This wiki is archived and useful information is being migrated to the main website

Difference between revisions of "Flag ideas"

From BZFlagWiki
Jump to: navigation, search
Line 82: Line 82:
|style="background-color:#5bfafa;"|'' ''
|style="background-color:#5bfafa;"|'' ''
|Lock onto a player using right click; firing drops a bullet from the sky onto target. Similar to GM, but useful against people who camp on towers and can't be hit by normal means. (dim3wit)
|Lock onto a player using right click; firing drops a bullet from the sky onto target. Similar to GM, but useful against people who camp on towers and can't be hit by normal means. (dim3wit)
|Shoot Different (SD)
| +
|style="background-color:#5bfafa;"|'' ''
|Your tank leaves a “trail” behind about 20 world units long that, if shot, will result in your tank being destroyed by the next shot that travels over the trail. If any tank runs over the trail you will also die. The trail is not visible, but emits a glow that is seen around the borders. The trail is the same width as the tank. When you shoot a tank, it results in that tank killing you. I don’t think you’d want to get this flag because it is BAD, which means you can’t drop it.  |-
|Bad Thief (BT)
| +
|style="background-color:#5bfafa;"|'' ''
|When you shoot a tank with this flag, the flag is transferred to that tank while a random flag (including bad flags) is transferred to you. If you don’t shoot someone in 1 minute, you die. You can only be killed by SB, L, SW, and GM with this flag.
|Evil Tunneler (ET) (mind the abbreviation)
| +
|style="background-color:#5bfafa;"|'' ''
|With this flag, you tunnel completely under the ground and you can go up or down as well by pressing V or C, respectively. When you pick up the flag, you go below the ground to a default 50 world units and generates a 100 world units force field for 3 seconds that allows you to go below safely. Your shots travel straight up and if you are in a position that lets your shot travel above the ground (your shots underground have the same range as a regular bullet), you can shoot, and your shots travel straight upwards at a velocity equal to that of a normal bullet, pausing 20 world units above the ground or building it passes through, then traveling downwards at a speed equal to a Burrow tank going forward, and expiring when it hits the ground. You can’t be steamrolled while you have this flag but if a SB or L passes above you at any altitude you die. You can be shot by other ET tanks, if their shots pass within 10 world units of you, you die, and when a GM is fired within 100 world units of you, it goes underground towards you and expires normally, however, if that explodes below any tank, including teammates they die. Your shots show up on radar but they appear a stationery dot with altitude, if the altitude is below ground the entire square is colored purple or some other color like that. You cannot kill PZ or tanks with Wings. The maximum depth you can descend to is 3000 world units, so if you go any lower, you self-destruct. The maximum altitude (literally) you can reach is the same as a burrow tank and in that altitude you can be steamrolled, and as long as your muzzle is above ground you fire normal shots and can be steamrolled. PZ tanks can steamroll you at any altitude. When your shots expire, they explode in a cloud that tags all tanks caught in it with a 20-second time bomb and when the time’s up, the points go to you but only ½ rounded to the nearest even number, excluding 1. You can only fire half the shots allowed between reloads but reload is ½ server set time. Your tank controls are normal and normal speed.
|Ghost (GH)
|Ghost (GH)
| +/-
| +/-

Revision as of 17:43, 19 May 2008

Some simple guidelines


  • First, check that your idea isn't already here. Chances are someone else has already come up with your flag.
  • 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 sentence or two, it's too complicated for the game.
  • Make sure your flag idea isn't overpowered or stupid.
  • Finally, add your flag to the top of the section with the blank 'status' field. Use the teal background color and leave the status blank!
  • Note that your flag approved to a "yes" 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.

This is NOT a list of flags that are being considered. Discussion/implementation of these is encouraged, but does not mean any of these flags are going into the game.

If you do implement a flag keep these things in mind:

  • 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

Based on these observations we have the following rules:

Flag power must be limited
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. You've gotta be good, but it can be done.

Flag powers can counteract/balance each other.
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.
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.

Don't add flags that (almost) instantly kill the owner.
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.
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.
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.
Flags should require new skills
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.
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.

List of suggested flags:

To be Approved
Approved as a not bad idea, but needs research
Claimed (Implementing)
Maybe but there are issues
Name +/- Status Use
AirStrike (AS) + Lock onto a player using right click; firing drops a bullet from the sky onto target. Similar to GM, but useful against people who camp on towers and can't be hit by normal means. (dim3wit) Shoot Different (SD) + - Bad Thief (BT) + When you shoot a tank with this flag, the flag is transferred to that tank while a random flag (including bad flags) is transferred to you. If you don’t shoot someone in 1 minute, you die. You can only be killed by SB, L, SW, and GM with this flag.
Evil Tunneler (ET) (mind the abbreviation) + With this flag, you tunnel completely under the ground and you can go up or down as well by pressing V or C, respectively. When you pick up the flag, you go below the ground to a default 50 world units and generates a 100 world units force field for 3 seconds that allows you to go below safely. Your shots travel straight up and if you are in a position that lets your shot travel above the ground (your shots underground have the same range as a regular bullet), you can shoot, and your shots travel straight upwards at a velocity equal to that of a normal bullet, pausing 20 world units above the ground or building it passes through, then traveling downwards at a speed equal to a Burrow tank going forward, and expiring when it hits the ground. You can’t be steamrolled while you have this flag but if a SB or L passes above you at any altitude you die. You can be shot by other ET tanks, if their shots pass within 10 world units of you, you die, and when a GM is fired within 100 world units of you, it goes underground towards you and expires normally, however, if that explodes below any tank, including teammates they die. Your shots show up on radar but they appear a stationery dot with altitude, if the altitude is below ground the entire square is colored purple or some other color like that. You cannot kill PZ or tanks with Wings. The maximum depth you can descend to is 3000 world units, so if you go any lower, you self-destruct. The maximum altitude (literally) you can reach is the same as a burrow tank and in that altitude you can be steamrolled, and as long as your muzzle is above ground you fire normal shots and can be steamrolled. PZ tanks can steamroll you at any altitude. When your shots expire, they explode in a cloud that tags all tanks caught in it with a 20-second time bomb and when the time’s up, the points go to you but only ½ rounded to the nearest even number, excluding 1. You can only fire half the shots allowed between reloads but reload is ½ server set time. Your tank controls are normal and normal speed.
Ghost (GH) +/- Combines Stealth and Cloak, but the player who picks up this flag will die in around 20-30 seconds, even if he drops the flag. Only useful if applied well. (dim3wit)
Shot Shockwave (SS) + Like SP, but you can only have one shot.
Dangerous Debris (DD) + When you shoot a tank, their “debris” destroys all tanks they touch on the ground or in the air.
RaDiation (RD) + For 10 seconds, your tank emits a “radiation” that kills all tanks within a 5 world unit radius.
Wind Shot (WS) + Your shots deflect away from enemies when you have this flag. You cannot be shot by regular shots with this flag, and cannot kill any tanks (except PZ).
BadBullet (BB) + Your bullets become guided missiles that loop around and hit you, if there are no enemies in the way (if they get hit they die). Does not kill teammates. Goes slow enough for you to outrun but goes through buildings. Has very long range and cannot travel out of the world. Stops after 3 minutes. Has large turning circle and ricochets off world borders and teleporters. Bad flag.
Jump and Stay (JS) + You jump and when you reach the top of the jump, you stay at that level, but cannot jump further. You can still move and shoot.
Crazy Color (CC) + Your tank looks like a rogue on the hud, radar and scoreboard, but isn't. Prevents teams from knowing which side you're on. Bad flag.
CanYon (CY) + Causes a deep gorge to spread in front and behind you, killing all tanks that fall in. Teammates are not affected. You can't shoot while you have this flag.
Quantum Plane(QP) +/- Basically the bullet behaves like a quantum, where it starts off like a wave and has multiple locations, has the capability of tunneling through boundaries, and when encountered by a tank collapses into a particle resulting in that tank collapsing into a reality where that tank may or may not be killed (like Schrödinger's Cat). When a tank shoots, the shot does not have a specific location, but rather a probability distribution along a plane parallel to the ground at the same altitude the shot was made. This "quantum plane" would have the same color as a bullet, however it would be brighter and more opaque where the probability of the bullet's location is higher, and more translucent and not as bright where the probability is less, in other words it would look like a flat electron cloud. The Bullet would have zero probability of being in an object, so OO tanks are safe, however the bullet can be inside hollow areas closed off from the area where the tank shot the bullet (i.e. rooms), this allows for quantum tunneling. The probability distribution is determined by the boundaries formed from the cross section of the map in the quantum plane, in other words the wave has to be a standing wave that resonates within the boundaries, thus the particular probability distribution would be found by a partial differential equation. When a tank intersects the plane, the probability of that tank being hit by the bullet is calculated by a double integral, where the tank's cross section is the boundary. Then a random number generator determines if that tank is shot or not shot, and the chances of either way is determined by the the tank's probability of being shot. Once it is determined either way, that particular plane collapses for the tank that intersected with it, thus the plane does not affect that particular tank anymore nor does that tank see it, so to that tank the plane doesn't exist anymore, however it can still affect other tanks that have not collapsed the wave function. The Quantum Plane exists until all the tanks intersect with it, or until it expires after the amount of time it takes to reload a regular bullet. It is possible for more than one tank to be killed by the same Quantum Plane, however it is also possible for the QP holder's teamates and even the QP holder itself to be killed. In fact as soon as the QP holder fires, it collapses the Quantum Plane in its perspective, because the holder automatically intersects with the plane.
Teleport Shot + No, no on drop flags, and too complex

UPDATE: It's not on-drop, it means that only one shot is allowed. I clarified the description.

You can only shoot one shot with this flag. When your shot expires, you appear where it expired. Shots don't kill.
Switched Laser? (SL) + Not different enough Like Laser, but it doesn't ricochet on servers with ricochet on. Maybe a server option or plugin to make <flag-type> not ricochet instead?
Flame Thrower (FT) + shockwave does the same thing beter Firing a shot emits a short length of flame, which never ricochets. It should get wider as it leaves the barrel, have a duration of half a second or so and have a long reload time. If it could "snake" as the turret turns, even better! There should be a new sound to accompany the firing and some nice graphics for the flame.
Air Strike (AS) + no flag combos Tank can drive in air (like Wings). Right-click to lock on to target like GM, except that a) your shots may only aim down and b) your shots travel in straight lines.
Grenade (GN) + too deadly/complex When your shots die (i.e. hit wall when no ricochet, or expire in air or killing somebody) they explode in a SW. (I don't know if this is possible in 3.0.)
Ball (BA) + dosn't need to be a flag, is more of a game mode with plugins BA is for maps with a sport structure in CTF mode. Shots are like a reverse thief, where BA is passed to a tank that is hit by a BA shot. A tank with BA can only shoot one shot at a time. Instead of looking like a thief beam, it could resemble a regular shot with a distinguished color. A Thief can steal a BA only if the BA tank is fully loaded, that is there aren't any BA shots on the map from the corresponding BA tank. If a tank with BA makes a shot, and is killed before that shot expires, the BA flag doesn't respawn until that shot expires. It would have to be determined where the BA flag respawns in such a situation (i.e. at the location where the recently deceased BA carrier died, at the location where the BA bullet expired, or at the BA reset point). When a tank is on top of its own team base and is holding a BA flag, that tank's team's score is increased by one and the BA flag is reset, just like a capture.
Steerable Shot (SS) + too complex Shots can be steered using keyboard or mouse. HUD follows shot. Cannot move tank while a shot is active.
Player Distance (PD) + not a flag, but a mode for auto id. Right-clicking or pressing I to identify a player shows the distance to that player as well.
Flag Drop (FD) + flags generally kill Firing causes all tanks nearby to drop their flags. Cannot kill with this flag.
Cloaked Shot (CS) + Yes, done in 2.99 Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!
Shot Protection (SP) + too powerful, shield does a more fair job Firing destroys all shots nearby. Cannot kill with this flag. Does not affect Laser or Super Bullet.
Camouflage (C) + just use cloak The tank has the same color/texture as the nearest object within a specified range, if there isn't an object within that range then it has the same color/texture as the ground. The Tank can be killed by a Laser. Camouflage is a weaker form of Cloak. If Stealth properties are included, it is a stronger form of Stealth.
Snipper (SN) + no super powerfull combo flags Tank is Stealthed and Camouflaged(i.e. the tank has the same color/texture as the nearest object within a specified range, if there isn't an object within that range then it has the same color/texture as the ground). It has 4 times the range and speed of a normal shot. Reload time takes 4 times longer than a normal shot. SN has a shot # limit of 1 before requiring reload. SN can be killed by a laser. Binoculars are magnified twice as much as usual. SN is not too practical for short range use.
SCaler (SC) + No, basically the same as All Terain This flag enables the ability to climb the walls of a pyramid, box or any other object. A BZDB variables I thought of for it might be _scalerSpeed or maybe the speed should be the same as _tankSpeed. MDSKPR
BlinkMine (BM) + no mines This flag is shot and lays a mine that blinks very rapidly, if runover it disables shooting until BZDB variable _mineTimeLimit kicks in and enables shooting again. also another BZDB variable could be added _mineDeactivateTime setting how long a mine can remain dangerous. yet another BZDB variable could be added specifying the mine size. maybe BZDb variable _mineLimit could specify how many mines a player could have or it could be just based on the shot limit. this flag is useful if being chased and many other uses MDSKPR
Unsteady (US) - When jumping, the tank gets a random angular momentum, like you accidently moved your move while pressing jump.

(This is a resubmit: I submitted this flag along with others quite some time ago, but, unlike the others, this just vanished from the Wiki)

Tesla Coil (TC) +/- too complex Zaps all tanks (including ST) that come within a SW radius of the TC carrier tank. Only works if TC carrier is grounded (i.e. it is touching the ground or touching something else that is touching the ground). Once a tank is zapped it becomes charged. If a charged tank is or becomes grounded it dies, unless the zapped tank has SH in which case it just becomes discharged and loses its SH flag. If a charged tank is not grounded and touches an uncharged tank, the charge is transfered. A TC carrier is by default uncharged, however, it can become charged from a transfer or from being zapped by another TC carrier. A tank that dies from the zap, either directly or from 1 or more charge transfers adds a point to the TC carrier's score, unless the killed tank is a teammate in which case the TC carrier looses a point and dies as normal. Charged tanks are indicated by corona discharge.
Nuclear Fallout (NF) +/- far far far too complex A modified version of GM. NF fires, locks on, and flies like GM except at the point and right after the time of impact, a Mushroom cloud and Electromagnetic Pulse (EMP) emerges as a residual effect. To sum up what the effect of this weapon might look like: You start off by ideally locking on to an enemy tank, and then launch the NF. The NF soars through the sky like a gm and then impacts. At the time and from the point of impact a very short lived but extremely bright white flash is seen, considering the speed of sound, it is followed by a loud/dull roar that is heard until the NF expires, and whose amplitude is inversely proportional to the distance from the NF's epicenter. The EMP should propagate faster than a SW, lets say three times. The mushroom cloud should propagate slower than a SW, lets say 1/3 the SW's speed. However both the EMP and mushroom cloud dissipate at the same time. A tank hit directly by an NF, only at the point and time of impact with in a radius of a bullet, would die, just like being hit by a GM. The EMP radiates up to a radius equal to maybe three times the SW radius and causes Radar Jamming on all tanks within the EMP radius. Radar Jamming Stops either when the EMP expires or when the tank exits the EMP radius. The EMP would be invisible except for the fact that a tank within the EMP radius would see everything in the HUD as tinted the color of the tank that fired the NF, and the EMP would be marked on the radar of tanks outside the EMP as perhaps a black disk or a disk with the color of the firing tank. A tank while within the radius of an existing EMP, would not be seen on the radar except by a Seer flag carrier outside the EMP radius, thus it would effectively be stealthy. If a tank is outside of the EMP but over or under it, the tank would appear superimposed over the disk as if the disk was not there. Perhaps something similar could be done to the radar visibility of bullets. Similarly, if a Tank comes into contact with the Mushroom cloud, the tank becomes blinded until either the Mushroom Cloud Expires or if the tank leaves the mushroom cloud. The Mushroom cloud would be visible to everyone outside of the mushroom cloud, which would also be an out the window indication of the location of the epicenter of the NF. A tank with seer would not see the mushroom cloud but see everything in it as opposed to someone without seer. The Mushroom cloud Emanates from the point of impact and at the time of impact perhaps up to a height of 6 SW radii, the stem would be cylindrical and could expand to a radius of 1/4 of the SW radius, and the top of the cloud would look like a squashed sphere perhaps expand up to a short radius of 1/2 of the SW radius and a long radius of 1.5 SW radii. These are only ideas, the exact shape, color, textures, and maximum dimensions would have to be thought out more thoroughly, but I would think that none of the adjustable properties of the NF would have to be based on too many more variables than that of the GM and the SW. The NF could dissipate after it reaches its full dimensions, or it could linger for a set amount of time. Tanks carrying a Shield flag would be immune to the effect of both the EMP and mushroom cloud, however neither the EMP nor the mushroom cloud would cause a tank to drop its shield flag. Although, if a tank carrying a shield flag while encountering a direct impact at the time of impact from the NF, it will drop the shield flag as if hit by a GM, but then it will be affected by the EMP and mushroom cloud. A Seer flag is ineffective in the NF. Just like GM, you can't lock onto a tank that has Stealth, using NF. Reload time is twice as long. The NF, along with GM, can't lock onto a tank within the radius of a non-expired EMP. Conversely a tank that has an NF or a GM within the radius of a non-expired EMP, can't lock onto another tank. If it doesn't make this flag too powerful, perhaps an optional SW could emanate at the time and point of impact, having of course its usual properties except it could kill the tank that fires that NF if it impacts too closely. Another concept to consider is to include a radiation wave that has the same radius as the SW, but instead of killing tanks within its radius, tanks within its radius automatically drops any flags it carries except the shield flag, either until exiting the radiation wave and/or perhaps until a preset time period has expired after the tank exits. As an indication of being affected by a radiation wave, one would hear clicks like from a Geiger counter and maybe see small random flashes to simulate the way gamma rays affect one's eyes, while one still has radiation poisoning. The radiation wave would last for the same amount of time as the overall NF. I think the NF can really enhance strategy and action in this game, however if this flag seems too powerful, I hope that at least I have inspired spin offs.
SPinner (SP) - If you turn when you have this flag you can't stop turning. Optional: If you leave the tank turning it slowly gets faster and faster, but probably only to a set speed otherwise it would get too fast.
DoNuts (DN) - too mean When you pick up this flag it has the affect of picking up SPinner and Don't Stop, which means the tank doesn't stop spinning and doesn't stop driving. The tank is now driving around in circles like it is doing donuts. Mmmm... Donuts!!
Looking Around (LA) - too mean This makes the camera view spin around but not the tank. It's like you are sitting on the turret and the turret is spinning around, but of course the tank is still facing forward, but this flag WON'T make the turret spin, only the camera you still have to fire forward. This could make the radar spin to the same way you are viewing, or leave the radar facing the same way.
Artillery (AY) + too complex, needs aiming to work right The distance the warhead travels is in direct relation to how long fire button is held down. Projectile flies in an arc exiting from tank at 45 degrees (no vertical aim required). Range indicated above HUD as RANGE:### (counter advances as fire button is held down).

possible advantages: -Very long range (though still finite unlike laser) -shots may be fired over obstacles -relatively large warhead, radius at 5%, 8%, or 10%, of normal bullet range though much less absolute than sw-perhaps the shot would be a cluster of 5 traditional bullets that travel together in an arc upon firing -can function akin to anti aircraft guns against wg as well

Possible disadvantages: -Tank becomes almost stationary except pivoting/rotation (maybe have some forward/backward motion, but at something like 5 or 3 units per second), or no jumping regardless of server (like with burrow) -Shot travels slowly, has close minimum range, shot lands where machine gun terminates at minimum release (as such player can't immediately hurt self, which actually aids the learning process) -very long reload time (does 15% sound reasonable?) -rarity of flag, like geno? -binocular view and radar only when used?

Blink (BK) + complex, pick one Player alternates from stealth to cloak. Radar signature alternates from stealth to cloak. Player with flag is always visible either in window or radar. If a bad flag, player alternates from blindness and jamming for limited time.
Blink (BK) - mean If a bad flag, player alternates from blindness and jamming for limited time. Primary preference is to use blink as super flag described above.
Tankochet just a super shield, too powerfull bullets ricochet off your tank for a limited time
False Enemy (FE) The opposite of MQ; when you pick up this flag, your teammates see you as from another team.
Campers Bullet (CP) + to specific Shots go through teleporters, without actually teleporting. Useful for hiding behind a teleporter and shooting through it, while being shielded by the teleporter.
Black Hole (BH) + too complex Your shots move slowly, shots within half a shockwave radius of yours aim towards yours, (double maximum turn/frame of guided missile,) your shots absorb any shots that hit them to increase their range. Black holes either can't absorb each other or if they collide, they instantly kill all tanks, including the shooter(s).
GalaGa (GG) + lame When this flag is held, your tank becomes 1.5 (to 2) times wider. However, you are able to shoot two bullets at the cost of one (like a dual fighter in Galaga).
Dome of Protection (DP) + shield Similar to SW, but instead the "shell" is a protective dome. All shots are simply absorbed or, if there is richochet, bounce off it. It can only be penetrated by SB and SW. Note: when the flag is held the player cannot fire normal shots. They can still fight by making the shots bounce back at them.
No Ricochet (NR) - Shots don't ricochet.
Ricochet Guided missile (RG) + combo flag. Instead of exploding, the RG bounces off of surfaces and continues to track the target. Option 1: It loses velocity with each bounce. Option 2: When the RG bounces, it travels in a straight line for a certain distance before regaining lock. EDIT: Perhaps we keep it as a simple ricochet, without any lock loss. The GM keeps lock, it' just takes longer to get there.
NearSight (NS) - complex All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.
Long Shot (LS) + Maybe, not a bad idea. Bullets go twice as far but at a slower speed. Possibly N/2 extra bullets.\
Low Gravity(LG) + Yes, done in 2.99 Gravity is reduced to a large degree allowing the tank to jump very high in the air.
Long Reload (LR) - Yes. Reloading weapon takes twice as long.
Don't Stop (DS) - Yes. Tank always moves forward or backwards, it cannot stop.
BackFire (BF) +/- Yes. Shots fire to rear of tank instead of front.
FrienDly fire (FD) + no, a server mode. Your shots don't kill friendly tanks (Your own ricochets are harmless!).

