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==Rejected Flags==
 
==Rejected Flags==
 +
  
 
====Spread (SP)====
 
====Spread (SP)====
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''Reason::'' Custom plugin flag, will be better serviced by API fixes.
 
''Reason::'' Custom plugin flag, will be better serviced by API fixes.
 +
  
 
====Boomerang (BR)====
 
====Boomerang (BR)====
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''Reason::'' Shockwave does the same thing.
 
''Reason::'' Shockwave does the same thing.
 +
  
 
====Mysteriously Mysterious (MY)====
 
====Mysteriously Mysterious (MY)====
 
'''Description''' A random flag effect will be obtained, its up to the player to find out what flag it is that this flag has given them. *WARNING* You might get a bad flag from this!
 
'''Description''' A random flag effect will be obtained, its up to the player to find out what flag it is that this flag has given them. *WARNING* You might get a bad flag from this!
  
''Reason::'' Stupid.
+
''Reason::'' Supid.
 +
 
  
 
====Flak (FK)====
 
====Flak (FK)====
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''Reason::'' Not possible, situationally useful.
 
''Reason::'' Not possible, situationally useful.
 +
  
 
====Force Cannon (F)====
 
====Force Cannon (F)====
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''Reason::'' Shockwave does the same thing.
 
''Reason::'' Shockwave does the same thing.
 +
  
 
====Smite (SM)====
 
====Smite (SM)====
 
'''Description:''' Tanks shot will create a shockwave, all killed tanks are considered your kills. Reload time is tripled.
 
'''Description:''' Tanks shot will create a shockwave, all killed tanks are considered your kills. Reload time is tripled.
 +
  
 
''Reason::'' Petty, can be done with a plugin.
 
''Reason::'' Petty, can be done with a plugin.
 +
  
 
====Vertical Freedom (VF)====
 
====Vertical Freedom (VF)====
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''Reason::'' No turrets
 
''Reason::'' No turrets
 +
  
 
====Negativity (NG)====
 
====Negativity (NG)====
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''Reason::'' Too confusing
 
''Reason::'' Too confusing
 +
  
 
====Healing (HL)====
 
====Healing (HL)====
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''Reason::'' BZFlag is not TF2. Too complex, shots kill.
 
''Reason::'' BZFlag is not TF2. Too complex, shots kill.
 +
  
 
====Tunnel Vision (TV)====
 
====Tunnel Vision (TV)====
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The tank acts as if one of the direction keys is being held down.
 
The tank acts as if one of the direction keys is being held down.
  
''Reason::'' Too similar to left and right only, effectively kills the player
+
''Reason::'' Too similar to left and right only, efectvly kills the player
  
 
====LimitedSensors (LS)====
 
====LimitedSensors (LS)====
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''Reason::'' Requires radar.
 
''Reason::'' Requires radar.
 +
  
 
====Variable Speed (VS====
 
====Variable Speed (VS====
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''Reason::'' Rejected many times before.
 
''Reason::'' Rejected many times before.
 +
  
 
====Turbo Tank (TT)====
 
====Turbo Tank (TT)====
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'''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  
 
'''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  
  
''Reason::'' Confusing, no clear benefit, bzflag is not WOW
+
''Reason::'' Confusing, no clear benifit, bzflag is not WOW
  
 
====Silent Tank (SI)====
 
====Silent Tank (SI)====
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''Reason::'' Functionally the same as blindness.
 
''Reason::'' Functionally the same as blindness.
 +
  
 
====Score Drain (SD)====
 
====Score Drain (SD)====
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'''Description:'''  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..
 
'''Description:'''  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..
  
''Reason::'' Shield is used for this, and is no where near as powerful.
+
''Reason::'' Shield is used for this, and is no where near as powerfull.
  
 
====Fog Shield (FS)====
 
====Fog Shield (FS)====
 
'''Description:''' 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..
 
'''Description:''' 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..
  
''Reason::'' Shield is a counter, too graphically intensive and specific.
+
''Reason::'' Shield is a counter, too graphincaly intensive and specific.
  
