Editing Flag ideas

Jump to: navigation, search

Warning: The database has been locked for maintenance, so you will not be able to save your edits right now. You may wish to copy and paste your text into a text file and save it for later.

The administrator who locked it offered this explanation: Server migration

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 3: Line 3:
  
 
==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 it to go. Rejected flags are moved to the [[Rejected flag ideas]] page.
+
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 [[Rejected flag ideas|flag ideas already rejected]] page. If the idea has been considered and dismissed, it will not be accepted if submitted again.
+
* 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.
Line 36: Line 36:
 
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; super bullet is often a good choice.
+
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====
Line 42: Line 42:
  
 
====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 someone and making them "pause" for 5 seconds, has the exact same gameplay as getting killed and respawning.
+
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.
 
====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==
 
== Implemented Flag Ideas==
Line 71: Line 65:
 
== Possible Flag Ideas==
 
== Possible Flag Ideas==
 
===Good Flags===
 
===Good Flags===
{|{{Prettytable}}
+
====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
| {{Hl3}} |'''Flag name'''
+
====Long Shot(LS)====
| {{Hl3}} |'''Description'''
+
'''Description:''' Shots have increased range.
|-
+
====BackFire (BF)====
| '''Long Shot(LS)''' ||  Shots have increased range.                                                      
+
'''Description:''' Shots fire to rear of tank instead of front.
|-
+
====Extra Shot (ES)====
| '''BackFire (BF)''' ||  Shots fire to rear of tank instead of front.                  
+
'''Description:''' Player gets an extra shot.
|-
+
 
| '''Extra Shot (ES)''' || Player gets an extra shot.
+
|}
+
 
===Bad Flags===
 
===Bad Flags===
{|{{Prettytable}}
+
====Long Reload (LR)====
|-
+
'''Description:''' Shots take longer to reload.
| {{Hl3}} |'''Flag name'''
+
====Don't Stop (DS))====
| {{Hl3}} |'''Description'''
+
'''Description:''' Tank always moves forward or backwards, it cannot stop.
|-
+
====Sensor Echo (SE)====
| '''Long Reload (LR)''' || Shots take longer to reload.
+
'''Description:''' All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
|-
+
====Delayed Shot (DS)====
| '''Don't Stop (DS)''' || Tank always moves forward or backwards, it cannot stop.
+
'''Description:''' Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
|-
+
====SlowMotion (SM)====
| '''Sensor Echo (SE)''' || All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
+
'''Description:''' Tank moves and turns with half speed.
|-
+
====High Gravity(HG)====
| '''Delayed Shot (DS)''' || Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
+
'''Description:''' Gravity is higher for the tank (faster fall, lower jumps).
|-
+
| '''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==
 
== Unrated Flag Ideas==
  
 
===Good Flags===
 
===Good Flags===
{|{{Prettytable}}
+
 
|-
+
===Silent shot (SS)===
| {{Hl3}} |'''Flag name'''  
+
'''Description:'''tanks shots  are silenced, making no sound when firing or when ricocheting
| {{Hl3}} |'''Description'''
+
 
|-
+
===twin shot===
| '''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!
+
'''Description:''' tank shoots 2 shots next to each other instead of 1
|-
+
 
| '''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.
+
===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
| '''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.
+
 
|-
+
===Piercing shot (PS)===
| '''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!
+
'''Description:'''Shot does not disappear after hitting the target, instead it keeps going. helpful if ricochet!... assuming you don't hit yourself after.
|-
+
 
| '''Flak (FK)''' || Shots destroy enemy shots they hit. Super Bullets are immune.
+
===Explosive shot (ES)===
|-
+
'''Description:'''Shot releases a small shock wave on impact, careful if the enemies to close!
| '''Force Cannon (FC)''' || Any tanks in a cone-shaped area extending from the front of the tank are destroyed. Watch out for teammates.
+
 
|-
+
====Disruption field (DF)====
| '''Smite (SM)''' || Tanks shot will create a shockwave, all killed tanks are considered your kills. Reload time is tripled.
+
'''Description:''' enemies within the radius get some static in there radar and the window making it harder to hit enemies.
|-
+
 
| '''Vertical Freedom (VF)''' || Allows the tank to aim vertically.
+
====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.
 +
 
 +
====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
 +
 
 +
 
 
===Bad Flags===
 
===Bad Flags===
{|{{Prettytable}}
 
|-
 
| {{Hl3}} |'''Flag name'''
 
| {{Hl3}} |'''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 [[Jargon|not responding]] [nr].
 
|-
 
| '''Recoil (R)''' || Knocks back tank upon firing.
 
|}
 
  
[[Category:Flags]]
+
===ammo loss (AL)===
 +
'''Description:''' tank's total shot number is halved (if posable)
 +
 
 +
===warp (W)===
 +
'''Description:''' tank randomly teleports anywhere on the map then drops the flag.
 +
 
 +
===Magnet (M)===
 +
'''Description:''' bullets are pulled towards you if to close... no more lucky dogging!
 +
 
 +
====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.
 +
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Please note that all contributions to BZFlagWiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see BZFlagWiki:Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel | Editing help (opens in new window)

Templates used on this page: