Flag ideas

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Revision as of 05:04, 13 November 2008 by 68.4.177.125 (Talk) (List of suggested flags:)

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Some simple guidelines

READ THIS FIRST

  • First, check that your idea isn't already here. Also check the flag ideas already rejected page to see if your idea has already been considered and dismissed. The chances are that 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 got to 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:

Legend
To be Approved
Approved as a not bad idea, but needs research
Rejected
Claimed (Implementing)
SVN (Implemented, and going to be in the release)
Maybe but there are issues
[Category:Gameplay]]
Name +/- Status Use
Punch Bullet (PB) + If your bullets hit tanks they are thrown some distance away in the direction of the bullet
Subtle Tankochet (SA) + Like Tankochet flag below (bullets bounce off you) but for every bullet that bounces off you you lose a point and you die when you drop the flag (if you have been shot already)
Bouncy Tank (BT) + In-game description: Your tank bounces off of walls!

Description here: When you touch a wall or building, your tank will bounce off of it. This could make it easier to dodge. The server could possibly decide how much you bounce, or the angle and speed at which you hit the wall or building. --Data

Disable (DA) - In-game description: Shots travel faster and further, but only temporarily disables targets.

Description here: Increased reload speed (say, same as Rapid Fire) and perhaps also increased range (devs should determine best balance); shots have a different colour (much darker, or maybe even an "electric charge" crackle). On the other hand, hits don't actually kill, but only disables the target for some seconds (perhaps by server variable). Useful to freeze groups of enemies for instance during base invasion, but requires other team mates to actually finish the job. Shooting a disabled tank works as normal (that is, the shooter gets the point and the Disable-carrying tank gets nothing). /KlaymenDK

No Shooting (NS) - In-game description: Can't shoot. Stay out of trouble!

Description here: Pretty much as it says in the in-game description. You can't shoot. How you would be able to get rid of it in those "kill to get rid of bad flag" servers I'm not entirely sure.

Short Shot (SS) - In-game description: Shots don't go as far. Stay in the fray!

Description here: Not as limited as the No Shooting flag, this shortens how far your shots go before dissipating. Speed stays the same.

Long Shot (LS) + In-game description: Shots go farther. Snipe from a distance!

Description here: The inverse of the Short Shot flag, your shot speed will stay the same but it'll remain on the field longer.

AfterBurner (AB)

or

Rocket Jam (RJ)

- In-game description: Tank can't stop going forwards at high speed. Don't hesitate!

Description here: On pickup (or perhaps after first forward movement) tank instantly starts going forwards (only, no reverse) at high-speed (or faster?). Left/Right turning is still normal. (Perhaps reduced turning circle?)

Makes it easy to crash into walls. Getting stuck in a corner will make you an easy target. However, an alert player could probably hold out with this for long enough to make it quite fun.

Temporary Shield (TS) In-game description: Trigger a temporary shield. Be careful not to hold on too long!

Description here: Akin to the shield on the old Atari 2600/coin-op Asteroids game. "Fire" triggers shield, which remains in place until released, but enabling shield for too long (A short "reload" threshold, 2 seconds?) results in self-destruction. Shots at shielded player could be any of: pass-through, absorb, or deflect -- although the first one is more true to the original concept.

Other notes:

  • Suggested limit of 3-5 uses per flag, although this would be set per-server.
  • This is an implicitly defensive flag -- there's no weaponry when using it -- but could be well suited for advancing a front in a CTF, etc.
Low Ammo (LA) - Description: You will have half of the ammo you originally had. If odd round up with maybe a little longer reload time.
Safe Thief (ST) In-game description: Front and rear shots.

Description here: Shots only go go 1/4 distance of normal shot, can only be killed with thief, SW, & SB, any tank that touches you dies and you get their flag, if they don't have a flag; you still drop your flag.

Front+Rear fire (FR) In-game description: Front and rear shots.

Description here: Fires the default fire and additionally fires at the same time rear-shots.

No Ricochet (NR) - In-game description: Shots don't ricochet.

Description here: Like the Jamming and No Jumping flags in maps that have radar and jumping enabled by default, this flag disables the ricochet ability in maps where ricochet is normally enabled.