 
====Cloaking Shield (CS)====
 
====Cloaking Shield (CS)====
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'''Description:''' 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..
 
'''Description:''' 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..
  
''Reason::'' This is a weird version of Wings.
+
''Reason::'' This is a wierd version of Wings.
  
 
====Jamming Shield (JS)====
 
====Jamming Shield (JS)====
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'''Description:''' 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. .
 
'''Description:''' 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. .
  
''Reason::'' Too map specific, no world altering flags, too technical to implement.
+
''Reason::'' Too map specific, no world altering flags, too techincal to implment.
  
 
====Quantum Plane(QP)====
 
====Quantum Plane(QP)====
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''Reason::'' A server option not a flag, can only work well if tanks could aim, and they can not.
 
''Reason::'' A server option not a flag, can only work well if tanks could aim, and they can not.
 +
  
 
====Vertical Velocity(VV)====
 
====Vertical Velocity(VV)====
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'''Description:''' 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.
 
'''Description:''' 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.
  
''Reason::'' A silly powerful GM, too complex, Based off a TV show, shots kill.
+
''Reason::'' A silly powerfull GM, too complex, Based off a TV show, shots kill.
  
 
====Pulse/Plasma Cannon (PC)====
 
====Pulse/Plasma Cannon (PC)====
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'''Description:''' 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.
 
'''Description:''' 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.
  
''Reason::'' Too powerful/complex.
+
''Reason::'' Too powerfull/complex.
  
 
====Front+Rear fire (FR)====
 
====Front+Rear fire (FR)====
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'''Description:''' SB-- range and speed of L, 2.5 times reload time of normal SB.
 
'''Description:''' SB-- range and speed of L, 2.5 times reload time of normal SB.
  
''Reason::'' A silly powerful version of Long Range.
+
''Reason::'' A silly powerfull version of Long Range.
  
 
====Flag Changer (FC)====
 
====Flag Changer (FC)====
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'''Description:''' 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).
 
'''Description:''' 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).
  
''Reason::'' Handicap is a server option, not a per player flag. Does not seem to add anything to the game other then artificially inflating score.
+
''Reason::'' Handicap is a server option, not a per player flag. Does not seem to add anything to the game other then artificially inflaing score.
 
====Bouncy Tank(BT)====
 
====Bouncy Tank(BT)====
 
'''Description:''' 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.
 
'''Description:''' 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.
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'''Description:''' 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.
 
'''Description:''' 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.
  
''Reason::'' Better done with server side mode swap per player. usually bad flags don't leave you defenseless.
+
''Reason::'' Better done with server side mode swap per player. usualy bad flags don't leave you defenseless.
  
 
====Disable(DA)====
 
====Disable(DA)====
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'''Description:''' 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.
 
'''Description:''' 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.
  
''Reason::'' Too complex, and too deadly, seems more like a childish practical joke then something that is challenging.
+
''Reason::'' Too complex, and too deadly, seems more like a childish practical joke then something that is chalenging.
 
====Low Ammo(LA)====
 
====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.
 
'''Description:''' You will have half of the ammo you originally had. If odd round up with maybe a little longer reload time.
  
''Reason::'' May not be functional on one shot servers, probably better done as a plugin-effect that is server specific.
+
''Reason::'' May not be functonal on one shot servers, probalby better done as a plugin-effect that is server specific.
 
====AfterBurner(AB)====
 
====AfterBurner(AB)====
 
'''Description:''' 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.
 
'''Description:''' 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.
  
''Reason::'' Too mean, no real challenge addition, too many movement flags already.
+
''Reason::'' Too mean, no real challenge addition, too many movment flags already.
  
 
====False Enemy (FE)====
 
====False Enemy (FE)====
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'''Description:''' All world edges are mirrors, so you can see around corners. I thought this might be a bit too little, so the other half of it could be some sort of shimmery ghost-ness about cloaked tanks, like the glow of a cloaked bullet. The other half could also being able to see into drive-through-able objects instead.
 