[Additional suggestions: immune to friendly shots? This can also be a server-side setting, like ricochet.]

Sensor Echo (SE) - Maybe, not a bad idea. All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
Delayed Shot (DS) - Yes. Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
Extra Shot (ES) + Yes. Player gets an extra shot.
SlowMotion (SM) - Yes. Tank moves and turns with half speed.
INcoming (IN) + No, it's very very close to a cheat. Bullets that will hit the tank are highlighted on radar/main view in some fashion as a warning system.
Flip Out (FO) - No not really different from reverse controls. Out of window view is upside-down.
EarthQuake (EQ) + No, same as using a shockwave on landing. When landing after a jump, a shockwave will destroy tanks on the ground in the immediate vicinity of the landing tank.
DeFender (DF) + No, too confusing for players. Fires a short-range shot that projects a miniature shockwave to destroy enemy shots.
Retro (RE) - No, doesn't do ANYTHING View becomes green wireframe and otherwise looks like the original Battlezone.
Velocity Shooting (VS) - No, is a server option, not to be mixed for some players and not others. Shots keep Vertical-Velocity (as its set on some Servers for all players). If you jump; shots go up and when you fall; shots aim downward.
SQuishable (SQ) - No, too confusing for players. The opposite of Steamroller. When you touch other tanks (including teammates), you die.
Judas (JD) - No, too confusing for players. When you pick up the flag, you immediately become a player on a different (random) team (or rogue). You must play on that team for as long as you have the flag. If you kill one of your new teammates, you die. BUT you can kill your old teammates for as long as you hold the flag. When you drop the flag or are killed, you revert to your old color.
ANtagonize(AN) - No, can not be localized easily, and may anger people. This bad flag causes your tank to automatically send out mild insults and taunts to opposing players. Especially the good ones by name.
CoW launcher (CW) - No, would require vertical aiming to work properly. (Goofy) Launches a cow along a parabolic trajectory.
ConFusion (CF) - No, too similar to CB. Tank colors and names are shuffled around. Like colorblindness, but worse.
ShowOff(SO) + No, basically useless in gameplay. (Goofy) Tank is capable of doing tricks, back flips when jumping, riding on one tread, etc.
Leash(LE) - No, too confusing for players. Tank is confined to a small radius for a set time period but can still jump.
BUckler (BU) + No, shield is enough. Give the player a 45 degree shield that reflects all shots. It should be located in the arc between 270-315 degrees. The shielded area should be visible but transparent.
PSychic (PS) + No, too powerful and makes ID pointless. Callsigns and flag names of all (visible?) tanks appear above the tank.
Full Reverse(FR) + No, too similar to HS and too limited in scope. Your tank can move full speed in reverse. A middle ground between high speed and normal.
All Terrain (AT) + No slopes, never. No. Can drive over slopes and pyramids, (unless steeper than 45?) and perhaps up walls too.
Tac Nuke (TN) + No too powerful. On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an "arming" range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized.
Glue Trail (GT) + No, too confusing for players. Leaves a trail that slows down other tanks behind it. fades after server-set number of seconds?
Oil Slick (OS) + No, too confusing for players. Leaves a trail that makes tanks behind skid/spin. Fades after server-set number of seconds?
Petrificus Totalus (PT) - No, too confusing for players, and rather lame. Paralyzes tank. Cannot move, turn or shoot for set number of seconds.
Toy Gun (TG) - No, pointless in game play, just use the Useless flag. When you shoot,the bullet that comes out is a fake bullet attached to a string which is attached to your tank.
Icy Treads (IT) - No, just like momentum. Tank loses traction on the ground and on all objects, as if the friction setting was lowered for that particular tank.
ParaChute (PC) + No, just like Wings. You can control your tank ONLY when falling down and you fall down slower.
ToRnado (TR) - No, too confusing for players. You jump and spin uncontrollably.
GhostS (GS)/SPawn (SP) + No, FAR too complex. 2 or 3 mini bot tanks come out of your tanks and help you by providing cover ect. They die by being shot or after a certain period of time (45 secs?).
Death Ball (DB) + No, FAR too complex. Tank morphs into a Death Ball and kills anyone who touches it. Faster than a normal tanks. Can be killed by being shot 5 times. You can't jump.
DiG (DG) +/- No, too similar to burrow. Your tank goes completely underground upon picking up the flag, and you may then shoot up at tanks above you. Anybody may lock on you (as with GM) if they hold GM, SB, or even no flag. You are also in range of SW. Bullets will follow you underground.
RaM (RM) + No, too poweful and complex. Tank travels at normal speed unless you fire. Firing causes your tank to accelerate forward quickly and only for a certain range. When you touch another tank, it has Steamroller effect, causing them to explode.
Auto Teleport (AT) + No, too complex, too powerful, and looks too much like a cheat. With this flag a player can teleport to any place visible place on the radar by clicking the desired area on the radar. Only one teleport can be done per flag, otherwise you would be impossible to kill. Another way to make it harder is to put a reload time on it, so there would be at least some pause between teleports. If you teleport to an area occupied by a building, you go to the highest place on the specified area of the building.
Ice Laser (IL) + No, too confusing for players, just kill them. This laser does not kill players. Instead, it freezes them. They can't move, jump, or shoot, for 10 seconds. Players who are shot by normal bullets while they are frozen become unfrozen. When a tank is frozen, the tank becomes white, preventing other players from knowing which team the frozen tank is on.
Kamakazi Attack (KA) +/- No, too confusing for players. This can be a good and a bad flag. When picked up, starts a self-destruct timer, that, when runs out, will blow you up. But if the right button is pressed before the time is up, then you blow up on the click. This can be use to kill multiple tanks, and can also be used in mid-air. Moderate blast-radius?
Swallow Tanks (SW) + No, far too confusing. (GOOFY) If you touch another tank it disappears and becomes an observer to your tank. The more tanks you swallow the more obese you become. You can only swallow a limit of 3 tanks at a time, if you swallow more you pop. If you are killed all of the tanks you are carrying are set free. The tanks jump as they are set free to avoid multiple shots that may have been fired at the original tank. Swallow your own teammates and carry them deep into enemy territory!
Electricity Bolt (EB) + No, far too powerful and confusing. Looks like thief shot when fired (Short range weapon) only when it hits a structure it kills everyone on it or touching it (or in it, players with OO). This would be handy for killing tanks sitting in hard to get to places!
Invisible Objects (IO) - Maybe. All surface objects (pyramids, boxes, etc.) become invisible.
Meatloaf Launcher(ML) - Just move forward while jumping, unrelated name. Jumping propels your tank not only upwards but forwards as well.
Bent Turret (BT) -/+ Maybe. All shots go out 30 degrees to the left/right (than a normal shot). Some people might call this a super flag because it helps dodging.
Tiny Bullet (TB) - Perhaps. This bad flag causes your the bullets to shrink, making them hard for you to hit your opponent.
Missle Jammer (MJ) + Maybe. Prevents a GM lock on your tank. You can still be killed by normal shots, or unlocked shots.
Score Flags (SF) + Maybe, a multi-player isn't a bad idea. Gives you more than one point for each kill. Maybe randomize between 2 and 5 points. (This could also be used as a handicap for beginners)
NearSight (NS) - Maybe, not too game breaking, but not relay that exciting. All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.
Black Death (BD) +/- No, far too powerful and confusing. This flag is similar to a team flag only when it is captured it kills all other opposing teams (instead of just one specific team). This would make it so that multiple teams would be competing for one flag. (The color of the flag is black)
Colored Flag (CF) + No, would destroy CTF. CTF only flag. Other people see the CF as their own team flag (except own team?)
Punch (PU) + No, just kill with steamroller. Hitting a tank at full speed throws it some appreciable distance away
Remote Mines (RM) + No, no mines. They will seem to kill players for no reason. Firing places a mine, up to some predefined number. The next shot detonates all of them
Firewall (FW) + No, too hard to sync, and somewhat confusing. Firing creates a temporary wall of flame that tanks cannot pass
Glue Bomb (GB) + No, too confusing for players. Shot would detonate in a big pile of glue, slowing down people in the blast radius
Corbomite Device (CD) + No, too confusing, and hard to sync. When the tank is shot, it generates a reciprocating shot to what killed it - these shots can be dodged normally, in most cases (SW, GM being impossible/difficult)
