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

Difference between revisions of "Ideas"

From BZFlagWiki
Jump to: navigation, search
(General/Gameplay)
(fix numbered list)
 
(31 intermediate revisions by 16 users not shown)
Line 1: Line 1:
{{Old}}
+
Ideas should be submitted to the Project feature request tracker on SourceForge, https://sourceforge.net/tracker/?group_id=3248&atid=353248
NOTE: These are just possibilities. We won't be implementing everything here.<br>
+
  
Commentary may include personal comments by developers.
+
The historical ideas on this page all fell into 4 categories.
  
= Editing this page =
+
# Items current in the feature request tracker.
 
+
# Items on the [[Development_RoadMap]]
Feel free to make changes and updates to this page whenever possible. If you have any questions, feel free to [[Getting Help|ask for help]]. If you wish to make major changes to this page (i.e. remove large amounts of old ideas), please warn us ahead of time.
+
# Items that can be implemented with a server side plug-in.
 
+
# Items that do not fit the project and will never be implemented.
== Adding ideas ==
+
* Please remember to make sure your idea isn't already here or on the [[Rejected Ideas]] page.
+
* Flag ideas should be placed on [[Flag Ideas]], not here.
+
* Add a row to the appropriate category (at the bottom, please) and fill it in with your idea.
+
* Sign your idea in the third column with three tildes: <nowiki>~~~</nowiki>
+
* Put the submission date in the fourth column
+
* Describe in full and make sense!
+
* Leave the status column white and fill it with (Unknown).
+
 
+
== Adding commentary ==
+
* Precede your comment with an asterisk: <nowiki>*</nowiki>
+
* Sign your comment with four tildes: <nowiki>~~~~</nowiki>
+
* Be nice, polite, and constructive.
+
* Contribute something when you comment. Saying whether or not you like an idea is pointless if you don't explain yourself.
+
 
+
== Cleaning up ==
+
To help keep this page current, old ideas should be removed when they're implemented (after each stable release, hence the "SVN" status). If you spot any ideas that were implemented prior to the latest stable release of BZFlag, please remove it.
+
 
+
= The list =
+
<div align="center">
+
{| cellpadding="10" cellspacing="1" border="1"
+
|+align="bottom"|''Legend''
+
|-
+
|style="background-color:#FF00FF;"|'' ''
+
|Implemented as a server-side plug-in
+
|-
+
|style="background-color:#0080FF;"|'' ''
+
|SVN (Implemented and will be in next release)
+
|-
+
|style="background-color:#00FFFF;"|'' ''
+
|In progress (Implementing)
+
|-
+
|style="background-color:#00FF00;"|'' ''
+
|Good Idea
+
|-
+
|style="background-color:#808080;"|'' ''
+
|Idea
+
|-
+
|style="background-color:#FFFF00;"|'' ''
+
|Vague, not understood, or in need of work
+
|-
+
|style="background-color:#FF8000"|'' ''
+
|Rejected, but can be implemented as a server plug-in
+
|-
+
|style="background-color:#FF0000;"|'' ''
+
|Rejected
+
|-
+
|style="background-color:#FFFFFF"|'' ''
+
|Unknown (new)
+
|}
+
</div>
+
 
+
== General/Gameplay ==
+
<div align="center">
+
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
|- style="background-color:#ffff88;"
+
!width="40%"|Idea
+
!width="7%"|Status
+
!width="40%"|Commentary
+
!width="7%"|Submitter
+
!width="6%"|Date
+
|-
+
|Add support for 5 (or more) button mice
+
|style="background-color:#00FF00;"|Great Idea
+
|
+
|(Unknown)
+
|(Old)
+
|-
+
|Better physics
+
|style="background-color:#00FFFF;"|In progress
+
|
+
*Planning, some changes in CVS.
+
|Unknown
+
|(Old)
+
|-
+
|SELF-DESTRUCT BLAST RADIUS: Self Destruct (delete key) should have a blast radius similar to Shock Wave, perhaps larger.  If you get shot during the self-destruct count down, that should also trigger the same blast.  If I gotta go, I want to take someone with me.
+
|(Unknown)
+
|
+
*Do it with shockwaveDeath --[[User:Jftsang|Jftsang]] 18:26, 14 March 2008 (EDT)
+
|BearRiver
+
|(Old)
+
|-
+
|3-second (or however long) 'invulnerability' for incoming tanks - but they can't shoot
+
|style="background-color:#808080;"|Idea
+
|
+
*I could see this backfiring... your spawn attracts opponents to come, wait, and blast you when you lose invincibility. -L4m3r
+
|MORPH
+
|(Old)
+
|-
+
|Ability to turn off ricochet for laser flag but allow ricochet for bullets... or let them bounce only n times.. OR implement mirror buildings/walls. Should go for some interesting self-kills when combined with the no-radar/bullet bounce
+
|style="background-color:#808080;"|Idea
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Smart LockOn for GM - won't lock on to your teammates (configurable in server)
+
|style="background-color:#808080;"|Idea
+
|
+
*I don't like this idea, there should be at least *some* risks to using this weapon. Personally, I think there should be more (not fewer) risks to holding this weapon; I'd like to see the thing overheat and explode (killing the holder) if it's fired too often in a short period of time. -M. Jetleb
+
 
