Difference between revisions of "Flag List"

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[[Flag Ideas]]
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<h1>What are flags?</h1>
 +
Flags are, well, flags. They can be picked up by the tanks and modify their behaviour. In general there are good and bad superflags and team flags. They are one of the key factors how to kill the other tanks.
 +
 
 +
== Team Flags ==
 +
 
 +
Team  flags  are  supplied  by the server in the capture-the-flag style
 +
game.  While at least one player is on a team, that team's flag is  in
 +
the  game.  When captured, the flag is returned to the team'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.
 +
 
 +
A  team flag is captured when a tank takes an enemy flag onto its base
 +
or when a tank takes its flag onto an enemy base (even  if  there's  no
 +
one  playing  on  that  team). You must be on the ground to capture a
 +
     
 +
== good superflags (flag abbreviation in parenthesis) ==
 +
'''High Speed (V)''' Boosts top speed by 50%.
 +
 
 +
'''Quick Turn (QT)''' Boosts turn rate by 50%.
 +
 
 +
'''Agility (A)''' Improves a tank's dodging capabilities.
 +
 
 +
'''Oscillation Overthruster (OO)'''
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      Let's the tank go through buildings.  You cannot back up
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      in or into a building, nor can you shoot while inside.
 +
 
 +
'''Rapid Fire (F)''' Increases shot speed  and  decreases  range  and reload
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      delay.
 +
 
 +
'''Machine Gun (MG)'''
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      Increases  shot  speed  and dramatically decreases range
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      and reload delay.
 +
 
 +
'''Guided Missile (GM)'''
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      Shots guide themselves when locked on.  The missile  can
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      be  retargeted  at  any time during its flight (with the
 +
      right mouse button).  This allows the player  some  con-
 +
      trol over the missile's steering.
 +
 
 +
'''Laser (L)''' 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.
 +
 
 +
'''Ricochet (R)''' Shots reflect off walls. It is  exceptionally  easy  to
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      kill yourself with this flag.
 +
 
 +
'''Super Bullet (SB)'''
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      Shots  can  go  through buildings (possibly destroying a
 +
      tank with the oscillation  overthruster  flag)  and  can
 +
      also destroy (phantom) zoned tanks.
 +
 
 +
'''Stealth (ST)''' Tank  becomes  invisible on  radar but is still visible
 +
      out-the-window.
 +
 
 +
'''Cloaking (CL)''' Tank becomes invisible out-the-window but is still visi-
 +
      ble on radar.
 +
 
 +
'''Invisible Bullet (IB)'''
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      Shots  are  invisible  on radar (except your own).  They
 +
      are visible out-the-window.  Sort of stealth for shots.
 +
 
 +
'''Tiny (T)''' Tank becomes much smaller and harder to hit.
 +
 
 +
      you must get quite close).
 +
 
 +
'''Shock Wave (SW)'''
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      Tank doesn't 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).
 +
 
 +
'''Phantom Zone (PZ)'''
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      Driving through a teleporter phantom zones the tank.  A
 +
      zoned tank cannot shoot, but can drive through buildings
 +
      and cannot be destroyed except by a Super  Bullet  or  a
 +
      Shock Wave (or if the team's flag is captured).
 +
 
 +
'''Genocide (G)''' Destroying  any  tank on a team destroys every player on
 +
      that team.
 +
 
 +
'''Jumping (JP)''' Allows the tank to jump. You cannot steer while in  the
 +
      air.
 +
 
 +
'''Identify (ID)''' Displays the identity of the closest flag in the vicin-
 +
      ity.
 +
 
 +
'''Masquerade (MQ)'''
 +
      You tank looks like a teammate when viewed  out  of  the
 +
      window. Bullets,  radar and targeting reveal your true
 +
      identity.
 +
 
 +
'''Burrow {BU}''' You tank burrows into the ground up to your muzzle, mak-
 +
      ing  you impervious to normal shots, as they sail above
 +
      you. However your tank controls are sluggish,  and  any-
 +
      one,  no matter what flag they have, can crush you like.
 +
 
 +
'''Seer (SE)''' See Stealthed, Cloaked and Masqueraded tanks as  normal,
 +
      as well as Invisible Bullets.
 +
 
 +
'''Thief (TH)''' Tank  is small and fast, when you shoot an opponent, he
 +
      is not killed, but instead, you steal his flag.
 +
 
 +
'''Useless (US)''' It's useless!
 +
 
 +
'''Wings (WG)''' Tank can drive around in the air, and  may  be  able  to
 +
      jump multiple times.  This can be useful when jumping or
 +
      falling.
 +
 