Clone (CN) + No, too confusing and too much like cheats. Tank emits a hologram clone at some offset from itself as a diversion.
Smoke Screen (SC) + No, doesn't add much for gameplay. The tank emits a cloud of smoke behind it. This provides a visual wall, and perhaps cancels out GM locks as well.
Time Lapse (TL) - No, too similar to blind and jamming combined. Holding this flag will cause the HUD & radar to refresh only every second or so.
Big Bullet (BB) + No, too powerful, shots are computed as point hits. Bullets are twice (or more) as large. Tank feels a kick-back when firing
Gravity Well (GW) + No, FAR too complex. One-shot fire, creates a gravity well at some distance away from the firing tank. This well pulls in all tanks around it - driving away from the well will slow the descent. Possible avoidance/negation flags include BU, OO, PZ, HS.
Mirror (MI) + No, just make CL deflect laser. Holding this flag will reflect a hit by laser. Flag is not dropped after a hit. The appearance of a tank holding this flag changes so that it reflects the surroundings. Or maybe appears pseudo-transparent, rather like the inside of structures viewed with Oscillation Overthruster, or of objects when in the PZ.
Plasma Ball (PB) + No, too limited, and just kinda weird. Shoots a large (8 unit) sphere that behaves exactly like a super bullet -- except it travels very, very slowly. It would travel as fast as a burrowed tank going in reverse, thus being easy to outrun in open areas, but hard to avoid on "indoor" maps. Because of the size, it would kill burrowed tanks when fired on the ground.
Fake Bullets(FB) + No, too complex, and pointless. 1) your bullets look, bounce, show up on radar, and seem real, but they pass right through tanks, causing no damage, and can't harm anyone. This can seem like a bad flag, but would be great to get the other team jumping and running while having zero chance of hitting your own team (and this is how I'd like to use it). 2) Could be made a bad flag that requires you to hold it for a certain amount of time before dropping it. (Would be nice if there were a way to keep a bad flag if you choose.) 3) optional: fire rate is doubled, or unlimited
BulletInertia(BI) + No, it's a server setting. When a shot is fired it has the same motion as the tank when it was fired. So if the tank is falling the shots move downward towards the ground, and shots are accelerated or decelerated if the tank is going forward of backward.
Warp Engine (WE) + No, FAR too complex. Tank can hit newly-defined "Warp" key (perhaps jump key?) and, with a two-second delay, instantaneously be transported an amount in the direction of facing equal to the current warp power, which starts at a minimum value. Pushing the key during the delay period increases the power; increasing it past a certain amount causes the warp engine to overload and blow up. Warping into buildings or outside the world boundary causes a collision and blows up the tank. (A random chance of being dropped when used, depending on how much power is applied? Use a gradual teleporter fog during the about-to-warp delay? Signal about-to-warpness to the other players by turning the tank gradually bright glowing white? Use a new sound for when the warp occurs?)
Identify Friend/Foe (FF) + No, just apply the setting to Masquerade. Masquerade for the radar. Tank shows up for everyone as their team on the radar.
Rotating Turret (RT) + No, no turning turrets, ever. Turret can turn. Like GM, you can lock on people, and the turret always fires in their direction (horizontally, not vertically). May need some graphics changes (tank becomes bottom part - tank orientation + top part - turret orientation)
Boat (BO) + No, too dependent on map features. Tank floats on water. Moats don't kill you. You move a bit slower on water though. You can still jump on water, but not as high.
MortarBomb (MB) + No, requires vertical aim to be any use. Shot has same trajectory as a jump. Vertical velocity alters trajectory. Should be very useful once mastered. Many applications e.g. stop-shoot-go to drop a shot on a pursuer. - FiringSquad
CriticalMass (CM) +/- No, this is a server side plugin, not a flag. When killed you explode in a ShockWave (perhaps larger). Tanks with this flag should pulse on your radar. Suicide to kill at close range and dangerous to have near you. Points scored from explosion should accrue to the holder not the killer, otherwise not worth holding onto flag. - FiringSquad
ShortHop (SH) +/- No, too similar to jump. Jump is half the normal height and takes half the time. (+) Good for jumping over bullets and regaining control quickly to return fire. (-) Unable to reach everywhere. - FiringSquad
1000 Tons Weight (TW) +/- No, just stupid Timer starts as soon as flag as picked up(30 sec timer? Server set?), and user cant drop it. When timer runs out, a 1000 ton weight falls out of the sky killing the owner. When you shoot someone the flag gets transfered over. Player 1 gets TW, 25 seconds go by, he shoots Player 2, then, 5 seconds time, BOOM. Make a nice CLLANNG sound, and tank stops, and other tanks see the weight fall on him. (Punkus)
Red Eye (RE) +/- No, too complex and somewhat pointless. First shot causes target tank out-of-window screen to become all white (like a red-eye flash). Out-of-window view stays white for a certain number of seconds (2? 3?). Within that time initial tanks shots are normal, other shooting tank causes white screen again. Radar works as normal, only out-of-window view is affected
SUbtle (SU) + No, just use CL Tank appears normal to friendlies - only outline visible to enemies.
Klingon Cloak (KC) + No, to powerful. A super cloak, combining stealth and cloak to render you totally invisible to others (though not untouchable). You're not invincible though because, just like with the cloaks used by the Klingons, your tank cannot fire while you have this flag and there is a couple second delay between dropping cloak and being able to fire. Not much for fighting, but great for sneaking up on campers.
Team Invulnerable(TI) + No, just use Friendly Fire. Can't be killed by a teammate, except maybe superbullet, genocide.
TagYourit (TY) - No, should be a game mode, not a flag. Your tank can't fire and the only way to drop the flag is to get within a certain radius of another tank. The flag is automatically transferred to the other tank.
SwiM (SM) + No, too complex. In short: Can get into building. while in building can:
  • raise slowly while the jump-key is pressed. fall slowly otherwise.
  • get to the almost top of the building. from the top can shoot and be shot - while holding the jump key(otherwise he'll fall-in)
  • and can die if the countdown reaches zero. a countdown will be started when he gets to a building, and stopped when he gets out.
Proximity Drop (PD) + No, too confusing for the other players. When driving close to opposing tanks (say 3 tank lengths) you cause them to lose their flags.
Lightning Bolt (LB) + No, lame munchkin flag. Too limited in use. A lightning bolt descends from the sky and hits the highest object above the tank (possibly passing through everything on it's way down?), destroying people above you. Harmless to your own tank. Effective against tanks with GM sniping from high places. Completely useless against almost everything else.
ThrUster (TU) + No, We have Wings. Clicking causes thrusters to fire up underneath your tank. Holding the left mouse button keeps the rockets on (for a time, until they burn out and you plummet to the ground). Landing on other tanks destroys, unless the thrusters used up. Rockets must recharge (especially after being burnt out) like any offensive weapon. A bit like the tank in StarFox64 - yes, I know, sinful console game.
Ostrich (OS) - No, we have burrow. (Goofy) Your tank becomes an ostrich. Clicking causes you to bury your head (and the rest of your body) underground, making it impervious to attack for a very short period, but completely unable to move. Any tanks in the way of it diving underground are destroyed. Weak against lasers, because there would be no time to duck.
LaZarus(LZ) + No, just use shield. When killed holding this flag, after being exploded your tank magically combines, and you are not dead.
WaveFront (WF) + No, just use shockwave. Like shockwave, but only, say, 30 degrees high and wide, but has longer range
Dud Shot (DS) - No, it's kinda mean. And you could not shake it on servers with shake kills. Not all of your bullets work
Death Blossom (DB) + No, Just use shockwave. Shoots all bullets available in a circular pattern from the tank.
COlumn(CO) + No, very limited in use. All of your (currently loaded) shots are fired at once, on top of each other, making a vertical column.
Sniper Rifle (SR) + No, just use laser. Your Tank's shots have infinite range, think of the good, and the bad.
Flash Bang (FB) + No, redefines too many existing behaviors, and far too complex. A few possible implementations. 1) Right-click fires non-lethal shots which travel until a second right-click upon which they explode (similar to SW radius, perhaps bigger) and blind tanks within blast. 2) Could be semi-bad flag where normal shots don't kill but temporarily blind tanks that are hit to allow escape (or kill by teammate). 3) Right click flashes all opponents within line-of-sight of tank w/flag. If tanks are turned such that they can see tank w/flag, they are temporarily blinded.