+
*2.99 has an option to disable friendly fire altogether. Close enough. Lock-on could still be looked into, however. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)
+
|MORPH
+
|(Old)
+
|-
+
|Small jumps
+
|style="background-color:#808080;"|Idea
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Server option for genocide flag - if you're killed while you have it, your team dies :^)
+
|style="background-color:#808080;"|Idea
+
|
+
*Feasible with a plug-in, too. -L4m3r
+
|MORPH
+
|(Old)
+
|-
+
|for broadband or LAN connections - voice chat for teams
+
|style="background-color:#808080;"|Idea
+
|
+
*I really think that you can do this with another service; I'm not sure if being part of BZFlag would be a good idea due to size and bandwidth issues.
+
|MORPH
+
|(Old)
+
|-
+
|Tank avatars (uploadable tank images) - have to think about shapes, though - someone could make a 1x1x1 pixel tank - that would suck - or a tank that looks like a building or pyramid. Clients don't have to accept downloading of avators (just view other tanks in default mode). Or just s-e-l-e-c-t from a certain number of predefined avatars that could come with the bzflag distribution. Or client provides a URL to download their avatar (saves server bandwidth).
+
|style="background-color:#808080;"|Idea
+
|*Might not be implemented. Requires discussion; we may want to consider making the computer force a minimum size or something similar.
+
*How about uploadable flag graphics?
+
|MORPH
+
|(Old)
+
|-
+
|'Kamikaze' option for players - can take someone out by suicide
+
|style="background-color:#808080;"|Idea
+
|
+
*Server option if implemented.
+
*Implemented with a plugin by Theme97
+
|MORPH
+
|(Old)
+
|-
+
|Server option: everyone is radar-stealthed by default unless you get a 'radar' flag. You can still see all buildings, pyramids, teleports, and arena walls, though.
+
|style="background-color:#00FF00;"|Good idea
+
|
+
*Make them use their window. ;)
+
*Given the fairly narrow field of view out the window and the time it takes to turn a tank all the way around for a look-see, I think this could be frustrating. How about everyone starts out with minimum range radar instead and gets longer ranges with an appropriate flag? -M. Jetleb
+
*Ideally this could be implemented in the same manner as jumping and ricochet- radar could be enabled by default, or available as a flag. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)
+
|MORPH
+
|(Old)
+
|-
+
|Option for above: if you pick up GM or Laser, you're visible on radar to everyone whether they've got a radar flag or not
+
|style="background-color:#00FF00;"|Good idea
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Selectable 'ricochet' fire - hold down shift key or something and your bullets won't ricochet
+
|style="background-color:#808080;"|Idea
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Server option - tanks only have a certain number of times they can jump (gets reset when you get killed)
+
|style="background-color:#808080;"|Idea
+
|
+
*Could be made possible with a plug-in in 2.99. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)
+
|MORPH
+
|(Old)
+
|-
+
|Multiple-shields (server option for shield flags, or can be random - can get hit x number of times)
+
|style="background-color:#808080;"|Idea
+
|*This is pretty much moot now. It's been shot down by the devs at least once, and a similar effect can be achieved by setting  _shieldFlight to a very small number. This effectively provides as many hits as _maxFlagGrabs. [[User:L4m3r|L4m3r]]
+
|MORPH
+
|(Old)
+
|-
+
|Configurable 'radarless' and/or 'blind' zones in the arena - can't see what's in there on radar or via visuals
+
|style="background-color:#808080;"|Idea
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Tank collisions - why can tanks drive through each other? Weird.
+
|style="background-color:#00FF00;"|Good Idea
+
|*Lag could be a big problem here. If implemented, it must be impossible for two tanks to get stuck to each other. [[User:L4m3r|L4m3r]]
+
|MORPH
+
|(Old)
+
|-
+
|When tanks collide - great opportunity to implement tank damage concept, especially if one of them is moving especially fast, or has momentum flag, etc. Can push a tank off a building if your pushing them from their side.
+
|style="background-color:#808080;"|Idea
+
|
+
*Tank damage won't happen, but the kinetics could be neat, especially for mid-air collisions. It would certainly make "jump dancing" more interesting. [[User:L4m3r|L4m3r]]
+
|Morph
+
|(Old)
+
|-
+
|If a tank explodes right next to another tank, the other tank can be destroyed or get damaged
+
|style="background-color:#808080;"|Idea
+
|
+
