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Rejected flag ideas

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

Contents

Rejected Flags

Clone (CN)

Desctiption: Takes on the properties of the nearest player's flag

Reason:: Thief

Lemur mode (LM)

Desctiption: Walk on walls. (maybe parallel to ground only, from however high you touched it, and then jump to get off?)

Reason:: Wierd.

Cattle Prod (CP)

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

MiRage (MR)

Desctiption: Player sees tanks and shots where they shouldn't be.

Reason:: Blind

Wormhole Bullet(WB)

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.

INflate(IN)

Desctiption: Your bullets cause tiny tanks to become normal sized, normal tanks to become obese, and obese tanks to explode.

Reason:: Kill them.

Proximity Fuse (PF)

Desctiption: Shells explode with a small shock wave when they pass within range of a tank (even a friendly one).

Reason:: No combo shots

Laser Cloud(LC)

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.

French Fries (FF)

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.

Time Displacement(TD)

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.

Ugly

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.

Fly by Wire (FW)

Desctiption: Missile flies with built-in camera; player's tank stands still until missile flight is over.

Reason:: GM mode, not new flag

KamikaZe (KZ)

Desctiption: Tank drives fast, explodes with a large radius when it collides with another tank or obstacle

Reason:: No flags that kill the owner.

Random Teleport (RT)

Desctiption: Can't control when or where it teleports you

Reason:: Server Mode.

Air Burst (AB)

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.

Heat Seeker (HS)

Desctiption: Missile is fire-and-forget; heads toward nearest "heat source"

Reason:: GM.

HoloGram (HG)

Desctiption: Player's tank appears off to one side from where it really is.

Reason:: Shield.

Grappling Beam (GB)

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.

ILlusion (IL)

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/powerfull

SNake (SN)

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?.

Kill or be Killed (KK)

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.

Death Blossom (DB)

Description: Shoots all bullets available in a circular pattern from the tank.

Reason:: Shockwave.

COlumn(CO)

Description: All of your (currently loaded) shots are fired at once, on top of each other, making a vertical column.

Reason:: Limited in use.

Sniper Rifle (SR)

Description: Your Tank's shots have infinite range, think of the good, and the bad.

Reason:: Laser.

Flash Bang (FB)

Description: A few possible implementations. 1) Right-click fires non-lethal shots which travel until a second right-click upon which they explode (similar to SW radius, perhaps bigger) and blind tanks within blast. 2) Could be semi-bad flag where normal shots don't kill but temporarily blind tanks that are hit to allow escape (or kill by teammate). 3) Right click flashes all opponents within line-of-sight of tank w/flag. If tanks are turned such that they can see tank w/flag, they are temporarily blinded.

Reason:: Redefines too many existing behaviors, and far too complex.

Freeze Wave (FW)

Description: Similar to Shock Wave, except that instead of destroying other tanks within the shock radius, it freezes other tanks within the freeze radius for a certain time, so they cannot move or fire (even in mid-air). When the other tanks re-awaken, they are immune to freezing for a certain time. Dropping the flag forces a reload time (like Thief). This flag encourages team play. An alternate implementation would freeze yourself if any team tanks get frozen.

Reason:: A mode, not a flag.

ARchitect(AR)

Description: Your tank can move buildings by driving into them.

Reason:: No dynamic worlds.

Gravity Bullet (GB)

Description: Your bullets are affected by gravity. This obviously reduces the range when fired on the ground, but a tank sitting on a building or jumping has the ability to hit people below them... if they time their shots right.

Reason:: Requires vertical aim to work well.

RubberTank (RT)

Description: I'm rubber and you're glue, whatever you shoot bounces off me and kills you! Regular shots ricochet off your tank back in the direction they came, if shooter is still there or close then he gets hit by his own shot. GMs explode without killing or cause rubber damage (flag drop). Super bullet and shock wave kill. Steam roller bounces off you, maybe causing his death or both your flags to drop.

Reason:: Shield.

MagNet (MN)

Description: Bullets are attracted to player's tank.

Reason:: Mean.

Force Field (FF)

Description: Pushes bullets away. Well aimed shots do not get pushed away

Reason:: Shield.