'''Description:''' All world edges are mirrors, so you can see around corners. I thought this might be a bit too little, so the other half of it could be some sort of shimmery ghost-ness about cloaked tanks, like the glow of a cloaked bullet. The other half could also being able to see into drive-through-able objects instead.
  
''Reason::'' Far too complex, requires significant engine support, complex maps would kill framerate, would not work in software mode, and many more reasons.
+
''Reason::'' Far too complex, requires signifigant engine support, complex maps would kill framerate, would not work in software mode, and many more reasons.
  
 
===Teleport Shot(TS)===
 
===Teleport Shot(TS)===
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'''Description:''' 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?).
 
'''Description:''' 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?).
  
''Reason::'' Too complex, too powerful
+
''Reason::'' Ttoo complex, too powerfull
  
 
===BoMb (BM)===
 
===BoMb (BM)===
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===Gravitational Field (GF)===
 
===Gravitational Field (GF)===
'''Description:''' Attracts nearby tanks and bullets towards you. You are also affected 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.
+
'''Description:''' 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.
  
 
''Reason::'' BZFlag is not a physics engine. Possible lag and sync nightmare.
 
''Reason::'' BZFlag is not a physics engine. Possible lag and sync nightmare.
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'''Description:''' When your shot hits an object (such as a building) it causes that object to disappear temporarily. Still ricochets off.
 
'''Description:''' When your shot hits an object (such as a building) it causes that object to disappear temporarily. Still ricochets off.
  
''Reason::'' No, significantly difficult to implement, and allows for to much abuse
+
''Reason::'' No, significantly difficult to implement, and allows for to much abbuse
  
 
===PLane (PL)===
 
===PLane (PL)===
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===Flak (FK)===
 
===Flak (FK)===
'''Description:''' Your tank shoots debris (or oval shaped shields or whatever they may look like) that collide and disintegrate regular type bullets instantly when the two come in contact.
+
'''Description:''' 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.
  
 
''Reason::'' Too complex
 
''Reason::'' Too complex
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''Reason::'' No, no on shot changes, and too complex
 
''Reason::'' No, no on shot changes, and too complex
 +
  
 
===Oldschool (OS)===
 
===Oldschool (OS)===
'''Description:''' Immune to super bullets, missiles, laser beams, shock waves, and steamrolls. Tanks with other flags can still hit you, and thieves can steal your flag; in other words, business as usual. Make others drop their precious flags.
+
'''Description:''' 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.
  
 
''Reason::'' No, is not general enough, depends on other map setup''
 
''Reason::'' No, is not general enough, depends on other map setup''
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===Shotgun (SG) (Different to other one)===
 
===Shotgun (SG) (Different to other one)===
'''Description:''' 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 degrees 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 missile 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.
+
'''Description:''' 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.
  
 
''Reason::'' No, too much like MG, same as the other ShotGun suggestion''
 
''Reason::'' No, too much like MG, same as the other ShotGun suggestion''
  
 
===Air Safe (AS)===
 
===Air Safe (AS)===
'''Description:''' Countermeasure for guided missile. Guided missiles that come within sw radius of the player are destroyed but all other shots unaffected. Dampens power of guided missile.
+
'''Description:''' 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.
  
 
''Reason::'' No, GM already has a counter flag: ST''
 
''Reason::'' No, GM already has a counter flag: ST''
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'''Description:''' 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).
 
'''Description:''' 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).
  
''Reason::'' No, too complex, with not enough added benefit. Shots would have to bounce in non physical ways to separate.
+
''Reason::'' No, too complex, with not enough added benefit. Shots would have to bounce in non physical ways to seperate.
 
   
 
   
 
===Super Shield (SS)===
 
===Super Shield (SS)===
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''Reason::'' pointless.
 