*Somewhat implemented with the [[ShockwaveDeath]] plug-in. It would probably not be too hard to implement something similar (with a plugin) without shockwaves. [[User:L4m3r|L4m3r]]
+
|MORPH
+
|(Old)
+
|-
+
|Skins or views- In-tank mode, bumper mode, out-of-cab mode, chase mode.
+
|(Unknown)
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Weapon extension packs.
+
|style="background-color:#FFFF00;"|(Unknown)
+
|*Huh? Explain, please. [[User:L4m3r|L4m3r]]
+
|iPod
+
|(Old)
+
|-
+
|The ability to choose tanks, but they all die at one shot.  maybe the jump height, speed, turn speed, acceleration, size can be preset.
+
|(Unknown)
+
|
+
*Could be done with a plug-in in 2.99, maybe. [[User:L4m3r|L4m3r]] 01:38, 5 January 2008 (EST)
+
|iPod
+
|(Old)
+
|-
+
|Option to choose different kinds of tanks.  Different tanks could be weighted with different strengths and weaknesses.  (almost like having a default flag).  Would also need some form of health/damage status measurement, not just single hits.  For example, there could be a larger, heavily armored tank that has powerful weapons, but moves slowly, versus a small, light, fast tank which is difficult to hit, but very low armor to protect from hits. 
+
|(Unknown)
+
|
+
|Cue
+
|(Old)
+
|-
+
|What about a radar that only covers visible areas (don't passing through buildings/pyramids) ? This would leads to more placement tactics).
+
|(Unknown)
+
|
+
|K<nowiki>'</nowiki>limero
+
|(Old)
+
|-
+
|Always random respawn. Currently in CTF games first respawn is at own base. This can be abused by leaving and rejoining to get near base. This leave/rejoing trick is considered to be a mild form of cheating by many. Always random respawn would make it useless.
+
|(Unknown)
+
|
+
* I believe there is a plug-in for this. [[User:L4m3r|L4m3r]] 22:38, 30 April 2007 (EDT)
+
|abli
+
|(Old)
+
|-
+
|multiple (3?) jump stengths mini, normal, max...just the thing to confuse the opponents that expect one and you're off doing the other.
+
|(Unknown)
+
|
+
|kitchen
+
|(Old)
+
|-
+
|Anti camping. The ability to add "no camping zones" to areas of a map or to the entire map. Campers would be messaged that they're in a no camping zone, better start moving and have a prescribe number of seconds to move away or die. If a player returns to the same NCZ (no camping zone) and receives x warnings then he's disconnected. NCZs could be marked by a different color shade from a "normal" spot and could be exempt to a single team (like at their flag base). It's just a rough idea.
+
|(Unknown)
+
|
+
*Definitely more suited to a plug-in (and probably doable, too).
+
|pherris
+
|(Old)
+
|-
+
|Shield Flag Changes: Give Shield flag a radius, and draw it like a moving less opaque blue shockwave. Any tanks inside the shield radius would be protected, until the shield got hit a certain number of times.
+
|(Unknown)
+
|
+
|YHARG
+
|(Old)
+
|-
+
|At our company, we instituted a voluntary policy of dropping flags after 1 kill.  Prevents slaughters and keeps things rolling more.  It'd be great to be able to have the game do this for us, plus I'd love to see it turned on at external sites.
+
|(Unknown)
+
|
+
|TomMatelich
+
|(Old)
+
|-
+
|Server option: default powers -- flag(s) that everyone in the game automatically has (this wouldn't count as holding a flag).  For example, the current Jumping option would == including Jumping as a default power.
+
|(Unknown)
+
|
+
|NebNamwen
+
|(Old)
+
|-
+
|Shot Aiming. Basically the center shot aim box could be moved left and right as far as the edge of the view window. (This would be enabled by default.) If the map is a vertical one a server option could be enabled so that vertical aiming could be enabled (using the same concept as horizontal aiming.) The aiming would be automatically centered by a button or key. These options could be mapped to a second joystick access, mouse scroll wheel or keyboard buttons.
+
|(Unknown)
+
|Lateral shooting would basically be the same as a rotating turret, and this idea has been shot down many times. Vertical shooting has been poo-pooed also. [[User:L4m3r|L4m3r]] 01:45, 3 July 2007 (EDT)
+
|NN
+
|6/20/07
+
|-
+
|Make a tele porter along the game sides that would tele port into other games running on their own servers. This would enable larger more collaborative game board linked together that would distribute loads across multiple servers speeding up game play and making for interesting possibilities.
+
|(Unknown)
+
|
+
|Waban*
+
|7/31/07
+
|-
+
|Make a 'fog of war' where the a player's radar only shows a certain distance of the area around them and their teammates'.
+
|(Unknown)
+
|
+
*This could be done if radar and position data were separated, allowing the server to "filter" radar data for each player.
+
|Forrest
+
|8/19/07
+
|}
+
</div>
+
 