 +
== Bad superflags (flag abbreviations in parentheses) ==
 +
 
 +
 
 +
'''Colorblindness (CB)'''
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      Prevents tank  from  seeing  any team information about
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      other tanks.  You have to be careful to  avoid  shooting
 +
      teammates.
 +
 
 +
 
 +
'''Momentum (M)''' Gives the tank a lot of inertia.
 +
 
 +
'''Blindness (B)''' 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.
 +
 
 +
'''Jamming (JM)''' Disables the radar but you can still see.
 +
 
 +
'''Wide Angle (WA)'''
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      Gives  the tank a fish eye lens that's rather disorient-
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      ing.
 +
 
 +
'''No Jumping (NJ)'''
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      Tank is not allowed to jump.
 +
 
 +
'''Trigger Happy (TR)'''
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      Tank can't stop shooting.  Watch out for that richochet.
 +
 
 +
'''Reverse Controls (RC)'''
 +
      Tank  driving  controls  are  reversed  from their usual
 +
      behavior.

Revision as of 18:32, 19 February 2007

What are flags?

Flags are, well, flags. They can be picked up by the tanks and modify their behaviour. In general there are good and bad superflags and team flags. They are one of the key factors how to kill the other tanks.

Team Flags

Team flags are supplied by the server in the capture-the-flag style game. While at least one player is on a team, that team's flag is in the game. When captured, the flag is returned to the team'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.

A team flag is captured when a tank takes an enemy flag onto its base or when a tank takes its flag onto an enemy base (even if there's no one playing on that team). You must be on the ground to capture a

good superflags (flag abbreviation in parenthesis)

High Speed (V) Boosts top speed by 50%.

Quick Turn (QT) Boosts turn rate by 50%.

Agility (A) Improves a tank's dodging capabilities.

Oscillation Overthruster (OO) Let's the tank go through buildings. You cannot back up in or into a building, nor can you shoot while inside.

Rapid Fire (F) Increases shot speed and decreases range and reload delay.

Machine Gun (MG) Increases shot speed and dramatically decreases range and reload delay.

Guided Missile (GM) 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 con- trol over the missile's steering.

Laser (L) 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.

Ricochet (R) Shots reflect off walls. It is exceptionally easy to kill yourself with this flag.

Super Bullet (SB) Shots can go through buildings (possibly destroying a tank with the oscillation overthruster flag) and can also destroy (phantom) zoned tanks.

Stealth (ST) Tank becomes invisible on radar but is still visible out-the-window.

Cloaking (CL) Tank becomes invisible out-the-window but is still visi- ble on radar.

Invisible Bullet (IB) Shots are invisible on radar (except your own). They are visible out-the-window. Sort of stealth for shots.

Tiny (T) Tank becomes much smaller and harder to hit.

you must get quite close).

Shock Wave (SW) Tank doesn't 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).

Phantom Zone (PZ) Driving through a teleporter phantom zones the tank. A zoned tank cannot shoot, but can drive through buildings and cannot be destroyed except by a Super Bullet or a Shock Wave (or if the team's flag is captured).

Genocide (G) Destroying any tank on a team destroys every player on that team.

Jumping (JP) Allows the tank to jump. You cannot steer while in the air.

Identify (ID) Displays the identity of the closest flag in the vicin- ity.

Masquerade (MQ) You tank looks like a teammate when viewed out of the window. Bullets, radar and targeting reveal your true identity.

Burrow {BU} You tank burrows into the ground up to your muzzle, mak- ing you impervious to normal shots, as they sail above you. However your tank controls are sluggish, and any- one, no matter what flag they have, can crush you like.

Seer (SE) See Stealthed, Cloaked and Masqueraded tanks as normal, as well as Invisible Bullets.

Thief (TH) Tank is small and fast, when you shoot an opponent, he is not killed, but instead, you steal his flag.

Useless (US) It's useless!

Wings (WG) Tank can drive around in the air, and may be able to jump multiple times. This can be useful when jumping or falling.

Bad superflags (flag abbreviations in parentheses)

Colorblindness (CB) Prevents tank from seeing any team information about other tanks. You have to be careful to avoid shooting teammates.


Momentum (M) Gives the tank a lot of inertia.

Blindness (B) 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.

Jamming (JM) Disables the radar but you can still see.

Wide Angle (WA) Gives the tank a fish eye lens that's rather disorient- ing.

No Jumping (NJ) Tank is not allowed to jump.

Trigger Happy (TR) Tank can't stop shooting. Watch out for that richochet.

Reverse Controls (RC) Tank driving controls are reversed from their usual behavior.