Boomerang Bullet (BB)

Description: Shots move in a curved path that includes the point of firing

Reason:: No real usable advantage.

ZigZag (ZZ)

Description: Shots don't fly straight. Instead they fly in a sine wave or a zigzag pattern. Probably no reasonable expectation of hitting what you want.

Reason:: No real usable advantage

FReeze (FR)

Description: Tank can't move, only jump and fire.

Reason:: A game mode, not a flag.

Shock Ring (??)

Description: Shockwave in a horizontal ring pattern

Reason:: Shockwave.

RemoteControl (RC)

Description: Player can take control of another player's tank, steer and/or fire it, causing the other player to become vulnerable and/or kill himself or others. Offensive and defensive uses, especially if gm or laser campers are around. Automatically dropped after use.

Reason:: Too mean to the other player.

TransLocate (TL)

Description: Identify a player, then switch places (perhaps N times use)

Reason:: Complex, mean.

SwiM (SM)

Description: In short: Can get into building. while in building can:

  • raise slowly while the jump-key is pressed. fall slowly otherwise.
  • get to the almost top of the building. from the top can shoot and be shot - while holding the jump key(otherwise he'll fall-in)
  • 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:: Yoo complex.

Proximity Drop (PD)

Description: When driving close to opposing tanks (say 3 tank lengths) you cause them to lose their flags.

Reason:: Thief

Lightning Bolt (LB)

Description: A lightning bolt descends from the sky and hits the highest object above the tank (possibly passing through everything on it's way down?), destroying people above you. Harmless to your own tank. Effective against tanks with GM sniping from high places. Completely useless against almost everything else.

Reason:: Lame munchkin flag. Too limited in use.

ThrUster (TU)

Description: Clicking causes thrusters to fire up underneath your tank. Holding the left mouse button keeps the rockets on (for a time, until they burn out and you plummet to the ground). Landing on other tanks destroys, unless the thrusters used up. Rockets must recharge (especially after being burnt out) like any offensive weapon. A bit like the tank in StarFox64 - yes, I know, sinful console game.

Reason:: Wings.

Ostrich (OS)

Description: Your tank becomes an ostrich. Clicking causes you to bury your head (and the rest of your body) underground, making it impervious to attack for a very short period, but completely unable to move. Any tanks in the way of it diving underground are destroyed. Weak against lasers, because there would be no time to duck.

Reason:: Burrow.

LaZarus(LZ)

Description: When killed holding this flag, after being exploded your tank magically combines, and you are not dead.

Reason:: Shield.

WaveFront (WF)

Description: Like shockwave, but only, say, 30 degrees high and wide, but has longer range

Reason:: Shockwave.

Dud Shot (DS)

Description: Not all of your bullets work

Reason:: Pointless and mean.

MortarBomb (MB)

Description: Shot has same trajectory as a jump. Vertical velocity alters trajectory. Should be very useful once mastered. Many applications e.g. stop-shoot-go to drop a shot on a pursuer. - FiringSquad

Reason:: Requires vertical aim to be any use.

CriticalMass (CM)

Description: When killed you explode in a ShockWave (perhaps larger). Tanks with this flag should pulse on your radar. Suicide to kill at close range and dangerous to have near you. Points scored from explosion should accrue to the holder not the killer, otherwise not worth holding onto flag. - FiringSquad

Reason:: Plugin.

ShortHop (SH)

Description: Jump is half the normal height and takes half the time. (+) Good for jumping over bullets and regaining control quickly to return fire. (-) Unable to reach everywhere. - FiringSquad

Reason:: No, too similar to jump, better to add analog axis to jump.

1000 Tons Weight (TW)

Description: Timer starts as soon as flag as picked up(30 sec timer? Server set?), and user cant drop it. When timer runs out, a 1000 ton weight falls out of the sky killing the owner. When you shoot someone the flag gets transfered over. Player 1 gets TW, 25 seconds go by, he shoots Player 2, then, 5 seconds time, BOOM. Make a nice CLLANNG sound, and tank stops, and other tanks see the weight fall on him. (Punkus)

Reason:: Pointless

Red Eye (RE)

Description: First shot causes target tank out-of-window screen to become all white (like a red-eye flash). Out-of-window view stays white for a certain number of seconds (2? 3?). Within that time initial tanks shots are normal, other shooting tank causes white screen again. Radar works as normal, only out-of-window view is affected

Reason:: Too complex and somewhat pointless.