+
== UI ==
+
<div align="center">
+
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
|- style="background-color:#ffff88;"
+
!width="40%"|Idea
+
!width="7%"|Status
+
!width="40%"|Commentary
+
!width="7%"|Submitter
+
!width="6%"|Date
+
|-
+
|Make option to show previous players list
+
|style="background-color:#808080;"|Idea
+
|
+
|(Unknown)
+
|(Old)
+
|-
+
|Make ALL server options available from the menus
+
|style="background-color:#808080;"|Idea
+
|
+
*There are a LOT of server options, and this could add quite a bit of clutter. If you need more than a basic game, you should probably learn to start BZFS from the command line anyway. -L4m3r
+
|MORPH
+
|(Old)
+
|-
+
|Separate windows for player messages & server messages
+
|style="background-color:#00FF00;"|Good idea.
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Message log
+
|style="background-color:#00FF00;"|Good idea.
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Send message to everyone 'but' specified player (crosses team boundaries, or not)
+
|style="background-color:#808080;"|Idea
+
|
+
*Hmm. Everybody BUT a specified player? [M. Jetleb -> as in: "Let's all get the GM guy" without the GM guy knowing he's facing a co-ordinated attack - I like this idea)
+
|MORPH
+
|(Old)
+
|-
+
|The ability to see what the world is like before connecting to the server.
+
|(Unknown)
+
|
+
|iPod
+
|(Old)
+
|-
+
|Multi-monitor support (i.e., radar on one screen, window on another, chat/event log on a third)
+
|(Unknown)
+
|
+
|bhtooefr
+
|(Old)
+
|-
+
|Make a part in bzflag to put up a real server. 1st screen has the flags you want, next page is to find the MAP file that you created on your hard drive, next page pick if you want jumping etc.
+
|(Unknown)
+
|
+
|Colin
+
|(Old)
+
|-
+
|-
+
|Add a rear view mirror
+
|(Unknown)
+
|
+
|Sparky1
+
|1/1/2008
+
|-
+
|}
+
</div>
+
 