Long SB (LSB) + In-game description: Shoot through building, infinite range, long reload time

Description here: SB-- range and speed of L, 2.5 times reload time of normal SB.

Radar (RD) + In-game description: Can use radar.

Description here: 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.

Sticky Jump (SJ) + In-game description: Stick to ceeling.

Description here: When you jump when you are under a building, your tank 'sticks' to the ceeling. Pressing jump again would cause you to end up on the top of the building. When a tank is stuck to the ceelimg, it would be incincible to L; and have a form of GM that had 1/4 the range and only locked-on to targets below.

Flat (FL) + In-game description: Tank is flat from sides, but normal size from front and back. Can hide against walls.

Description here: Like Narrow but the forward-backward dimension is where you are flat instead of the left-right dimension if you understand.

Signal Decoder (SD)/Transmission Interceptor (TI) + In-game description: Listen to all messages.

Description here: Any message sent on the server, even ones to a team or individual tank, are picked up. In the case of private messages, it will appear as [SendingTank->IntendedRecipient]. Also, commands show up, such as /set, /me, or /say, as well as their results. Good for detecting enemy strategies.

Carbonite Missile (CM) + In-game description: Shoots a guided missile that slows down tanks near where it detonates. Can kill only with a direct hit.

Description here: The missile is similar to the missile from GM, but it's light blue and has different variables to control its movement speed/turn speed. When it hits something or times out, it creates a light blue shockwave-looking pulse that may leave residual graphical effects in the vicinity and/or on tanks in the area. Instead of doing damage, this pulse temporarily slows down the tanks it hits; the duration of the slowdown is the same as the duration of the residual graphical effects mentioned above. The time that the tanks are slowed down, as well as the degree of the slowdown and the degree of reduction to turning capability (it can slow turning too) are all server variables. There should also be a brief time between shots, and/or an increase in reload time.

Pulse/Plasma Cannon (PC) + In-game description: Fires a burst of plasma capable of shaking buildings. Can kill Phantom Zone.

Description here: Shoots a large, wave-like shot that is bigger and slower than normal shots. Alternately, two shots spiraling around each other. Either way, it hovers in front of you for a short time before going forward, and during that time you cannot fire. If it hits a building, all tanks inside that building via OO or PZ are killed, all shots inside it (such as SB or PZ) are disintegrated, all tanks touching the sides bounce away, and all tanks on top briefly are forced to jump rapidly, like on a trampoline that has a very low jump height.

Mass Driver (MD) + In-game description: Fires a fast bullet that can go through multiple targets and shields. No ricochet.

Description here: The bullet moves about twice as fast as a normal bullet, and has 1.5x range by default, and corresponding reduction in reload time. It kills shielded tanks, and keeps going if it hits a tank to hit other tanks. However, it never ricochets.

Possible addition: A server variable (binary/true or false/trinary) sets whether it shoots one shot from the tank's barrel, one shot alternating between left and right of the tank, or two shots from the left and right of the tank at once, in reference to the Canderous-class Assault Tank from Star Wars: Empire at War: Forces of Corruption.

Shield (SH) + Description: It's an idea for the improvement of Shield, not a new flag entirely. The idea is that if a person with Shield is hit, they are briefly invincible, and possibly flicker and/or be unable to shoot. This would really help; I remember numerous times when I was hit while equipped with Shield, and was immediately killed anyway because the other guy launched a cluster of shots.
Score Drain (SD) + In-game description: Drains score continuously. Does not kill.

Description here: Shoots a normal bullet with a line (laser sprite) between it and the user tank. When it hits someone, the line attaches to them instead. The bullet vanishes. Then score goes continuously from the tank with higher score to the one with the lower score at a speed determined by the size of the difference of the scores (the larger the difference, the faster the score drains, and obviously it slows down as time passes) as well as server variables; it stops draining when the scores are equal. The tanks have full freedom of movement, but if they get out of range of each other ("range" being the range of a standard shot), or something (either a wall or a tank) gets between them, the line will disappear and the drainage will stop. The tank firing can only have one line out at once, even if it hasn't hit something yet. The range is reduced if the firing tank moves backward or to the side; the line cannot be longer than the range of a shot.

ShotGun (SG) + In-game description: Shoots a large bullet that explodes into smaller ones on contact.