''Reason::'' pointless.
 +
  
 
===Clone (CN)===
 
===Clone (CN)===
'''Description:''' Takes on the properties of the nearest player's flag
+
'''Desctiption:''' Takes on the properties of the nearest player's flag
  
 
''Reason::'' Thief
 
''Reason::'' Thief
  
 
===Lemur mode (LM)===
 
===Lemur mode (LM)===
'''Description:''' Walk on walls. (maybe parallel to ground only, from however high you touched it, and then jump to get off?)
+
'''Desctiption:''' Walk on walls. (maybe parallel to ground only, from however high you touched it, and then jump to get off?)
  
''Reason::'' Weird.
+
''Reason::'' Wierd.
  
 
===Cattle Prod (CP)===
 
===Cattle Prod (CP)===
'''Description:''' 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.
+
'''Desctiption:''' 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.
  
 
''Reason::'' Steamroller
 
''Reason::'' Steamroller
  
 
===MiRage (MR)===
 
===MiRage (MR)===
'''Description:''' Player sees tanks and shots where they shouldn't be.
+
'''Desctiption:''' Player sees tanks and shots where they shouldn't be.
  
 
''Reason::'' Blind
 
''Reason::'' Blind
  
 
===Wormhole Bullet(WB)===
 
===Wormhole Bullet(WB)===
'''Description:''' 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?).
+
'''Desctiption:''' 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?).
  
 
''Reason::'' Kill them.
 
''Reason::'' Kill them.
  
 
===INflate(IN)===
 
===INflate(IN)===
'''Description:''' Your bullets cause tiny tanks to become normal sized, normal tanks to become obese, and obese tanks to explode.
+
'''Desctiption:''' Your bullets cause tiny tanks to become normal sized, normal tanks to become obese, and obese tanks to explode.
  
 
''Reason::'' Kill them.
 
''Reason::'' Kill them.
  
 
===Proximity Fuse (PF)===
 
===Proximity Fuse (PF)===
'''Description:''' Shells explode with a small shock wave when they pass within range of a tank (even a friendly one).
+
'''Desctiption:''' Shells explode with a small shock wave when they pass within range of a tank (even a friendly one).
  
 
''Reason::'' No combo shots
 
''Reason::'' No combo shots
  
 
===Laser Cloud(LC)===
 
===Laser Cloud(LC)===
'''Description:''' 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)
+
'''Desctiption:''' 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)
  
 
''Reason::'' no combo flags.
 
''Reason::'' no combo flags.
  
 
===French Fries (FF)===
 
===French Fries (FF)===
'''Description:''' 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.
+
'''Desctiption:''' 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.
  
 
''Reason::'' Too complex, kinda lame.
 
''Reason::'' Too complex, kinda lame.
  
 
===Time Displacement(TD)===
 
===Time Displacement(TD)===
'''Description:''' 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.
+
'''Desctiption:''' 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.
  
 
''Reason::'' Pointless.
 
''Reason::'' Pointless.
  
 
===Ugly===
 
===Ugly===
'''Description:''' 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.
+
'''Desctiption:''' 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.
  
 
''Reason::'' Pointless.
 
''Reason::'' Pointless.
  
 
===Fly by Wire (FW)===
 
===Fly by Wire (FW)===
'''Description:''' Missile flies with built-in camera; player's tank stands still until missile flight is over.
+
'''Desctiption:''' Missile flies with built-in camera; player's tank stands still until missile flight is over.
  
 
''Reason::'' GM mode, not new flag
 
''Reason::'' GM mode, not new flag
  
 
===KamikaZe (KZ)===
 
===KamikaZe (KZ)===
'''Description:''' Tank drives fast, explodes with a large radius when it collides with another tank or obstacle
+
'''Desctiption:''' Tank drives fast, explodes with a large radius when it collides with another tank or obstacle
  
 
''Reason::'' No flags that kill the owner.
 
''Reason::'' No flags that kill the owner.
  
 
===Random Teleport (RT)===
 
===Random Teleport (RT)===
'''Description:''' Can't control when or where it teleports you
+
'''Desctiption:''' Can't control when or where it teleports you
  
 
''Reason::'' Server Mode.
 
