This wiki is archived and useful information is being migrated to the main bzflag.org website
Editing Rejected Ideas
Warning: The database has been locked for maintenance, so you will not be able to save your edits right now. You may wish to copy and paste your text into a text file and save it for later.
The administrator who locked it offered this explanation: Archived wiki
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 10: | Line 10: | ||
|- | |- | ||
|Rotating tank turrets | |Rotating tank turrets | ||
− | |Controlling a rotating turret would be a nightmare, and would add too much complexity to the game | + | |Controlling a rotating turret would be a nightmare, and would add too much complexity to the game. |
|- | |- | ||
|Driving up slopes/pyramids, tilting turrets | |Driving up slopes/pyramids, tilting turrets | ||
Line 22: | Line 22: | ||
|Tank damage, multiple-hit kills, tank health | |Tank damage, multiple-hit kills, tank health | ||
|BZFlag is a simple game, and one-hit kills are part of that simplicity. Having tanks that require more than one hit to die would damage this, and ruin the fast-paced nature of the game. | |BZFlag is a simple game, and one-hit kills are part of that simplicity. Having tanks that require more than one hit to die would damage this, and ruin the fast-paced nature of the game. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} |