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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 it to go. Rejected flags are moved to the [[ | + | 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 [[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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===Good Flags=== | ===Good Flags=== | ||
− | + | ||
− | + | ====Spread (SP)==== | |
− | + | '''Description:'''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)==== | |
− | + | '''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. | |
− | + | ||
− | + | ====Boomerang (BR)==== | |
− | + | '''Description''' 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)==== | |
− | + | '''Description''' 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)==== | |
− | + | '''Description:''' Shots destroy enemy shots they hit. Super Bullets are immune. | |
− | + | ||
− | + | ====Force Cannon (FC)==== | |
− | + | '''Description:''' Any tanks in a cone-shaped area extending from the front of the tank are destroyed. Watch out for teammates. | |
− | + | ||
− | + | ====Smite (SM)==== | |
− | + | '''Description:''' Tanks shot will create a shockwave, all killed tanks are considered your kills. Reload time is tripled. | |
+ | |||
+ | ====Vertical Freedom (VF)==== | ||
+ | '''Description:''' Allows the tank to aim vertically. | ||
+ | |||
===Bad Flags=== | ===Bad Flags=== | ||
− | + | ||
− | + | ====SlowShot (SS)==== | |
− | + | '''Description''' Your shots travel at half speed for the same time meaning also 1/2 distance. | |
− | + | ||
− | + | ====Negativity (NG)==== | |
− | + | '''Description''' 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)==== | |
− | + | '''Description''' 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)==== | |
− | + | '''Description''' The counterpart to the Jumping, No Jumping, and Ricochet flags. Not to be confused with [[Jargon|not responding]] [nr]. | |
− | + | ||
− | + | ====Recoil (R)==== | |
− | + | '''Description:''' Knocks back tank upon firing | |
[[Category:Flags]] | [[Category:Flags]] | ||
[[Category:Gameplay]] | [[Category:Gameplay]] |