''Reason::'' Server Mode.
  
 
===Air Burst (AB)===
 
===Air Burst (AB)===
'''Description:''' 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.
+
'''Desctiption:''' 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.
  
 
''Reason::'' No On drop events.
 
''Reason::'' No On drop events.
  
 
===Heat Seeker (HS)===
 
===Heat Seeker (HS)===
'''Description:''' Missile is fire-and-forget; heads toward nearest "heat source"
+
'''Desctiption:''' Missile is fire-and-forget; heads toward nearest "heat source"
  
 
''Reason::'' GM.
 
''Reason::'' GM.
  
 
===HoloGram (HG)===
 
===HoloGram (HG)===
'''Description:''' Player's tank appears off to one side from where it really is.
+
'''Desctiption:''' Player's tank appears off to one side from where it really is.
  
 
''Reason::'' Shield.
 
''Reason::'' Shield.
  
 
===Grappling Beam (GB)===
 
===Grappling Beam (GB)===
'''Description:''' 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).
+
'''Desctiption:''' 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).
  
 
''Reason::'' Shots Kill.
 
''Reason::'' Shots Kill.
  
 
===ILlusion (IL)===
 
===ILlusion (IL)===
'''Description:''' 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?).
+
'''Desctiption:''' 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?).
  
''Reason::'' Too complex/powerful
+
''Reason::'' Too complex/powerfull
  
 
===SNake (SN)===
 
===SNake (SN)===
'''Description:''' 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.
+
'''Desctiption:''' 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.
  
 
''Reason::'' WTF?.
 
''Reason::'' WTF?.
  
 
===Kill or be Killed (KK)===
 
===Kill or be Killed (KK)===
'''Description:''' Player has to make kills within a certain time, or risk blowing him/herself up. {abbrev should be changed for obvious reasons}
+
'''Desctiption:''' Player has to make kills within a certain time, or risk blowing him/herself up. {abbrev should be changed for obvious reasons}
  
 
''Reason::'' A game mode, not a flag.
 
''Reason::'' A game mode, not a flag.
Line 919: Line 936:
 
* 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.
 
* 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.
  
''Reason::'' Too complex.
+
''Reason::'' Yoo complex.
  
 
===Proximity Drop (PD)===
 
===Proximity Drop (PD)===
Line 1,044: Line 1,061:
 
'''Description:''' Firing creates a temporary wall of flame that tanks cannot pass
 
'''Description:''' Firing creates a temporary wall of flame that tanks cannot pass
  
''Reason::'' Too hard to sync, and somewhat confusing, just kill them with laser.
+
''Reason::'' Yoo hard to sync, and somewhat confusing, just kill them with laser.
  
 
===Glue Bomb (GB)===
 
===Glue Bomb (GB)===
Line 1,275: Line 1,292:
 
'''Description:''' 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!
 
'''Description:''' 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!
  
''Reason:'' Too powerful, too confusing, BZFlag doesn't know what a "structure" is, Causes a seemingly random death.
+
''Reason:'' Too powerful, too confusing, BZFlag dosn't know what a "structure" is, Causes a seemingly random death.
  
 
===Invisible Objects (IO)===
 
===Invisible Objects (IO)===
Line 1,293: Line 1,310:
  
 
===Tiny Bullet (TB)===
 
===Tiny Bullet (TB)===
'''Description:''' This bad flag causes your the bullets to shrink, making them hard for you to hit your opponent.
+
'''Description:''' This bad flag causes your the bullets to shrink, making them hard for you to hit your opponentt.
  
''Reason:'' Shots are points anyway, will not change gameplay at all.
+
''Reason:'' Shots are points anywyay, will not change gameplay at all.
  
===Missile Jammer (MJ)===
+
===Missle Jammer (MJ)===
 
'''Description:''' Prevents a GM lock on your tank.  You can still be killed by normal shots, or unlocked shots..
 
'''Description:''' Prevents a GM lock on your tank.  You can still be killed by normal shots, or unlocked shots..
  

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