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Rejected flag ideas

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Revision as of 19:17, 4 February 2009 by JeffM2501 (Talk | contribs) (add blink flags)

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This is a list of rejected Flag ideas and the reason they were rejected.

Rejected Flags

Blink (BK)

Description: 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.

Reason: Too complex.

Blink (BK)

Description: If a bad flag, player alternates from blindness and jamming for limited time. Primary preference is to use blink as super flag described above.

Reason: Mean.

Super Jump(SJ)

Description: Exactly the same as normal jumping except you jump several times higher, and faster. Works good for a quick escape against Guided Missile and most other flags. Can easily be killed by Shockwave and Steamroller.".

Reason: This is low gravity, and has been implemented.

ReloadFlag (RL)

Description: Tanks spawn with a full magazine but need to drive over this flag to reload their current weapon. The flag then respawns somewhere else. Flags should appear colored on radar to make them easy to find and know if others are going for them. You should be informed on the console if someone reloads.".

Reason: This is a game mode, not a flag, as it would combine flags, and never be mixed with "regular" flags. This is being done via the API with plugins and custom flags, map objects, events, and messages.

Another Dimension (AD)

Description: The projectile looks like a normal shot, but it's guided, goes through walls and has infinite range. One shot only. If it hits (it can be blocked with the outside wall) it will teleport the target to a maze world map that is installed to the hard drive with the client. (Score is not affected by this flag.) This sub-map is very large, but can be exited by entering a teleporter, dying, or leaving. The point at which the target enters the maze is random, and perhaps the positions of the teleporters out are variable also.".

Reason: If you hit someone, kill them, don't play with your food.

Omega Flag (OF)

Description: Combines the effects of Wings, Ricochet, Guided Missile, Tiny, Laser, Super Bullet, Rapid Fire, Stealth, Cloaking, Oscillation Overthruster, Phantom Zone, Shield, Low Gravity, Mass Driver, Seer, Shock Wave, and Invisible Bullet. Meaning, it makes you undetectable save for Seer and effects, only drops the flag when you're shot, lets you rapidly fire a guided laser that goes through walls, ricochets off the outside wall, is invisible on radar and creates a shock wave where it hits, and lets you see through other disguises. However, this omega doomsday flag only spawns out-of-bounds by default, unless the server is configured to spawn it in a certain location (past an army of server-side bots, perhaps?) so it is only available to those capable of the /flag command or getting through whatever guards it. I know this flag is WAY overpowered, but that's the point.".

Reason: There is no point to this munchkin flag, it basically breaks every rule we have

Super Flag (SP)

Description: Enables 2 flags to be used at the same time, but some flags have conflicts with others, for example, "won't allow combos like stealth, and cloak flag".

Reason: No double flags.

Switched Laser (SL)

Description: Like Laser, but it doesn't ricochet on servers with ricochet on. Maybe a server option or plugin to make <flag-type> not ricochet instead?

Reason: Not different enough

Air Strike (AS)

Description: Tank can drive in air (like Wings). Right-click to lock on to target like GM, except that a) your shots may only aim down and b) your shots travel in straight lines.

Reason: no flag combos

Grenade (GN)

Description: When your shots die (i.e. hit wall when no ricochet, or expire in air or killing somebody) they explode in a SW. (I don't know if this is possible in 3.0.)

Reason: too deadly/complex

Ball (BA)

Description: BA is for maps with a sport structure in CTF mode. Shots are like a reverse thief, where BA is passed to a tank that is hit by a BA shot. A tank with BA can only shoot one shot at a time. Instead of looking like a thief beam, it could resemble a regular shot with a distinguished color. A Thief can steal a BA only if the BA tank is fully loaded, that is there aren't any BA shots on the map from the corresponding BA tank. If a tank with BA makes a shot, and is killed before that shot expires, the BA flag doesn't respawn until that shot expires. It would have to be determined where the BA flag respawns in such a situation (i.e. at the location where the recently deceased BA carrier died, at the location where the BA bullet expired, or at the BA reset point). When a tank is on top of its own team base and is holding a BA flag, that tank's team's score is increased by one and the BA flag is reset, just like a capture.

Reason: Doesn't need to be a flag, is more of a game mode with plugins

Steerable Shot (SS)

Description: Shots can be steered using keyboard or mouse. HUD follows shot. Cannot move tank while a shot is active.

Reason: Too complex

Player Distance (PD)

Description: Right-clicking or pressing I to identify a player shows the distance to that player as well.

Reason: Not a flag, but a mode for auto id

Shot Protection (SP)

Description: Firing destroys all shots nearby. Cannot kill with this flag. Does not affect Laser or Super Bullet.

Reason: Too powerful, shield does a more fair job

Camouflage (C)

Description: The tank has the same color/texture as the nearest object within a specified range, if there isn't an object within that range then it has the same color/texture as the ground. The Tank can be killed by a Laser. Camouflage is a weaker form of Cloak. If Stealth properties are included, it is a stronger form of Stealth.

