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==Rejections== | ==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 | + | 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 to go. Rejected flags are moved to the [[Flag ideas/Rejected]] page. |
===<span style="color:#cc0000">Idea Submission Guidelines</span> === | ===<span style="color:#cc0000">Idea Submission Guidelines</span> === | ||
Users should read and understand the following guidelines before submitting a flag idea. | 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 [[ | + | * Check that the idea isn't already listed on this page or the [[Flag ideas/Rejected|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. | * 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. | * 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. | ||
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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. | 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; | + | Counterbalancing flags should be added/suggested together, or counterbalanced by an existing flag; superbullet is often a good choice. |
====Flags never instantly kill the owner==== | ====Flags never instantly kill the owner==== | ||
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====Shots should kill==== | ====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 | + | 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 somone and making them "pause" for 5 seconds, has the exact same gameplay as getting killed and respawning. |
====Flags should require new skills==== | ====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 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. | ||
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== Implemented Flag Ideas== | == Implemented Flag Ideas== | ||
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== Possible Flag Ideas== | == Possible Flag Ideas== | ||
===Good Flags=== | ===Good Flags=== | ||
− | + | ====Deep Burrow(DB) or Tunnel(TU)==== | |
− | + | '''Description:''' Tanks can burrow an entire tank height under the ground; can go under walls, avoid gm, etc, but cannot shoot | |
− | + | ====Long Shot(LS)==== | |
− | + | '''Description:''' Shots have increased range. | |
− | + | ====BackFire (BF)==== | |
− | + | '''Description:''' Shots fire to rear of tank instead of front. | |
− | + | ====Extra Shot (ES)==== | |
− | + | '''Description:''' Player gets an extra shot. | |
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===Bad Flags=== | ===Bad Flags=== | ||
− | + | ====Long Reload (LR)==== | |
− | + | '''Description:''' Shots take longer to reload. | |
− | + | ====Don't Stop (DS))==== | |
− | + | '''Description:''' Tank always moves forward or backwards, it cannot stop. | |
− | + | ====Sensor Echo (SE)==== | |
− | + | '''Description:''' All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag. | |
− | + | ====Delayed Shot (DS)==== | |
− | + | '''Description:''' Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing. | |
− | + | ====SlowMotion (SM)==== | |
− | + | '''Description:''' Tank moves and turns with half speed. | |
− | + | ====High Gravity(HG)==== | |
− | + | '''Description:''' Gravity is higher for the tank (faster fall, lower jumps). | |
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== Unrated Flag Ideas== | == Unrated Flag Ideas== | ||
===Good Flags=== | ===Good Flags=== | ||
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− | + | ===Silent shot (SS)=== | |
− | + | '''Description:'''tanks shots are silenced, making no sound when firing or when ricocheting | |
− | + | ||
− | + | ===twin shot=== | |
− | + | '''Description:''' tank shoots 2 shots next to each other instead of 1 | |
− | + | ||
− | + | ===inspiring flag(something like that) (IF)=== | |
− | + | '''Description:''' tank will have a golden flag on it,teammates close enough to you move and shoot slightly faster, good if you have a angry mob of tanks with you | |
− | + | ||
− | + | ===Piercing shot (PS)=== | |
− | + | '''Description:'''Shot does not disappear after hitting the target, instead it keeps going. helpful if ricochet!... assuming you don't hit yourself after. | |
− | + | ||
− | + | ===Explosive shot (ES)=== | |
− | + | '''Description:'''Shot releases a small shock wave on impact, careful if the enemies to close! | |
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− | + | ====Disruption field (DF)==== | |
− | + | '''Description:''' enemies within the radius get some static in there radar and the window making it harder to hit enemies. | |
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− | + | ====Radar (RD)==== | |
− | + | '''Description:''' 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. | |
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+ | ====Silent Tank (SI)==== | ||
+ | '''Description:''' Your tank won't generate any sound effects on other clients. No audio will come from shooting, teleporting, jumping, or landing. Similar to CL or ST; enables you to surprise an enemy. (Especially effective on maps with no radar.) Counteracts Deafness | ||
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===Bad Flags=== | ===Bad Flags=== | ||
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− | + | ===ammo loss (AL)=== | |
+ | '''Description:''' tank's total shot number is halved (if posable) | ||
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+ | ===warp (W)=== | ||
+ | '''Description:''' tank randomly teleports anywhere on the map then drops the flag. | ||
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+ | ===Magnet (M)=== | ||
+ | '''Description:''' bullets are pulled towards you if to close... no more lucky dogging! | ||
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+ | ====ContantLeft(or right) (CL)==== | ||
+ | The tank acts as if one of the direction keys is being held down. | ||
+ | ====LimitedSensors (LS)==== | ||
+ | '''Description:''' 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. AKA Surprise Zone. | ||
+ | |||
+ | ====Variable Speed (VS)==== | ||
+ | '''Description:''' Your shots go at random speeds between .5 and 2 times normal. (Range increased/decreased when speed goes up or down, possibly?). (Note: this might be an interesting good flag if the user could control it; maybe double speed with half range or half speed with double range; would require increased skill to use usefully.) | ||
+ | |||
+ | ====SlowShot (SS)==== | ||
+ | '''Description:''' Your shots travel at half speed. (Maybe half range too?. | ||
+ | ====Short Shot(SS)==== | ||
+ | '''Description:''' Not as limited as the No Shooting flag, this shortens how far your shots go before dissipating. Speed stays the same. | ||
+ | |||
+ | ====Deafness (DE)==== | ||
+ | '''Description:''' You can't hear the audio generated by other tanks. The sound effects are muted. Wouldn't affect players who don't use speakers or headphones though. | ||
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[[Category:Gameplay]] | [[Category:Gameplay]] |