SUbtle (SU)

Description: Tank appears normal to friendlies - only outline visible to enemies.

Reason:: Just use CL

Klingon Cloak (KC)

Description: A super cloak, combining stealth and cloak to render you totally invisible to others (though not untouchable). You're not invincible though because, just like with the cloaks used by the Klingons, your tank cannot fire while you have this flag and there is a couple second delay between dropping cloak and being able to fire. Not much for fighting, but great for sneaking up on campers.

Reason:: Combo flag.

Team Invulnerable(TI)

Description: Can't be killed by a teammate, except maybe superbullet, genocide.

Reason:: Server Mode.

TagYourit (TY)

Description: Your tank can't fire and the only way to drop the flag is to get within a certain radius of another tank. The flag is automatically transferred to the other tank.

Reason:: Game mode, not a flag.

Mirror (MI)

Description: Holding this flag will reflect a hit by laser. Flag is not dropped after a hit. The appearance of a tank holding this flag changes so that it reflects the surroundings. Or maybe appears pseudo-transparent, rather like the inside of structures viewed with Oscillation Overthruster, or of objects when in the PZ.

Reason:: No Tank Rico.

Plasma Ball (PB)

Description: Shoots a large (8 unit) sphere that behaves exactly like a super bullet -- except it travels very, very slowly. It would travel as fast as a burrowed tank going in reverse, thus being easy to outrun in open areas, but hard to avoid on "indoor" maps. Because of the size, it would kill burrowed tanks when fired on the ground.

Reason:: Too limited, and just kinda weird.

Fake Bullets(FB)

Description: 1) your bullets look, bounce, show up on radar, and seem real, but they pass right through tanks, causing no damage, and can't harm anyone. This can seem like a bad flag, but would be great to get the other team jumping and running while having zero chance of hitting your own team (and this is how I'd like to use it). 2) Could be made a bad flag that requires you to hold it for a certain amount of time before dropping it. (Would be nice if there were a way to keep a bad flag if you choose.) 3) optional: fire rate is doubled, or unlimited

Reason:: Pointless.

BulletInertia(BI)

Description: When a shot is fired it has the same motion as the tank when it was fired. So if the tank is falling the shots move downward towards the ground, and shots are accelerated or decelerated if the tank is going forward of backward.

Reason:: Server setting.

Warp Engine (WE)

Description: Tank can hit newly-defined "Warp" key (perhaps jump key?) and, with a two-second delay, instantaneously be transported an amount in the direction of facing equal to the current warp power, which starts at a minimum value. Pushing the key during the delay period increases the power; increasing it past a certain amount causes the warp engine to overload and blow up. Warping into buildings or outside the world boundary causes a collision and blows up the tank. (A random chance of being dropped when used, depending on how much power is applied? Use a gradual teleporter fog during the about-to-warp delay? Signal about-to-warpness to the other players by turning the tank gradually bright glowing white? Use a new sound for when the warp occurs?)

Reason:: No, FAR too complex.

Identify Friend/Foe (FF)

Description: Masquerade for the radar. Tank shows up for everyone as their team on the radar.

Reason:: No, just apply the setting to Masquerade.

Rotating Turret (RT)

Description: Turret can turn. Like GM, you can lock on people, and the turret always fires in their direction (horizontally, not vertically). May need some graphics changes (tank becomes bottom part - tank orientation + top part - turret orientation)

Reason:: No, no turning turrets, ever.

Boat (BO)

Description: Tank floats on water. Moats don't kill you. You move a bit slower on water though. You can still jump on water, but not as high.

Reason:: No, too dependent on map features.

Firewall (FW)

Description: Firing creates a temporary wall of flame that tanks cannot pass

Reason:: Yoo hard to sync, and somewhat confusing, just kill them with laser.

Glue Bomb (GB)

Description: Shot would detonate in a big pile of glue, slowing down people in the blast radius

Reason:: Too confusing for players.