Freeze Wave (FW) + No, just kill them. Similar to Shock Wave, except that instead of destroying other tanks within the shock radius, it freezes other tanks within the freeze radius for a certain time, so they cannot move or fire (even in mid-air). When the other tanks re-awaken, they are immune to freezing for a certain time. Dropping the flag forces a reload time (like Thief). This flag encourages team play. An alternate implementation would freeze yourself if any team tanks get frozen.
ARchitect(AR) + No.. Just... No. Your tank can move buildings by driving into them.
Gravity Bullet (GB) + No, requires vertical aim to work well. Your bullets are affected by gravity. This obviously reduces the range when fired on the ground, but a tank sitting on a building or jumping has the ability to hit people below them... if they time their shots right.
RubberTank (RT) + No, use shield. I'm rubber and you're glue, whatever you shoot bounces off me and kills you! Regular shots ricochet off your tank back in the direction they came, if shooter is still there or close then he gets hit by his own shot. GMs explode without killing or cause rubber damage (flag drop). Super bullet and shock wave kill. Steam roller bounces off you, maybe causing his death or both your flags to drop.
MagNet (MN) - No, it's just mean. Bullets are attracted to player's tank.
Force Field (FF) + No, Just use Shield. Pushes bullets away. Well aimed shots do not get pushed away
Boomerang Bullet (BB) - No, too limiting. Shots move in a curved path that includes the point of firing
ZigZag (ZZ) - No, too limiting. Shots don't fly straight. Instead they fly in a sine wave or a zigzag pattern. Probably no reasonable expectation of hitting what you want.
FReeze (FR) - No Too limiting. Tank can't move, only jump and fire.
Shock Ring (??) + No, just use shockwave. Shockwave in a horizontal ring pattern
RemoteControl (RC) + No.. Just... No. Player can take control of another player's tank, steer and/or fire it, causing the other player to become vulnerable and/or kill himself or others. Offensive and defensive uses, especially if gm or laser campers are around. Automatically dropped after use.
TransLocate (TL) + No.. Just... No. Identify a player, then switch places (perhaps N times use)
Clone (CN) + No.. Just... No. Takes on the properties of the nearest player's flag
Lemur mode (LM) - No.. Just... No. Walk on walls. (maybe parallel to ground only, from however high you touched it, and then jump to get off?)
Cattle Prod (CP) + No, Steamroller!?!?! (Goofy) A cattle prod sticks out some fixed distance in front of the bearer's tank. Anyone who touches the prod dies. Clicking while the flag is in effect does nothing.
MiRage (MR) - No.. Just... No. Player sees tanks and shots where they shouldn't be.
Wormhole Bullet(WB) - No.. Just... No. Bullets that hit other tanks send them to a random link/teleporter instead of killing them. (If there are no teleporters, don't create flags?).
INflate(IN) - No.. Just... No. Your bullets cause tiny tanks to become normal sized, normal tanks to become obese, and obese tanks to explode.
Proximity Fuse (PF) + No.. Just... No. Shells explode with a small shock wave when they pass within range of a tank (even a friendly one).
Laser Cloud(LC) + No.. Just... No. Firing this causes a x amount (x = amount of shots available) of short laser beams to project from the tank, killing all GM, bullets, and tanks they meet. It can aim up and down, and has the range of a Shockwave. Can be over driven by a greater amount of shots than the tank has lasers for. Right clicking causes one single laser beam twice as long as usual, it uses all the shots available, and takes twice as long to recover (optional)
French Fries (FF) - No, too complex, kinda lame. (Goofy) Other tanks are attracted to the french fry and will turn to it if they are facing it within 90 degrees.It automatically moves toward it. Other tanks can still turn around (slowly) until it gets out of the magical 90 degrees.
Time Displacement(TD) + No. Employing this causes the whole world to freeze for a short period of time. Except you, and perhaps PZ. You loose your flag after this. You can't shoot while the world is frozen.
Ugly + No. When opposing tanks have you in there lock angle, their tanks automatically turn away from you. This can be compensated for by turning against it.
Fly by Wire (FW) + No, though adding this to GM might be nice. Missile flies with built-in camera; player's tank stands still until missile flight is over.
KamikaZe (KZ) - No. Tank drives fast, explodes with a large radius when it collides with another tank or obstacle
Random Teleport (RT) - No. Can't control when or where it teleports you
Air Burst (AB) + Never. Flag explodes when it reaches its apex when dropped. Apex is especially high. Explosion is large (bigger than shock wave). Being in or behind a building should protect you. Being behind (or through!) a teleporter should not.
Heat Seeker (HS) + Never, same as GM. Missile is fire-and-forget; heads toward nearest "heat source"
HoloGram (HG) + Never. Player's tank appears off to one side from where it really is.
Grappling Beam (GB) + No. Clicking fires a laser-like beam that travels at the same speed as bullets, and does the same thing to enemy tanks if they are hit. If the beam hits a pyramid or a box, however, the tank gets pulled rapidly to the object that was hit (like a grappling hook).
ILlusion (IL) + No. Opposing players see 2(?) fake copies of your tank at constant random offsets from your real position (if they are shot, either nothing happens or the fakes disappear?).
SNake (SN) + No. (Goofy) Becomes like a game of Nibbles for the bearer of the flag; a laser-looking barrier comes out behind the tank, and stays there (possibly for only a fixed length). Any player that touches the barrier dies.
Kill or be Killed (KK) - Never. Player has to make kills within a certain time, or risk blowing him/herself up. {abbrev should be changed for obvious reasons}
ShotGun (SG) + Never. Shots split and go off in different directions.
Interdimensional Teleport (IT) + Never, no "on drop" actions. Teleports to a random location when dropped
Rear Shot (RS) + Never. Shoots both in front and behind (if available shots)
LLama (LL) - No. (Goofy) Involuntarily charges all visible tanks, starting with the closest, including teammates. Has the same effect as SR on impact. Other tanks see an amusing llama. graphic.
SuperDrop(SD) + Never. When killed holding this flag, all tanks loose their flags, and they are sucked into the ether.
George Bush (GB) - No. (Goofy) All game and player messages are sent through a filter translating them into George W. Bush speak. Because he knows how difficult it is to put code on your project.
Turbo Boost (TB) + Never. Right click makes you faster than high speed briefly. Flag can be used multiple times, maybe with a recharge time.
ReFlect (RF) + Never. When you get hit, you die as usual, but shot isn't stopped, it is reflected back in the direction it came from.
MirroR (MR) + Never. See reflections of other tanks on the walls for aiming ricochet bullets
SubterFuge (SF) + Never. Similar to Antagonize. Players near you or those you id are sent deceptive messages purportedly from other players or teammates. These would be stock messages such as: watch out, [callsign] is behind you... let's go after [callsign]... boo... where callsign is a player on a team other than theirs or a rogue.
MagShield(MS) + No, need to shoot. A defense only flag. Fire and you envelope yourself with a brief magnetic shield that looks like or similar to shock wave, only this shield acts like a wall stopping or causing shots to rico as appropriate. Put up your shield soon enough and you're safe, but wait too long and a shot's ricocheting around inside with you. Tanks can drive thru the shield, both to fire at you or to be protected by you as you approach a target (camper). To fire yourself you have to drop the flag.
Tether Ball(TB) + No. too many changes. A ball appears behind the tank attached by a tether and can be swung along the ground by sharp turns. If a tank (even your own) hits either the tether or the ball it is destroyed.
Dumbfire Missile (DM) + No. A missile that can not be locked on, but has an actual blast area (miniature shock-wave, but without affecting PZ players). Possible alternative: Full size SW, but flag is 'used' (dropped for a long time, like the shield flag) when fired.
MultiFlag (MF) + Never. Tank can hold two other flags at the same time.
OIl (OI) + No. large engine change. Tank leaves an oil trail behind which steers people off course.
Flag Launcher(FL) + No. No multiple flags. Gives tank the same attributes as TH but can pick up a second flag without being affected, and fire it at another tank. If it misses you keep the flag but if it hits the tank is forced to give up any currently held flags and pick up the launched flag. Good with LE.
Radar Scout (RS) + No, confusing. Your tank becomes a radar-equipped scout (you can still shoot). In a certain radius around you, all tanks (except you) look obese (due to increased radar) and can be shot like obese tank (hitting is easier); they still fit through teleporters. In addition, cloaked and stealthed tanks and shots also become visible. Every tank on the play field can see and shoot the obese and cloaked tanks, so you have the advantages that