+
== Technical ==
+
<div align="center">
+
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
|- style="background-color:#ffff88;"
+
!width="40%"|Idea
+
!width="7%"|Status
+
!width="40%"|Commentary
+
!width="7%"|Submitter
+
!width="6%"|Date
+
|-
+
|Better network handling
+
|style="background-color:#00FFFF;"|In progress
+
|
+
|(Unknown)
+
|(Old)
+
|-
+
|Better robot AI
+
|style="background-color:#808080;"|Idea
+
|
+
*Don't know if players would like it or not in multiplayer game. Pluggable or scriptable robot AI , maybe? - Code must be restructured first
+
*Server side bots are coming! [[User:TD-Linux|TD-Linux]] 17:41, 12 March 2007 (EDT)
+
|(Unknown)
+
|(Old)
+
|-
+
|Better positioning of tanks
+
|style="background-color:#808080;"|Idea
+
|
+
*BZFlag already does this, but the algorithm is bad. Needs work.
+
|MORPH
+
|(Old)
+
|-
+
|Serious multithreaded design - shouldn't lock up interface while looking for servers, or doing anything else. This program is way-unstable on Windows
+
|style="background-color:#00FFFF;"|In Progress
+
|
+
*We're working on these problems; many complaints are due to people still using old servers/clients.
+
|MORPH
+
|(Old)
+
|-
+
|Some type of BZFlag GUID* to ban players who cheat - won't accept players who disable their GUID, etc.
+
 
+
<nowiki>*</nowiki>Global Unique Identifier, sort of like an IP addrss, but permanent.  Usually a number.  Problem occurs when you lose your GUID (have to reformat your HD, etc.  How do you keep someone from hacking their GUID, or setting up a modified BZFlag server for identity theft, etc.
+
|(Unknown)
+
|
+
*I doubt this is even possible, let alone practical. What about people who play from more than one location? And, because this is an open-source game, it would probably be cracked in minutes. Any verification can be spoofed, or at least altered. there is no foolproof way to permanently ban someone. -L4m3r
+
|MORPH
+
|(Old)
+
|-
+
|To prevent cheating - the server determines what flags & abilities each tank has (possible?)
+
|style="background-color:#00FFFF;"|In Progress
+
|
+
*Seriously being considered. This would also have the advantage of allowing different versions of clients and servers to work together. Yes, it's possible, but this type of change will mean a change in the network protocols.
+
*Being worked on for 3.0
+
|MORPH
+
|(Old)
+
|-
+
|BZFlag for mac in separate data and application files.
+
|(Unknown)
+
|
+
|iPod
+
|(Old)
+
|-
+
|J2ME client (allows one to play on a cell phone), would use radar
+
|(Unknown)
+
|
+
|bhtooefr
+
|(Old)
+
|-
+
|Special 'open source' BZFlag version (server and client) which is guaranteed to be compatible with all other BZFlag versions.
+
|(Unknown)
+
|
+
*BZFlag is already open-source, and making a universally-compatible client is not even remotely practical. Incompatibility is part of why the game breaks off new versions in the first place. [[User:L4m3r|L4m3r]]
+
|Orca
+
|(Old)
+
|-
+
|}
+
</div>
+
 