Description here: What this does is shoots a single abnormally large shot using all of your shots. It has reduced range and speed and does not ricochet. When it hits anything, it does not do damage; it releases as many bullets as you have shots; they fly in random directions and are normal range. Server variables control whether they go out in set angles or random, and if they go at random/set/no vertical angles. Note that the big shot does NOT do damage directly; it explodes on contact, but does not kill, but the target usually dies from bursts.

Basic Invulnerability (BI) + In-game description: Immune to normal shots[ and shots from Rogues]. Any altered shot[ from a team] can kill. [Can't kill Rogues.]

Description here: It's immunity to normal shots. ANY other shot, be it GM, SW, from PZ, or even RF, MG, or even ricochet in a non-ricochet map, (but not Burrow, Wings, or vertical velocity shots or similar) can kill the user. This is designed to counter non-shot flag users, non-flag users, and rogues. Some binary switch on the server makes the stuff in [] square brackets appear and immunity to rogues take effect.

Fog Shield (FS) + In-game description: Creates fog nearby for decreased visibility nearby and deflection of Shock Wave and Super Bullet.

Description here: A sphere with extremely thick gray fog. If Super Bullet hits it will bounce off; if Shock Wave hits it the shock wave will cease to exist in the area or bounce off or just totally disappear. Designed as a counter for Shock Wave and Super Bullet.

Cloaking Shield (CS) + In-game description: Causes everything non-permanent nearby to be invisible out-the-window; still visible on radar and Phantom Zone. Blocks OO, PZ, and Laser.

Description here: The in-game description is pretty effective. It generates a sphere of tank and shot invisibility that blocks Oscillation Overthruster, Phantom Zone, and Laser, and is specifically designed to counter Laser. The downside is the double-blindness of those in the shield; they can't see tanks or shots out-the-window. Radius defined by /set variable.

RepulsorLift (RL) + In-game description: Tank floats over the ground. Immune to steamroller. Good for avoiding burrowers and climbing stairs or ramps.

Description here: The tank will lose its treads for a wider hull, hover in the air, and appear to be constantly activating its jump thrusters. If possible, also make it so it moves up and down. Due to this, it is over the heads of those tanks that use burrow, and it can't steamroll them; it can't be shot by them either, but it may be able to shoot them with vertical velocity shots and the up-down automatic movement, and if it jumps and gets close to the ground as it lands. It can change direction in midair, and go up ramps of steepness less than a value (in degrees) defined at the server. Also, it's immune to steamrollering because it floats; it can possibly be squished (if you decide to implement it) only by landing directly on it. Can't multi-jump.

Jamming Shield (JS) + In-game description: Jams radar, communications, and guided missiles nearby.

Description here: Within a radius around the tank, no tank (not even allies or the user) can see on radar. Within this area, communications do not exist; if someone (except the server or observers, or using a non-/me command) says something, no tank in the area will hear it; and if one within the field chats, no one will hear it (except observers and loggers). Projectiles that can be guided (even when not guided as they enter the field) within the field will constantly lock on to random points and therefore be ineffective; but if they leave the field, they will return to their original targeting; if they weren't guided, they will just go straight.

Point Defense (PD) + In-game description: Automatically shoots down incoming missiles.

Description here: When a missile that has a lock (any team's missile, even allied, but not ones fired without locking on first) gets within a certain range of the tank, a laser shoots from the tank (preferably from the top of the tank, under the flag, but if that's too hard to implement, from the main muzzle) to the missile for exactly one frame and destroys the missile. There is a brief reload time between shots, say about double the reload time of MG. This flag is the perfect counter-flag to GM. And don't say Stealth is the counter to GM; it's NOT, it's only as effective against GM as anything else.

AirStrike (AS) + Too complex and confusing for players, too powerful 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) - 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) + 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. When you jump you go downwards instead of up at the server-set jump height, except reversed.
Ghost (GH) +/- no flag combos 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.
Flame Thrower (FT) + 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.
Flag Drop (FD) + 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!
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)

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.
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.
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) + Same as Cloaked Shot, implemented in 2.99 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?)
Flag Changer (FC) + You can give/take somebody bad/good flags. (Zoned flags too?) Dontkillmyimabeg.