occasionally during flight, change speed. They might start at the regular speed, then suddenly double their speed, and later halve it back to normal.
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|-
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|Extra Sight (ES)
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| -
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|
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|All world edges are mirrors, so you can see around corners. I thought this might be a bit too little, so the other half of it could be some sort of shimmery ghost-ness about cloaked tanks, like the glow of a cloaked bullet. The other half could also being able to see into drive-through-able objects instead.
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|_
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Latest revision as of 22:10, 30 November 2016

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