+
== Game Modes, Team Play, and Scoring ==
+
<div align="center">
+
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
|- style="background-color:#ffff88;"
+
!width="40%"|Idea
+
!width="7%"|Status
+
!width="40%"|Commentary
+
!width="7%"|Submitter
+
!width="6%"|Date
+
|-
+
|Tounament mode
+
|style="background-color:#808080;"|Idea
+
|
+
*Great Idea?
+
|(Unknown)
+
|(Old)
+
|-
+
|When you shoot someone on your own team, instead of both of you blowing up, neither is destroyed, and their score goes up one, while your's goes down one. This would make teamkilling impossible and greatly discourage traitors as well.
+
|style="background-color:#808080;"|Idea
+
|
+
*But then couldn't cheaters spawn two clients and ramp up their scores by teamkilling their other login? --YHARG
+
|Trigger Happy Nerd
+
|(Old)
+
|-
+
|A new gameplay mode- Takes two to tank. One to control the (rotating) turret, the other drives. KIA switches positions. "Teamplay" but all in one tank.
+
|(Unknown)
+
|
+
*I see serious lag issues with this... How does Halo do it? ;) -L4m3r
+
*The main problem with this idea is coordination. If one person were to leave, the tank would be crippled. You COULD solve this by having the person switch to normal mode, but this could cause considerable jerking between modes on a busy server. [[User:F687s|F687s]] 22:13, 20 June 2007 (EDT)
+
|MORPH
+
|(Old)
+
|-
+
|Turret mode, If enabled by the server (Can be manditory with automatic grouping). One user drives and the other shoots, Turret mode tanks get double points (But onyl take one from the target). lost double points if killed. Have double ammo, And controllable speed (Max = _tankSpeed * 2 Min = _tankSpeed). Plus it takes 2 shots to kill a turret mode tank. Points gained and lost by turret tanks are divided evenly between the users, Unless the server is all turret mode, in h which case two users are displayed as one.
+
|(Unknown)
+
|
+
|Dogbert
+
|(Old)
+
|-
+
|Ability for a team to vote to 'banish' someone from their team
+
|style="background-color:#808080;"|Idea
+
|
+
*Possibly unfair to newer players. [[User:L4m3r|L4m3r]]
+
*Useful for getting rid of TKers and selfcappers. However you would need a way (e.g. a voting system) and you would need to be able to say to which team he or she should go if rogues are unavailable. Possible, if rogues are allowed, but not otherwise not really a good idea. --[[User:88.108.209.168|88.108.209.168]] 13:13, 24 December 2007 (EST)
+
|MORPH
+
|(Old)
+
|-
+
|There should be a game of cops and robbers.  The teams can change after about 10 mins or so.
+
|style="background-color:#FFFF00;"|(Unknown)
+
|
+
|iPod
+
|(Old)
+
|-
+
|A special FFA Game mode "Team by Flags". This means, same Flag = same Team, so if there is a Tank with Rapid fire, and you pick up Rapid fire, you are automatically handled as Team member (this means, killing the other Tank with Rapid fire will be handled the same way as when killing a team member). YHARG: Funky idea: what about a game mode where teams shared flag abilities? Like, each player on a team's flag applies to the whole team. This could make for some interesting combos...
+
|(Unknown)
+
|
+
|Agonizer
+
|(Old)
+
|-
+
|Make life trickier for the Rogue Team; with a mix of Rogues and Colored Teams, the Rogues have more targets. This should also change the effect of the Masquerade flag - perhaps your tank is invisible to Rogues (like Cloaking)?
+
|(Unknown)
+
|
+
|NickGrim
+
|(Old)
+
|-
+
|A server option to make deaths not affect your score unless they were self-inflicted/team (the method used by many online games). This would encourage more aggressive play, because it's worth going out and blasting. As it is, you've got a very good chance by just phantoming/OOing out of the way and keeping you score at zero to stay in the top three places! It would also help fix the rather unfair situation of spawning just below a building on which someone is GM-camping...there's pretty much no way to escape, so you lose a point.
+
|(Unknown)
+
|
+
|LionsPhil
+
|(Old)
+
|-
+
|Don't show individual score in CTF games. This might help teamplay as it reduces the incentive to run around as if it would be FFA.
+
|(Unknown)
+
|
+
|abli
+
|(Old)
+
|-
+
|Give points to the player how captures flag in CTF. (Say, around 4 or so) After all, it is often a bigger job than killing someone.
+
|(Unknown)
+
|
+
*Maybe the score could be based the number of tanks in the other team, similar to shooting someone w/ geno.  This can also discourage people from capturing thier own flag by scoreing the negative number of teamates.  I'm not sure if the individual scores of the players of the captured team (other than the one who captures the flag) should be affected however. [[User:Sparky1|Sparky1]] 09:44, 21 May 2007 (EDT)
+
*Scores can be customized with plug-ins in 3.0. Unfortunately, there's a bug in 2.0.x that prevents the server from setting scores properly. [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)
+
|abli
+
|(Old)
+
|-
+
|Ducati/Freestyle "Roles" mode: Make a game mode where players are presented with a list of flag choices (limitable to a few roles, if wanted) at respawn or connect time, and are forced to use this flag for the remainder of their connection/tank life. This would be really useful in the case of stealth vs. seer, where you could choose to be stealth or seer, but couldn't switch between them. Another idea would be high speed vs. quick turn. Or steamroller vs. machine gun... Team play would have the interesting effect of people banding together and people with each role on the team. Especially in stealth vs. seer, where a seer team member could warn the team about enemies! There would be no team flags/bases.
+
|(Unknown)
+
|
+
*Too specialized, use a plug-in (yes, it's possible). [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)
+
|YHARG
+
|(Old)
+
|-
+
|New game called tag were someone is it and they shoot someone else and there it and ect.
+
|(Unknown)
+
|
+
|Supermatthew
+
|(Old)
+
|-
+
|Also a new game called "Hide and seek" were everyone is clocked(think thats it, were you don't see them on radar) except one who is it. he needs to find someone and shoot them then hese cloked and who was shot is not. Also when someone is shot there sent back to Ground zero( 0X, 0Y, 0Z ) so they can't shoot who ever just shot them.
+
|(Unknown)
+
|
+
|Supermatthew
+
|(Old)
+
|-
+
|"Cat" game: when a player dies, he/she respawns automaticaly, after 3 secs or so. When they have respawned 9 times, they can no longer spawn, and are observers. The one who lasts the longest wins. Games are timed.
+
|(Unknown)
+
|
+
*Why should the games be timed?  I would think that the game should end when there is no more than 1 tank left.--[[User:Sparky1|Sparky1]] 21:55, 17 February 2008 (EST)
+
|(Unknown)
+
|4/20/2007
+
|-
+
|A switch-teams function that allows you to swap teams during a game without losing score.
+
|(Unknown)
+
|
+
|jftsang
+
|10/11/2007
+
|-
+
|Rogue team - A mode in which rogues may TK and capture flag.
+
|(unknown)
+
|
+
*Why? [[User:L4m3r|L4m3r]] 01:46, 5 January 2008 (EST)
+
|jftsang
+
|10/11/2007
+
|-
+
|A Sport Mode:  I noticed that there is a lot of recently created cool sport maps.  In those maps a team flag is used as a "ball", and bases are used as "goals".  I think that there is even more potential for great maps if there would be a game mode where a bullet behaves like a "ball".In that mode when a game starts, or right after a score, a bullet hovers over a specified location (like the center of the map) and no one can shoot.  The first tank that touches the bullet "has the ball", in other words only that tank can shoot.  If a tank that "has the ball" shoots it, shooting for that tank is disabled, likewise, if a tank is shot by a bullet that tank does not die, but instead it "has the ball", this allows for passing and interception. A tank that "has the ball" should be indcated somehow, perhaps by a unique flag.  The "ball" has the color of the last tank that shot it.  A new object would have to be created (perhaps called a goal zone?) that resembles a teleporter that results in a ctf if a bullet encounters it.  Or instead of a specific object an area/volume on the map could be designated as a "goal zone" which would give more freedom in designing objects that behave like goals.  The score would go to the team that has the same color as the bullet that encountered the "goal zone".  All tanks would have the Steam Roller power.  a tank that touches another tank would not be killed only if that tank is higher at the touch.  If a tank that "has the ball" is killed before he can shoot the "ball" then the bullet appears at the tanks position of death and travel at the speed and in the direction the tank had at that point.  Maybe a provision could be made where the number of "balls" could be set at a number greater than one to allow for more complex games.
+
|(Unknown)
+
|
+
|[[User:Sparky1|Sparky1]]
+
|1/21/2008
+
|-
+
|}
+
</div>
+
 