Corbomite Device (CD)

Description: When the tank is shot, it generates a reciprocating shot to what killed it - these shots can be dodged normally, in most cases (SW, GM being impossible/difficult)

Reason:: Too confusing, and hard to sync.

Clone (CN)

Description: Tank emits a hologram clone at some offset from itself as a diversion.

Reason:: Too confusing and too much like cheats.

Smoke Screen (SC)

Description: The tank emits a cloud of smoke behind it. This provides a visual wall, and perhaps cancels out GM locks as well.

Reason:: Pointless

Time Lapse (TL)

Description: Holding this flag will cause the HUD & radar to refresh only every second or so.

Reason:: Blind/Jam combo

Big Bullet (BB)

Description: Bullets are twice (or more) as large. Tank feels a kick-back when firing

Reason:: Shots are points, make the tank bigger with obese

Gravity Well (GW)

Description: One-shot fire, creates a gravity well at some distance away from the firing tank. This well pulls in all tanks around it - driving away from the well will slow the descent. Possible avoidance/negation flags include BU, OO, PZ, HS.

Reason:: Unavoidable Death, hard to implement

NearSight (NS)

Description: All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.

Reason:: Somewhat confusing, kind of mellow for a bad flag. Sounds more like a zone or map feature.

Black Death (BD)

Description: This flag is similar to a team flag only when it is captured it kills all other opposing teams (instead of just one specific team). This would make it so that multiple teams would be competing for one flag. (The color of the flag is black)

Reason:: Causes unavoidable death.

Colored Flag (CF)

Description: CTF only flag. Other people see the CF as their own team flag (except own team?)

Reason:: Too specific to a game mode, and mean.

Punch (PU)

Description: Hitting a tank at full speed throws it some appreciable distance away

Reason:: Use SR and just kill them.

Remote Mines (RM)

Description: Firing places a mine, up to some predefined number. The next shot detonates all of them

Reason:: No mines. They will seem to kill players for no reason.


INcoming (IN)

Description: Bullets that will hit the tank are highlighted on radar/main view in some fashion as a warning system..

Reason: Too much like a cheat, not every server has radar.

Flip Out (FO)

Description: Out of window view is upside-down

Reason: Not really different from reverse controls..

EarthQuake (EQ)

Description: When landing after a jump, a shockwave will destroy tanks on the ground in the immediate vicinity of the landing tank.

Reason: Causes unavoidable death.

DeFender (DF)

Description: Fires a short-range shot that projects a miniature shockwave to destroy enemy shots.

Reason: Too confusing, no double shot types, name makes no sense.

Retro (RE)

Description: View becomes green wireframe and otherwise looks like the original Battlezone.

Reason: Pointless, just fork the game or make a map that looks that way.

Velocity Shooting (VS)

Description: hots keep Vertical-Velocity (as its set on some Servers for all players). If you jump; shots go up and when you fall; shots aim downward.

Reason: Server mode not a flag.

SQuishable (SQ)

Description: The opposite of Steamroller. When you touch other tanks (including teammates), you die.

Reason: Somewhat Confusing, OB, LT, RT, etc.. are used to make people easier to kill.

Judas (JD)

Description: When you pick up the flag, you immediately become a player on a different (random) team (or rogue). You must play on that team for as long as you have the flag. If you kill one of your new teammates, you die. BUT you can kill your old teammates for as long as you hold the flag. When you drop the flag or are killed, you revert to your old color.

Reason: Confusing, too similar to existing view affecting flags.

ANtagonize(AN)

Description: This bad flag causes your tank to automatically send out mild insults and taunts to opposing players. Especially the good ones by name.

Reason: Classic Munchkin flag, pointless.

CoW launcher (CW)

Description: Launches a cow along a parabolic trajector.

Reason: Pointless.

ConFusion (CF)

Description: Tank colors and names are shuffled around. Like colorblindness, but worse.

Reason: Should not be a new flag, but a mode for CB if desired that much.

ShowOff(SO)

Description: Tank is capable of doing tricks, back flips when jumping, riding on one tread, etc.

Reason: Pointless.

Leash(LE)

Description: Tank is confined to a small radius for a set time period but can still jump.

