- 1 Overview
- 2 Rejections
- 3 Implemented Flag Ideas
- 4 Approved Good Flag Ideas
- 5 Possible Flag Ideas
- 6 Unrated Flag Ideas
- 6.1 Good Flags
- 6.2 Silent shot (SS)
- 6.3 twin shot
- 6.4 inspiring flag(something like that) (IF)
- 6.5 Piercing shot (PS)
- 6.6 Explosive shot (ES)
- 6.7 Bad Flags
- 6.8 ammo loss (AL)
- 6.9 warp (W)
- 6.10 Magnet (M)
This article describes various flag suggestions for the game.
Most flag ideas are rejected, mostly because they are not well thought out, or they take the game in a direction that the project management does not wish to go. Rejected flags are moved to the Flag ideas/Rejected page.
Idea Submission Guidelines
Users should read and understand the following guidelines before submitting a flag idea.
- Check that the idea isn't already listed on this page or the flag ideas already rejected page. If the idea has been considered and dismissed, it will not be accepted if submitted again.
- Think carefully about the flag idea. Ideas must be described in a short and succinct sentence or paragraph. Ideas that are difficult to describe do not make for fun features, and will most likely be rejected.
- Flag ideas should not be overpowering, or do something that you think simply looks Cool. Flags must not be 'mean' to players, both those who have it and those who get shot by it. Flags must maintain gameplay balance and have a disadvantage for every advantage. Flags that combine features of other flags will be rejected. Flags that simply let you "win" will be rejected. These are often called 'munchkin' flags.
- Add the flag idea to the Unrated Flag Ideas section, following the format of the other items.
If a flag idea is approved, it does not mean that it will automatically happen or be put into the game. It simply means that it is not a bad idea. The idea will not be implemented until a developer takes the time to implement the code for the feature into a version. Most new flag ideas require a change in protocol and must wait for the next major release, and can take some time to complete.
This list is intended for information and discussions only. Information listed on this page does not imply any form of official acceptance of an idea into the game.
Things to remember
- 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
The project management uses these rules for good flag ideas:
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.
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.
Counterbalancing flags should be added/suggested together, or counterbalanced by an existing flag; superbullet is often a good choice.
Flags never instantly kill the owner
Flags should not kill people in what seems to be a random manner, this includes flags that kill on pickup, or "mines". Players should be able to use skills to avoid death. No flag should be debilitating to anyone.
Shots should kill
Except in rare cases (Thief) any time you hit someone with a shot, it should kill them. While other affects on shots may seem funny to describe, they are not fun. Shooting somone and making them "pause" for 5 seconds, has the exact same gameplay as getting killed and respawning.
Flags should require new skills
Flags that require new skills keep the game interesting. The more there is to learn about the game, the longer people will play. Bad flags should simply provide a challenge that must be overcome.
Implemented Flag Ideas
Cloaked Shot (CS)
Description: Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet!
Implemented in: 2.99.x
Description: Gravity is reduced to a large degree allowing the tank to jump very high in the air.
Implemented in: 2.99.x
Approved Good Flag Ideas
Possible Flag Ideas
Deep Burrow(DB) or Tunnel(TU)
Description: Tanks can burrow an entire tank height under the ground; can go under walls, avoid gm, etc, but cannot shoot
Description: Shots have increased range.
Description: Shots fire to rear of tank instead of front.
Extra Shot (ES)
Description: Player gets an extra shot.
Long Reload (LR)
Description: Shots take longer to reload.
Don't Stop (DS))
Description: Tank always moves forward or backwards, it cannot stop.
Sensor Echo (SE)
Description: All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.
Delayed Shot (DS)
Description: Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.
Description: Tank moves and turns with half speed.
Description: Gravity is higher for the tank (faster fall, lower jumps).
Unrated Flag Ideas
Silent shot (SS)
Description:tanks shots are silenced, making no sound when firing or when ricocheting
Description: tank shoots 2 shots next to each other instead of 1
inspiring flag(something like that) (IF)
Description: tank will have a golden flag on it,teammates close enough to you move and shoot slightly faster, good if you have a angry mob of tanks with you
Piercing shot (PS)
Description:Shot does not disappear after hitting the target, instead it keeps going. helpful if ricochet!... assuming you don't hit yourself after.
Explosive shot (ES)
Description:Shot releases a small shock wave on impact, careful if the enemies to close!
Disruption field (DF)
Description: enemies within the radius get some static in there radar and the window making it harder to hit enemies.
Description: Like how in some maps that have jumping flags or ricochet flags when those things are normally disabled, in maps with radar disabled, this would give you radar ability. It would counteract the Jamming flag in normal maps.
Silent Tank (SI)
Description: Your tank won't generate any sound effects on other clients. No audio will come from shooting, teleporting, jumping, or landing. Similar to CL or ST; enables you to surprise an enemy. (Especially effective on maps with no radar.) Counteracts Deafness
ammo loss (AL)
Description: tank's total shot number is halved (if posable)
Description: tank randomly teleports anywhere on the map then drops the flag.
Description: bullets are pulled towards you if to close... no more lucky dogging!
ContantLeft(or right) (CL)
The tank acts as if one of the direction keys is being held down.
Description: Your tank's radar is reduced to the smallest of the three basic radiuses (#1), and your vision blanks out at the same distance as the radar stops at. AKA Surprise Zone.
Variable Speed (VS)
Description: Your shots go at random speeds between .5 and 2 times normal. (Range increased/decreased when speed goes up or down, possibly?). (Note: this might be an interesting good flag if the user could control it; maybe double speed with half range or half speed with double range; would require increased skill to use usefully.)
Description: Your shots travel at half speed. (Maybe half range too?.
Description: Not as limited as the No Shooting flag, this shortens how far your shots go before dissipating. Speed stays the same.
Description: You can't hear the audio generated by other tanks. The sound effects are muted. Wouldn't affect players who don't use speakers or headphones though.
Eppy Doopy (ED)
Description: This is a placeholder flag. The admin can set it to "act" like any other flag or a combination of them. Name and flaghelp are customizable by the admin. (more info here)