+
== Maps, Mapping, and BZW ==
+
<div align="center">
+
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
|- style="background-color:#ffff88;"
+
!width="40%"|Idea
+
!width="7%"|Status
+
!width="40%"|Commentary
+
!width="7%"|Submitter
+
!width="6%"|Date
+
|-
+
|Materials that don't allow OO and PZ to go through
+
|style="background-color:#808080;"|Idea
+
|
+
*Would be nice for multilevel worlds made with the new ability to have objects above the ground.
+
*Sounds awesome! TD-Linux 17:41, 12 March 2007 (EDT)
+
*As a special case, there could be Zoned objects (objects that only respond to PZ and maybe OO; normal tanks behave like PZ through these objects).  [[User:Sparky1|Sparky1]] 18:05, 21 May 2007 (EDT)
+
*Would also be nice if there were non-ricochet materials, or only ricochet some shot type materials. --[[User:88.108.209.168|88.108.209.168]] 13:09, 24 December 2007 (EST)
+
|(Unknown)
+
|(Old)
+
|-
+
|Differently-shaped teleporters (circles, triangles, etc.)
+
|style="background-color:#808080;"|Idea
+
|
+
*probably low priority
+
|MORPH
+
|(Old)
+
|-
+
|360 degree teleports - hit a spot on the ground or in the air from any direction and you teleport
+
|style="background-color:#808080;"|Idea
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Configurable random teleporters - teleports to a different location every time
+
|style="background-color:#808080;"|Idea
+
|
+
*Idea is a bit vague... randomized teles are implemented if you use multiple links. Is this what is meant by this suggestion? -L4m3r
+
|MORPH
+
|(Old)
+
|-
+
|Triggers in levels
+
|style="background-color:#FFFF00;"|(Unknown)
+
|
+
*Triggers for what? unless you're talking about AI, this could most likely be handled with a server plug-in. [[User:L4m3r|L4m3r]]
+
|Dragonstar
+
|(Old)
+
|-
+
|wraparound world - radar remains centered on your current position. Internally, objects leaving the north border reappear to the south, but from the user's radar / visible perspective, you just see to the horizon. I believe this is how the original Battlezone worked. There are some implications: laser would need a range limit.
+
|(Unknown)
+
|
+
|nsayer
+
|(Old)
+
|-
+
|As a generalization to the wraparound world concept, how about the option of making a map based on geometry that’s non-Euclidean, for example spherical or hyperbolic.  Jumping/flying, the shape of the tanks/objects, and bullet trajectories would also be affected by this global geometry.  It would be like a world that has a high gravitational field, or a world situated near a wormhole.
+
|(Unknown)
+
|
+
|[[User:Sparky1|Sparky1]]
+
|5/21/2007
+
|-
+
|-
+
|Get rid of the PZ flag and replace it w/ special telporters that do the same thing (they could be called "zoners", and should probably look different from regular teleporters).  This way superflags, badflags, and team flags can all be zoned (without needing an exception to the restricition against using more than one flag at a time).  The above idea of other zoned objects would play a major role here.  Zoned flags can only be picked up by zoned tanks.  Flags can spawn zoned, or become zoned by being carried by an unzoned tank that becomes zoned by going through a zoner.  Likewise, a zonedflag becomes unzoned when a zoned tank carries it through a zoner.  Unzoned tanks respond to shots from zoned flags the same way zoned tanks respond to shots from unzoned flags.  For example: when zoned, L, WG, geno, and GM do not kill unzoned tanks (zoned GM will still lock onto any tank, and zoned geno would still kill every tank on the same team as the zoned tank that was shot).  Although, flags like SW and SB would still kill any tank regardless of thier zoning status.  As an extension to this idea one team in a CTF game could start out zoned, i.e. thier base is zoned and they initially spawn zoned.  In order for the unzoned team to capture the zoned team's flag, the flag must become unzoned, and vice versa for the zoned team.  This way new possibilities exist, like two bases could be superimposed  as long as one base is zoned and the other is not.  Another possible extension is different kinds of zones (w/ corespondingly different kinds of zoners) for CTF involving more than two teams.  The relationship between differently zoned tanks would be the same as the relationship between zoned and unzoned tanks.
+
|(Unknown)
+
|
+
|[[User:Sparky1|Sparky1]]
+
|5/21/2007
+
|-
+
|Change the workings of zones such that a zone may have its own server variables (I wanted to make a Death Castle against a Holy Castle).
+
|(Unknown)
+
|
+
|jftsang
+
|1/12/2007
+
|}
+
</div>
+
 