Reason: Pointless

BUckler (BU)

Description: Give the player a 45 degree shield that reflects all shots. It should be located in the arc between 270-315 degrees. The shielded area should be visible but transparent

Reason: Shield works for blocking a shot, tank ricos are not stable with lag.

PSychic (PS)

Description: Callsigns and flag names of all (visible?) tanks appear above the tank

Reason: somewhat pointless, 2.99.x will have similar feature for nearest tank in cone of fire for FOF ID.

Full Reverse(FR)

Description: Your tank can move full speed in reverse. A middle ground between high speed and normal

Reason: Too similar to HS and too limited in scope..

All Terrain (AT)

Description: Can drive over slopes and pyramids, (unless steeper than 45?) and perhaps up walls too.

Reason: Tanks don't tilt.

Tac Nuke (TN)

Description: On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an "arming" range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized..

Reason: Too powerful.

| + |style="background-color:#ffff00;"|No too powerful. |On impact with any surface or tank, causes TN to detonate like a half-size SW. Option 1: TN has long reload time or is a single shot flag. Option 2: TN has an "arming" range where it cannot detonate until it passes out of that range. This range can be equal to 1/2 the blast radius or some arbitrary number. Option 3: If the TN hits a tank with a Shield flag, it is neutralized. |-

Glue Trail (GT)

Description: Leaves a trail that slows down other tanks behind it. fades after server-set number of seconds?

Reason: Too confusing, why would people just not avoid it?

Oil Slick (OS)

Description: Leaves a trail that makes tanks behind skid/spin. Fades after server-set number of seconds?

Reason: Too confusing, why would people just not avoid it?

Petrificus Totalus (PT)

Description: Paralyzes tank. Cannot move, turn or shoot for set number of seconds.

Reason: Lame reference to a set of children's books.

Toy Gun (TG)

Description: When you shoot,the bullet that comes out is a fake bullet attached to a string which is attached to your tank.

Reason: Pointless, if you want to turn off shots, use the API

Icy Treads (IT)

Description: Tank loses traction on the ground and on all objects, as if the friction setting was lowered for that particular tank

Reason: Momentum

ParaChute (PC)

Description: You can control your tank ONLY when falling down and you fall down slower.

Reason: Use Wings, it's better.

ToRnado (TR)

Description: You jump and spin uncontrollably

Reason: Not all servers have jump.

GhostS (GS)/SPawn (SP)

Description: 2 or 3 mini bot tanks come out of your tanks and help you by providing cover ect. They die by being shot or after a certain period of time (45 secs?)

Reason: Too complex, use shield to prevent a hit.

Death Ball (DB)

Description: Tank morphs into a Death Ball and kills anyone who touches it. Faster than a normal tanks. Can be killed by being shot 5 times. You can't jump.

Reason: Streamroller, shield, velocity munchkin combo flag.

DiG (DG)

Description: our tank goes completely underground upon picking up the flag, and you may then shoot up at tanks above you. Anybody may lock on you (as with GM) if they hold GM, SB, or even no flag. You are also in range of SW. Bullets will follow you underground.

Reason: Adds features to other flags that they don't have. provides no real benefit.

RaM (RM)

Description: Tank travels at normal speed unless you fire. Firing causes your tank to accelerate forward quickly and only for a certain range. When you touch another tank, it has Steamroller effect, causing them to explode.

Reason: Steamroller.

Auto Teleport (AT)

Description: With this flag a player can teleport to any place visible place on the radar by clicking the desired area on the radar. Only one teleport can be done per flag, otherwise you would be impossible to kill. Another way to make it harder is to put a reload time on it, so there would be at least some pause between teleports. If you teleport to an area occupied by a building, you go to the highest place on the specified area of the building.

Reason: Too complex, too powerful, requires mouse input, and looks too much like a cheat.

Ice Laser (IL)

Description: This laser does not kill players. Instead, it freezes them. They can't move, jump, or shoot, for 10 seconds. Players who are shot by normal bullets while they are frozen become unfrozen. When a tank is frozen, the tank becomes white, preventing other players from knowing which team the frozen tank is on.

Reason: Shots should kill people. Freeze tag is a mode not a flag.