Tanks are more likely to shoot at each other, since you are normal in size, the others are obese Others will think twice before destroying you since you provide them with a targeting aid

TurreT (TT) + No. Turns your tank into a turret. Same as Burrow + Machine Gun + Angular Velocity, but your tank can't move at all.
AnnoYance (AY) + No, too easy to camp by a flag. Tank is very large and fast, can't shoot, and invincible. Can distract enemies while friendlies go in for the kill.
AntiMatter (AM) + No, needs more thought for vertical worlds. Tank cannot be hit except for SB/SW. 50% increased reload time, can be steamrolled by any tank, colliding with buildings results in death too
Targeting Computer (TC) + No, a lag nightmare. HUD shows where to aim for lead-ahead based on dead reckoning
StraFe (SF) + No, will not be a flag feature if ever implemented. Modifier key makes turning strafe
ECCM (um...) + No. When firing from ECCM equipped tank, other tanks in front of it, 20/30 degrees, have for a while both not working radar and communication (excluding admins).
HeadAche (HA) - No. All colors (not just tank colors) are inverted. Causes confusion for player, should have time limit. Submitted by ThatGuySpencer
Double Shot (DS) + No, see backfire. Shots come out of both ends of your tank, shoting backwards and fowards (maybe your bullets run out twice as fast) - Terminator
X-ray Vision(XV) + No, difficult to portray with complex worlds. Can see through buildings, but not drive through them. Either they are completely invisible (making out-the window driving fun) or they show up like with OO. Makes it possible to surprise others who are behind objects, and who are depending only on radar to know where you are.
SNiper (SN) + No, to much like laser. Tank has one, invisible, shot that lasts until it hits something/someone. Never ricochets. Blam!
PariaH (PH) - No. Tank is identified in all ways as each other player's nemesis.
NeMesis (NM) + No, not a good flag feature. HUD indicates direction (but not distance) to last person to kill you, even if under stealth.
Rear Window (RW) + No. View is split horizontally, bottom half is view out the back.
Collector (CO) - No holding multiple flags, unproductive Or cleaner (CR). Everything is normal except this tank can collect all the flags, without being able to use them. The moment he presses spacebar or dies all flags he holds return to the world.
Bomber (BM) + No we don't do splash damage Like WG, but all shots go downwards. Speed is determined by _gravity. Useful for flying servers. When flying with BM the speed is slower than that of WG, but bombs shot will have a larger radius (can kill more things around them).
Pole-aXed (PX) - No may as well just kill him, and we don't kill for a bad flag Tank cannot move forwards or backwards, can steer and jump (even on no jump servers,to be more fair). It's like being stuck on a pole.
Splash-Damage (SD) + No we don't do splash damage When one of your bullets hits an enemy, he explodes in a shockwave.
PHase shift (PH) - Combines OO, SB and more -- too powerful. Oscillation Overthruster, but can backup, jump and shoot in walls. Shoots Super Bullets, and can be killed by Phantom Zone.}
ASsassin (AS) + No, too complex, too powerfull As small, fast and short-ranged as thief. Fatal and can't steal flags. Stealth and Cloaking in effect when someone is not in range, and cloaking in effect when you can't see them. (partial cloaking in effect when you can see part of them, that is, they're on the side of your view.) Can be steamrolled by anyone. Longer reload time than Thief. Can only kill once (but maybe you still keep the flag?).
BoMb (BM) - No, rather pointless Can be transferred to someone by shooting them, also transfers the timer. When the bad flag timer (or another timer) is up, the holder dies and creates a shockwave.
Terrain Immunity (TI) + No, too map specific User is invulnerable to, and can walk through, terrain hazards such as stuff that would normally be fatal to touch and conveyor belts.
Cloaked Bullet (CB) + No, getting killed by a shot you can't see is bad Your bullets are invisible out-the-window.
Charge Beam (CB) + No, just use multiple shots from a regular laser Hold mouse button to charge. Releasing shoots a laser that keeps firing for as long as you charged the beam for. (Maybe a limit on charge time, so there's a limit on how long you fire a laser for?)
Gravitational Field (GF) + BZFlag is not a physics engine. Possible lag and sync nightmare. Attracts nearby tanks and bullets towards you. You are also afected by Newton's third law, with a resulting force pushing you in the opposite direction of the sum of all the force vectors of all the tanks and bullets you attract. It can be good and bad. With skill you can use this flag to alter bullet paths and tank motion to your/your teammate's advantage, or to your enemy's disadvantage. An example of the effect might be if a tank w/ WG is nearby you could be pulled aloung in flight,although flight would be more difficult for the tank w/ WG. There is a higher risk of being hit and higher difficulty in moving.
Destroy Buildings (DB) + No, significantly difficult to implement, and allows for to much abbuse When your shot hits an object (such as a building) it causes that object to disappear temporarily. Still ricochets off.
PLane (PL) + No multiple flags, no vertical shots, no weird flying stuff. This probably won't be implemented. Turns your tank into a plane. Planes have two guns, one on each wing. You can accelerate or decelerate by using scroll wheel up to accelerate, down to decelerate. Point the mouse in the direction you want to turn. If you are shot or touch a wall you turn back into a tank. ENEMY tanks get vertical lock-on on you, meaning if they shoot while you are within their view, then their shot is at an angle upward or downward so that it might hit you. You can get some flags as a plane. Shock wave drops a bomb straight down with the velocity of a shot, plus your velocity; Laser shoots a laser from your nose-cone; Rapid Fire, Super Bullet, Machine Gun, GM are the same as normal (but you still have wing guns); Cloaking, Stealth, and Masquerade are the same; Thief shoots from nose-cone; Black Hole shoots from nose-cone; OO lets you fly through walls (except floor and the surrounding wall, of course); PZ is same as normal; Galaga makes you wider, but you can shoot more shots; Charge Beam from nose-cone; Sensor Package is same as normal; No Ricochet prevents ricochet; etc.. If you drop a flag as a plane, it drops first the grabbed flag, then once you have no grabbed flag, turns you back into a tank. I realize this probably won't be implemented.
Sensor Package (SP) + No, too powerful In-game description: "Tank has upgraded sensors and can send locks to guided missiles and allies." Description here: You can see what flag an enemy has, you get those arrow things for enemy team flags as well as your own (and also vertical ones), all walls show up as green wireframe on black background; you get those "enemy in range, enemy to left/right" from Battle Zone when an enemy is in your range; you can lock on to enemies (but not allies) (as you do, all ENEMY missiles within the radius of a SW lock onto them, all ALLIES with GM lock onto them, but not their fired missiles), you also get notifications when you are within an enemy's line of sight and range, especially when you are within the blast radius of someone with shockwave, you can see what flag somebody has on the radar and HUD (letters over their head).
Flak (FK) + No, too complex Your tank shoots debris (or oval shaped sheilds or whatever they may look like) that collide and disintegrate regular type bullets instantly when the two come in contact.
Improved Masquerade (IM) + No, no on shot changes, and too complex Your tank appears on the Radar and through the view finder as a friendly tank to the enemy, but not to right-clicks and identification through targeting. However, this lasts until your fire. When you fire, you immediately lose the flag. This is good for infiltrating another side, but as soon as someone right-clicks you in his targeting reticule, your identity is displayed.
Kick back (KB) + No, no advantage to the flag, just make it a server option for all shots When shot your tanks goes backwards a certain distance. This lasts for a server set # of seconds

