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(New page: <h1>Some simple guidelines:</h1><h2><font color="#cc0000">READ THIS FIRST</font></h2><br> <ul> <li>First, check that your idea isn't already here. Chances are someone else has already co...)
 
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<h1>Some simple guidelines:</h1><h2><font color="#cc0000">READ THIS FIRST</font></h2><br>
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==Overview==
<ul>
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This article describes various flag suggestions for the game.
  <li>First, check that your idea isn't already here. Chances are someone else has already come up with your flag.</li>
+
  <li>Next, think carefully about your flag. Come up with a short and succinct description. Not only will a short description will make it easier for the project management team to make a decision about the flag, but it usually also indicates the quality of the idea. Chances are if a flag requires more than a short sentance or two, it's too complicated for the game.</li>
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<li>Make sure your flag idea isn't overpowered or stupid.
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<li>Finally, add your flag to the section with the blank 'status' field. Use the teal background color and leave the
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      status blank!</li>
+
  <li>Note that getting your flag approved to a &quot;yes&quot; does not mean it will happen. Everything done is what the developers want to do - if a flag requires significant changes to the codebase and isn't the most brilliant idea ever, it'll probably sit here for quite some time before being implemented, if ever.</li>
+
  
</ul>
+
==Rejections==
<p>This is NOT a list of flags that are being considered. Discussion/imlementation of these is encouraged, but does not mean any of these flags are going into the game.</p><br>
+
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.
  
 +
===<span style="color:#cc0000">Idea Submission Guidelines</span> ===
 +
Users should read and understand the following guidelines before submitting a flag idea.
  
If you do implement a flag keep these things in mind:
+
* 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.
<ul>
+
* 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.
  <li>All powerful flags aren't fun.
+
* 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.
  <li>Flags that ensure your immediate destruction aren't fun.
+
* Add the flag idea to the Unrated Flag Ideas section, following the format of the other items.
  <li>Flags that aren't useful aren't fun.
+
  <li>Flags boost/modulate tactical trait of tanks
+
  
</ul> how do i edit? a new flag?
+
  If a flag idea is approved, it does not mean that it will automatically happen or be put into the game.
 +
  It simply means that it is not a bad idea. The idea will not be implemented until a developer takes
 +
  the time to implement the code for the feature into a version. Most new flag ideas require a change
 +
  in protocol and must wait for the next major release, and can take some time to complete.
  
Based on these observations we have the following rules:<br>
+
This list is intended for information and discussions only. Information listed on this page does not imply any form of official acceptance of an idea into the game.
  
<dl>
+
===Things to remember===
<dt><i>Flag power must be limited.</i></dt>
+
* All powerful flags aren't fun.
<dd>For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can't lose.<br><br>
+
* Flags that ensure your immediate destruction aren't fun.
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. You've gotta be good, but it can be done.</dd><br>
+
* Flags that aren't useful aren't fun.
<dt><i>Flag powers can counteract/balance each other.</i></dt>
+
* Flags boost/modulate tactical trait of tanks
<dd>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.<br><br>
+
Consider adding counterbalancing flags together. Or consider adding a flag that acts as a counterbalance to an existing flag or flags. Also consider making your new flag counterbalanced by an existing flag; superbullet is often a good choice.</dd><br>
+
  
<dt><i>Don't add flags that (almost) instantly kill the owner.</i></dt>
+
===Flag Rules===
<dd>I considered adding a Death flag that would instantly kill the tank that grabbed it. I changed my mind because that's not fun and seriously dampens interest in picking up flags. Mines are similar. You're driving around and *boom* you're dead. Nothing you could've done to avoid it, no mistake you made. You're just dead. People don't mind losing so much if they know it was because they did something wrong.<br><br>
+
The project management uses these rules for good flag ideas:
  
Even worse is a flag that disables your radar and vision. You're basically dead. You can shoot at random and hope to get lucky, but no amount of skill can save you. And what's worse than the Death flag is that you have to stagger around waiting for someone to kill you.<br><br>
+
====Flag power must be limited====
A flag that seriously disables a tank is not as bad because the player can still use skill to defeat as many enemies as possible before getting shot. Thus we have flags like left turn only and obesity.</dd><br>
+
For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can't lose.
<dt><i>Flags should require new skills</i></dt>
+
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner.
<dd>Flags that require new skills keep the game interesting. If there's still more to learn about using ricochet or guided missile, or more to learn about fighting against them, then people will keep playing.<br><br>
+
 
Some flags seem pretty dull to some players. The steamroller and the phantom zone come to mind, or quick turn. These aren't the most powerful flags, but they do have their uses and some people enjoy them. However, i think i should have removed SR and PZ. Steamroller's usefulness is very limited and looks pretty weak compared to shock wave. PZ tends to encourage very defensive play, which slows the game down. But quick turn can be very effective when used well; put it in a tight furball and it'll do serious damage. You just have to learn how to take full advantage of it.</dd>
+
====Flag powers can counteract/balance each other====
</dl><br><br>
+
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.
<div align="center">
+
 
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
Counterbalancing flags should be added/suggested together, or counterbalanced by an existing flag; super bullet is often a good choice.
|- style="background-color:#ffff88;"
+
 
!Name
+
====Flags never instantly kill the owner====
!+/-
+
Flags should not kill people in what seems to be a random manner, this includes flags that kill on pickup, or "mines". Players should be able to use skills to avoid death. No flag should be debilitating to anyone.
!Status
+
 