Reason: Too complex, we already have Cloak

Sniper (SN)

Description: Tank is Stealthed and Camouflaged(i.e. the tank has the same color/texture as the nearest object within a specified range, if there isn't an object within that range then it has the same color/texture as the ground). It has 4 times the range and speed of a normal shot. Reload time takes 4 times longer than a normal shot. SN has a shot # limit of 1 before requiring reload. SN can be killed by a laser. Binoculars are magnified twice as much as usual. SN is not too practical for short range use.

Reason: No super powerful combo flags

SCaler (SC)

Description: This flag enables the ability to climb the walls of a pyramid, box or any other object. A BZDB variables I thought of for it might be _scalerSpeed or maybe the speed should be the same as _tankSpeed. MDSKPR

Reason: No, basically the same as All Terain

BlinkMine (BM)

Description: This flag is shot and lays a mine that blinks very rapidly, if runover it disables shooting until BZDB variable _mineTimeLimit kicks in and enables shooting again. also another BZDB variable could be added _mineDeactivateTime setting how long a mine can remain dangerous. yet another BZDB variable could be added specifying the mine size. maybe BZDb variable _mineLimit could specify how many mines a player could have or it could be just based on the shot limit. this flag is useful if being chased and many other uses MDSKPR

Reason: no mines

Tesla Coil (TC)

Description: Zaps all tanks (including ST)=== that come within a SW radius of the TC carrier tank. Only works if TC carrier is grounded (i.e. it is touching the ground or touching something else that is touching the ground)===. Once a tank is zapped it becomes charged. If a charged tank is or becomes grounded it dies, unless the zapped tank has SH in which case it just becomes discharged and loses its SH flag. If a charged tank is not grounded and touches an uncharged tank, the charge is transfered. A TC carrier is by default uncharged, however, it can become charged from a transfer or from being zapped by another TC carrier. A tank that dies from the zap, either directly or from 1 or more charge transfers adds a point to the TC carrier's score, unless the killed tank is a teammate in which case the TC carrier looses a point and dies as normal. Charged tanks are indicated by corona discharge.

Reason: too complex

Nuclear Fallout (NF)

Description: A modified version of GM. NF fires, locks on, and flies like GM except at the point and right after the time of impact, a Mushroom cloud and Electromagnetic Pulse (EMP) emerges as a residual effect. To sum up what the effect of this weapon might look like: You start off by ideally locking on to an enemy tank, and then launch the NF. The NF soars through the sky like a gm and then impacts. At the time and from the point of impact a very short lived but extremely bright white flash is seen, considering the speed of sound, it is followed by a loud/dull roar that is heard until the NF expires, and whose amplitude is inversely proportional to the distance from the NF's epicenter. The EMP should propagate faster than a SW, lets say three times. The mushroom cloud should propagate slower than a SW, lets say 1/3 the SW's speed. However both the EMP and mushroom cloud dissipate at the same time. A tank hit directly by an NF, only at the point and time of impact with in a radius of a bullet, would die, just like being hit by a GM. The EMP radiates up to a radius equal to maybe three times the SW radius and causes Radar Jamming on all tanks within the EMP radius. (shortened to save space)

Reason: Far far far too complex

DoNuts (DN)

Description: When you pick up this flag it has the affect of picking up SPinner and Don't Stop, which means the tank doesn't stop spinning and doesn't stop driving. The tank is now driving around in circles like it is doing donuts. Mmmm... Donuts!!

Reason: too mean

Looking Around (LA)

Description: This makes the camera view spin around but not the tank. It's like you are sitting on the turret and the turret is spinning around, but of course the tank is still facing forward, but this flag WON'T make the turret spin, only the camera you still have to fire forward. This could make the radar spin to the same way you are viewing, or leave the radar facing the same way.

Reason: too mean

Artillery (AY)

Description: The distance the warhead travels is in direct relation to how long fire button is held down. Projectile flies in an arc exiting from tank at 45 degrees (no vertical aim required)===. Range indicated above HUD as RANGE:### (counter advances as fire button is held down). possible advantages:

 -Very long range (though still finite unlike laser)
 -shots may be fired over obstacles
 -relatively large warhead, radius at 5%, 8%, or 10%, of normal bullet range though much less absolute than sw-perhaps the shot would be a cluster of 5 traditional bullets that travel together in an arc upon firing
 -can function akin to anti aircraft guns against wg as well

Possible disadvantages:

 -Tank becomes almost stationary except pivoting/rotation (maybe have some forward/backward motion, but at something like 5 or 3 units per second), or no jumping regardless of server (like with burrow)
 -Shot travels slowly, has close minimum range, shot lands where machine gun terminates at minimum release (as such player can't immediately hurt self, which actually aids the learning process)
 -very long reload time (does 15% sound reasonable?)
 -rarity of flag, like geno?
 -binocular view and radar only when used?

Reason: too complex, needs aiming to work right