[Note: How is this a positive flag? This is also too similar to Big Bullet.]

Oldschool (OS) + No, is not general enough, depends on other map setup Immune to super bullets, missiles, laser beams, shock waves, and steamrolls. Tanks with other flags can still hit you, and theives can steal your flag; in other words, business as usual. Make others drop their precious flags.
New Age (NA) + No, is not general enough, depends on other map setup Immune to regular bullets; can only be killed by lasers, missiles, super bullets, steamrolls, and shock waves. Opposite of Oldschool. Probably disabled on maps without easily accessible superweapon flags.
Entanglement (QE) + No Whoever kills you gets destroyed by the server.
Laser Tripwire (LT) + No, too complex Shot travels until it strikes a wall, then generates a (non-ricocheting) laser beam along the direction of the surface normal until it reaches another surface. Beam remains until touched by a tank, which is destroyed. If player fires another tripwire, the existing tripwire is deleted. Player may drop the flag to leave the most recent tripwire in place. Shockwave will delete any tripwire it touches (if not too difficult to code).
Shotgun (SG) (Different to other one) +/- No, too much like MG, same as the other ShotGun suggestion All available shots are fired at once (set # by server), 1 straight, the next a set # of degrees left of the first, then the next # of degress right of the first and so on creating dispersed shots. Fast bullets but reduced range, no ricochet and very slow reload time. Good against multiple enemies in range and provides strategic usage of walls for cover while reloading. Useless against laser and guided missle and good players can jump/avoid and shoot you while reloading which is why shots travel faster. Good for short range but useless in long range.
Air Safe (AS) + No, GM already has a counter flag: ST Countermeasure for guided missle. Guided missles that come within sw radius of the player are destroyed but all other shots unaffected. Dampens power of guided missle.
SHort tank (SH) + No, simply make a server option to make burrow jump Makes tank short. Exactly like burrow except that it allows you to be on buildings and jump.
Communications Disruption (CD) - No, too specific to a play style You cannot send team messages. You can still send PMs, Admin messages and public messages.
Double Shot (DS) + No, too complex, with not enough added benefit. Shots would have to bounce in non physical ways to seperate. Every time a player with this flag fires and the shots bounce off a wall (or other object) it splits the shot into 2 shots. Can only happen once (split shots cannot split again).
Super Shield (SS) + No, too complex You have to be shot a set amount of times to die. A bit like shield BUT different types of shots damage the tank more. (Say a tanks picks up the SS flag and he/she has to be hit 5 times to die, but SW takes off 4 hits so he only has to be hit 2 times with SW to die). This could also work with Double Shot (DS) where when the shot splits it only makes half the damage of a normal shot. (He/she would now have to be hit 10 times with split bullets to die). Maybe put a health bar over the players tank that shows how many times YOU have to hit the tank with your bullets. (P1 gets SS flag and has to be hit 4 times to die, P2 gets GM (which takes off 2 hits) and he looks at P1 and it has the health bar and a number saying 2 (P2 has to hit P1 with the GM that he has 2 times) then P3 gets a SW flag and the health bar says 1 (because SW takes off 4 points and P1 only has 4 health points). If the health bar is too hard then i think that you could just have the SS without a health bar.
Flag Magnet (FM) + When you shoot this, all nearby flags get pulled into it and disappear (Go to phantom zone?)