Kamakazi Attack (KA)

Description: This can be a good and a bad flag. When picked up, starts a self-destruct timer, that, when runs out, will blow you up. But if the right button is pressed before the time is up, then you blow up on the click. This can be use to kill multiple tanks, and can also be used in mid-air. Moderate blast-radius?

Reason: Too confusing.

Swallow Tanks (SW)

Description: If you touch another tank it disappears and becomes an observer to your tank. The more tanks you swallow the more obese you become. You can only swallow a limit of 3 tanks at a time, if you swallow more you pop. If you are killed all of the tanks you are carrying are set free. The tanks jump as they are set free to avoid multiple shots that may have been fired at the original tank. Swallow your own teammates and carry them deep into enemy territory!

Reason: Too confusing and belongs in another game with troop transports.

Electricity Bolt (EB)

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 dosn't know what a "structure" is, Causes a seemingly random death.

Invisible Objects (IO)

Description: All surface objects (pyramids, boxes, etc.) become invisible.

Reason: No different then blindness.

Meatloaf Launcher(ML)

Description: Jumping propels your tank not only upwards but forwards as well.

Reason: Just move forward while jumping, unrelated name, munchkinish.

Bent Turret (BT)

Description: All shots go out 30 degrees to the left/right (than a normal shot). Some people might call this a super flag because it helps dodging.

Reason: Too mean, may as well just let them not shoot.

Tiny Bullet (TB)

Description: This bad flag causes your the bullets to shrink, making them hard for you to hit your opponentt.

Reason: Shots are points anywyay, will not change gameplay at all.

Missle Jammer (MJ)

Description: Prevents a GM lock on your tank. You can still be killed by normal shots, or unlocked shots..

Reason: To specific.

FrienDly fire (FD)

Description: Your shots don't kill friendly tanks (Your own ricochets are harmless!). [Additional suggestions: immune to friendly shots? This can also be a server-side setting, like ricochet.

Reason: More of a server mode then a flag.

Campers Bullet (CP)

Description: Shots go through teleporters, without actually teleporting. Useful for hiding behind a teleporter and shooting through it, while being shielded by the teleporter

Reason: too specific to a situation.

Black Hole (BH)

Description: Your shots move slowly, shots within half a shockwave radius of yours aim towards yours, (double maximum turn/frame of guided missile,) your shots absorb any shots that hit them to increase their range. Black holes either can't absorb each other or if they collide, they instantly kill all tanks, including the shooter(s)

Reason: too complex, munchkin flag.

GalaGa (GG)

Description: When this flag is held, your tank becomes 1.5 (to 2) times wider. However, you are able to shoot two bullets at the cost of one (like a dual fighter in Galaga

Reason: lame, based on an effect, based on another game, etc...

Dome of Protection (DP)

Description: Similar to SW, but instead the "shell" is a protective dome. All shots are simply absorbed or, if there is richochet, bounce off it. It can only be penetrated by SB and SW. Note: when the flag is held the player cannot fire normal shots. They can still fight by making the shots bounce back at them

Reason: just a super shield, too powerful, very lag sensitive, kinda silly.

Ricochet Guided missile (RG)

Description: Instead of exploding, the RG bounces off of surfaces and continues to track the target. Option 1: It loses velocity with each bounce. Option 2: When the RG bounces, it travels in a straight line for a certain distance before regaining lock. EDIT: Perhaps we keep it as a simple ricochet, without any lock loss. The GM keeps lock, it' just takes longer to get there.

Reason: combo flag.

NearSight (NS)

Description: All tanks farther than (variable defined) world units are completely invisible on HUD. The closer they are to the player, the more visible they become. Similar to an invisible fog, does NOT effect buildings. Gives enemies a long-range advantage.

Reason: complex

Subtle Tankochet (SA)

Description: Like Tankochet flag below (bullets bounce off you) but for every bullet that bounces off you you lose a point and you die when you drop the flag (if you have been shot already)

Reason: just a super shield, too powerful, very lag sensitive, kinda silly.

Tankochet

Description: bullets ricochet off your tank for a limited time

Reason: just a super shield, too powerful, very lag sensitive.

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