!Use
+
====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.
 +
 
 +
====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 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==
 +
===Good Flags===
 +
====Cloaked Shot (CS)====
 +
'''Description:''' Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!
 +
 
 +
''Implemented in:'' 2.99.x
 +
 
 +
====Low Gravity(LG)====
 +
'''Description:''' Gravity is reduced to a large degree allowing the tank to jump very high in the air.
 +
 
 +
''Implemented in:'' 2.99.x
 +
 
 +
 
 +
== Approved Good Flag Ideas==
 +
None
 +
 
 +
== Possible Flag Ideas==
 +
===Good Flags===
 +
{|{{Prettytable}}
 
|-
 
|-
|Low Gravity(LG)
+
| {{Hl3}} |'''Flag name'''
| +
+
| {{Hl3}} |'''Description'''
|style="background-color:#4141a1;"|''Yes, a good idea.''
+
|-
|Gravity is reduced to a large degree alowing the tank to jump very high in the air.  
+
| '''Long Shot(LS)''' ||  Shots have increased range.                                                     
 +
|-
 +
| '''BackFire (BF)''' ||  Shots fire to rear of tank instead of front.                   
 +
|-
 +
| '''Extra Shot (ES)''' || Player gets an extra shot.
 
|}
 
|}
 +
===Bad Flags===
 +
{|{{Prettytable}}
 +
|-
 +
| {{Hl3}} |'''Flag name'''
 +
| {{Hl3}} |'''Description'''
 +
|-
 +
| '''Long Reload (LR)''' || Shots take longer to reload.
 +
|-
 +
| '''Don't Stop (DS)''' || Tank always moves forward or backwards, it cannot stop.
 +
|-
 +
| '''Sensor Echo (SE)''' || All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
 +
|-
 +
| '''Delayed Shot (DS)''' || Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
 +
|-
 +
| '''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==
 +
 +
===Good Flags===
 +
{|{{Prettytable}}
 +
|-
 +
| {{Hl3}} |'''Flag name'''
 +
| {{Hl3}} |'''Description'''
 +
|-
 +
| '''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!
 +
|-
 +
| '''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.
 +
|-
 +
| '''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.
 +
|-
 +
| '''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!
 +
|-
 +
| '''Flak (FK)''' || Shots destroy enemy shots they hit. Super Bullets are immune.
 +
|-
 +
| '''Force Cannon (FC)''' || Any tanks in a cone-shaped area extending from the front of the tank are destroyed. Watch out for teammates.
 +
|-
 +
| '''Smite (SM)''' || Tanks shot will create a shockwave, all killed tanks are considered your kills. Reload time is tripled.
 +
|-
 +
| '''Vertical Freedom (VF)''' || Allows the tank to aim vertically.
 +
|}
 +
===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]]
 +
[[Category:Gameplay]]

Latest revision as of 23:03, 3 February 2017

Overview[edit]

This article describes various flag suggestions for the game.

Rejections[edit]

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.

Idea Submission Guidelines[edit]

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 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.
  • 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.
  • Add the flag idea to the Unrated Flag Ideas section, following the format of the other items.
 If a flag idea is approved, it does not mean that it will automatically happen or be put into the game.
 It simply means that it is not a bad idea. The idea will not be implemented until a developer takes 
 the time to implement the code for the feature into a version. Most new flag ideas require a change 
 in protocol and must wait for the next major release, and can take some time to complete.

This list is intended for information and discussions only. Information listed on this page does not imply any form of official acceptance of an idea into the game.

Things to remember[edit]

  • All powerful flags aren't fun.
  • Flags that ensure your immediate destruction aren't fun.
  • Flags that aren't useful aren't fun.
  • Flags boost/modulate tactical trait of tanks

Flag Rules[edit]

The project management uses these rules for good flag ideas:

Flag power must be limited[edit]

For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can't lose. The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner.

Flag powers can counteract/balance each other[edit]

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.

Flags never instantly kill the owner[edit]

Flags should not kill people in what seems to be a random manner, this includes flags that kill on pickup, or "mines". Players should be able to use skills to avoid death. No flag should be debilitating to anyone.

Shots should kill[edit]

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.

Flags should require new skills[edit]

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[edit]

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[edit]

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[edit]

Good Flags[edit]

Cloaked Shot (CS)[edit]

Description: Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!

Implemented in: 2.99.x

Low Gravity(LG)[edit]

Description: Gravity is reduced to a large degree allowing the tank to jump very high in the air.

Implemented in: 2.99.x


Approved Good Flag Ideas[edit]

None

Possible Flag Ideas[edit]

Good Flags[edit]

Flag name Description
Long Shot(LS) Shots have increased range.
BackFire (BF) Shots fire to rear of tank instead of front.
Extra Shot (ES) Player gets an extra shot.

Bad Flags[edit]

Flag name Description
Long Reload (LR) Shots take longer to reload.
Don't Stop (DS) Tank always moves forward or backwards, it cannot stop.
Sensor Echo (SE) All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
Delayed Shot (DS) Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
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[edit]

Good Flags[edit]

Flag name Description
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!
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.
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.
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!
Flak (FK) Shots destroy enemy shots they hit. Super Bullets are immune.
Force Cannon (FC) Any tanks in a cone-shaped area extending from the front of the tank are destroyed. Watch out for teammates.
Smite (SM) Tanks shot will create a shockwave, all killed tanks are considered your kills. Reload time is tripled.
Vertical Freedom (VF) Allows the tank to aim vertically.

Bad Flags[edit]

Flag name 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 not responding [nr].
Recoil (R) Knocks back tank upon firing.