+
== Server Options, Administration, Plug-ins, and the Plug-in API ==
+
<div align="center">
+
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
|- style="background-color:#ffff88;"
+
!width="40%"|Idea
+
!width="7%"|Status
+
!width="40%"|Commentary
+
!width="7%"|Submitter
+
!width="6%"|Date
+
|-
+
|Ability to configure server to turn somethings off or on depending on number of players - for instance, turn off ricochet after a certain number of players are connected, turn off GM & laser if a certain number of players aren't playing (GM & Laser with 2 players is kinda ridiculous)
+
|style="background-color:#808080;"|Idea
+
|
+
|MORPH
+
|(Old)
+
|-
+
|Allow custom-made weapons with a Object-Oriented scripting language (sorta like Liero AI uses: http://helios.et.put.poznan.pl/~sskowron/liero/index.html )
+
|(Unknown)
+
|
+
|Dragonstar
+
|(Old)
+
|-
+
|Preset world weapons that can be fired manually by admins from within BzFlag.
+
|(Unknown)
+
|
+
* Could be done by a plugin [[User:Tanner|Tanner]] 13:42, 12 August 2007 (EDT)
+
|Dogbert
+
|(Old)
+
|-
+
|}
+
</div>
+
 
+
== Graphics & Sound ==
+
<div align="center">
+
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
|- style="background-color:#ffff88;"
+
!width="40%"|Idea
+
!width="7%"|Status
+
!width="40%"|Commentary
+
!width="7%"|Submitter
+
!width="6%"|Date
+
|-
+
|Sounds of tanks moving.
+
|(Unknown)
+
|
+
|iPod
+
|(Old)
+
|-
+
|Have different tank death scenes for the dying tank point of view. I realize there is some time needed for one to die and respawn, but the jumping effect one sees when killed irritates me to no end! I'd be happier if all faded to black or white or orange and had text across the screen saying ""respawning... please wait"" :) Also, when killed and your tank was moving toward a building, it just falls right thru it until it hits the ground.. wrong physics there! Splatter or tumble or shatter or something :)
+
|(Unknown)
+
|
+
|Robi
+
|(Old)
+
|-
+
|Custom color schemes for rogue players. The turret and body components can be chosen to be one of a predefined set of colors (e.g. red, yellow, black, white, blue, green, purple...). The game prohibits choosing a color scheme that matches a team scheme (e.g. red turret with red body) and the limited set stops someone choosing a shade which is nearly a team color (e.g. 0xFE0000 instead of 0xFF0000) (and also save texture memory, I think).
+
|(Unknown)
+
| * Clients are able to define their own colors, and removing the ability to would cause accessibility issues (Colorblind users). --[[User:AAA|AAA]] 13:30, 7 August 2007 (EDT)
+
|LionsPhil
+
|(Old)
+
|-
+
|Allow a small decal on the back of the top of the tank. (think Half-Life's customizable spraypaint). Possibly also apply it to any held flag?
+
|(Unknown)
+
|
+
|LionsPhil
+
|(Old)
+
|-
+
|I'd like to see something more interesting done with the sky... maybe there could be a little ufo (easter egg) that would fly around occasionally? Tux on a ufo! ;)
+
|(Unknown)
+
| This is up to servers. --[[User:AAA|AAA]] 13:30, 7 August 2007 (EDT)
+
|YHARG
+
|(Old)
+
|-
+
|Flag decals: Each flag would have a little icon/decal showing it's type ONLY when held by a player. It's kind of nice to be able to surprise people with an undercover shockwave, but doesn't make sense to have to right click (identify) or check the user list to see what flag someone has.
+
|(Unknown)
+
|
+
|YHARG
+
|(Old)
+
|-
+
|Background music! : (This can be done with an external media player so it shouldn't be the heighest priority, It would be nice to be able to control your music from within BzFlag)
+
|(Unknown)
+
|More usefully, you could just map key combinations to commands, rather than wasting time supporting all the various music players on every OS BZFlag supports. I don't know whether that would work so well on Windows, though. --[[User:77.97.207.100|77.97.207.100]] 10:14, 30 May 2007 (EDT)
+
|YHARG
+
|(Old)
+
|-
+
|}
+
</div>
+
 
+
== List Server and Other Global Services ==
+
<div align="center">
+
{| cellpadding="2" cellspacing="1" border="1" width="100%"
+
|- style="background-color:#ffff88;"
+
!width="40%"|Idea
+
!width="7%"|Status
+
!width="40%"|Commentary
+
!width="7%"|Submitter
+
!width="6%"|Date
+
|-
+
|Multiple list servers, in case bzflag.org goes down (as it happened around feb. 15. 2004)
+
|style="background-color:#00FFFF;"|In progress
+
| * Of course someone would need to pay for it. --[[User:BinarySpike|BinarySpike]] 18:10, 10 May 2007 (EDT)
+
* We now have two servers, and some form of redundancy for the list should follow eventually. [[User:L4m3r|L4m3r]] 15:40, 31 January 2008 (EST)
+
|abli
+
|(Old)
+
|-
+
|}
+
</div>
+
 
+
[[Category:Development]]
+

Latest revision as of 16:59, 20 January 2013

Ideas should be submitted to the Project feature request tracker on SourceForge, https://sourceforge.net/tracker/?group_id=3248&atid=353248

The historical ideas on this page all fell into 4 categories.

  1. Items current in the feature request tracker.
  2. Items on the Development_RoadMap
  3. Items that can be implemented with a server side plug-in.
  4. Items that do not fit the project and will never be implemented.