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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.

Please remember that many flag ideas that are specific to other settings are better implemented as custom flags in plug-ins.


Rejected Flags[edit]

Spread (SP)[edit]

Description:This flag will split your bullets into three. Two bullets will go at 45 degree angles away from you and the last will travel the normal trajectory. Careful about teamkills!

Reason:: Custom plugin flag, will be better serviced by API fixes.

Boomerang (BR)[edit]

Description Your normal shot is changed to take a boomerang pattern once fired, killing anything caught in the firing line. You cant kill yourself with your own shots with this flag. Really long reload time, and relatively short range.

Reason:: Shockwave does the same thing.

Mysteriously Mysterious (MY)[edit]

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.

Flak (FK)[edit]

Description: Shots destroy enemy shots they hit. Super Bullets are immune.

Reason:: Not possible, situationally useful.

Force Cannon (F)[edit]

Description: Any tanks in a cone-shaped area extending from the front of the tank are destroyed. Watch out for teammates.

Reason:: Shockwave does the same thing.

Smite (SM)[edit]

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.

Vertical Freedom (VF)[edit]

Description: Allows the tank to aim vertically.

Reason:: No turrets

Negativity (NG)[edit]

Description Once picked up, one random bad flag effect will be obtained such as colorblindness, then a few seconds later, it will change to another bad flag effect such as reversecontrols, and so on.

Reason:: Too confusing

Healing (HL)[edit]

Description Uses the thief-type ray. Shooting a target (friend or foe!) removes a bad flag if the target has one, or grants target a random good flag (or perhaps just shield) if they have none (while generally shots should kill, this inspires teamwork, and introduces an interesting new role for a team member to take). Optionally: must wait a configurable time before affecting any given target again.

Reason:: BZFlag is not TF2. Too complex, shots kill.

Tunnel Vision (TV)[edit]

Description: Must use binocular mode. Opposite of Wide Angle.

Reason:: Meh.

Ceiling Walker (CW)[edit]

Description: Makes the Out Window View look upside down.

Reason:: Meh.

Baby Bullet (BB)[edit]

Description Your shots become half their size, so it is harder to hit enemies. Opposite to GiantBullet.

Reason:: Shot's don't have size, tiny does the same thing by modifying the hit box.

Frozen (FR)[edit]

Description: Tank can not move.

Reason:: A game mode not a flag, shots kill.

Ammo Loss (AL[edit]

Description: tank's total shot number is halved (if possible)

Reason:: Not all servers have multi shot.

Magnet (M)[edit]

Description: bullets are pulled towards you if too close... no more lucky dodging!

Reason:: Not feasible with current network simulation

ContantLeft(or right) (CL[edit]

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

LimitedSensors (LS)[edit]

Description: Your tank's radar is reduced to the smallest of the three basic radii (#1), and your vision blanks out at the same distance as the radar stops at. AKA Surprise Zone.

Reason:: Requires radar.

Variable Speed (VS[edit]

Description: Your shots go at random speeds between .5 and 2 times normal. (Range increased/decreased when speed goes up or down, possibly?). (Note: this might be an interesting good flag if the user could control it; maybe double speed with half range or half speed with double range; would require increased skill to use usefully.)

Reason:: Too Confusing

Place Holder (PH)[edit]

Description: This flag is just like the useless flag, except it's a bad flag. It prevents you from being able to acquire another flag, until it's dropped.

Reason:: Custom flag's yo.

Handheld Teleporter (HT)[edit]

Description: Hit jump key to use. This teleports you to a random teleporter on the map.

Reason:: Removes jump.

Giant Bullet (GB)[edit]

Description: Your shots become twice their size with this flag, making it easier to hit enemies.

Reason:: Shots don't have size, obese bad flag does the same thing by increasing hit box.

Safety First (SF)[edit]

Description You can not be killed by your own bullets.

Reason:: This would be a server option.

Snake Shots (SN)[edit]

Description: Makes your shots move in a S shape once fired.

Reason:: Requires multi-shot.

Firework (FK)[edit]

Description: Shots split shortly after firing.

Reason:: Too similar to split.

Fourwayshot (FT)[edit]

Description: Your tank fires shots in four directions with a + formation. Long reload time. Watch out for teamkills!

Reason:: Too similar to split.

Disruption field (DF)[edit]

Description: enemies within the radius get some static in there radar and the window making it harder to hit enemies.

Reason:: Unfeasible with current networking simulation.

Zero Friction (ZF)[edit]

Description: For maps with a high friction setting, the Zero Friction flag sets the tank's friction to none.

Reason:: Too map specific, once per tank stats are in can be done as a custom flag.

Dual Shield (DS)[edit]

Description: Similar to a normal shield flag, except you need to get hit twice.

Reason:: Rejected many times, shields only work once, per Tim.

Aiming (AN)[edit]

Description: Allows you to aim your shots up, down, left and right.

Reason:: No Turrets, read this document.

Firing Line (FL)[edit]

Description:This flag will show the path the bullet will take on your radar

Reason:: This is called a cheat, it removes the skill from the game.

Piercing shot (PS)[edit]

Description:Shot does not disappear after hitting the target, instead it keeps going. helpful if ricochet!... assuming you don't hit yourself after.

Reason:: It's called super bullet, at most this is an option for SB to rico

Explosion (E)[edit]

Description:This flag will make your bullets expand to half shockwave range after they get to half maximum range.

Reason:: Rejected many times before.

Turbo Tank (TT)[edit]

Description Tank goes really fast, and turns vary quickly, but gains momentum as it runs, making it hard to control.

Reason:: Too similar to agility.

Masquerade Radar(MR)[edit]

Description:Like masquerade but on the radar. Bullets still look like your team's and your color on the HUD is unchanged.

Reason:: Not all games have radar.

Orbit (OR)[edit]

Description:This flag will make your bullets orbit around you. Then, if an enemy gets too close... boom! The bullets should time out after about 10 seconds.

Reason:: Too similar in play mechanics to SR (death on proximity)

Inspiring Flag(something like that) (IF)[edit]

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

Silent Tank (SI)[edit]

Description: Your tank won't generate any sound effects on other clients. No audio will come from shooting, teleporting, jumping, or landing. Similar to CL or ST; enables you to surprise an enemy. (Especially effective on maps with no radar.) Counteracts Deafness

Reason:: Audio is not a major component of the game, not everyone uses it.

Silent shot (SS)[edit]

Description:tanks shots are silenced, making no sound when firing or when ricocheting

Reason:: Audio is not a major component of the game, not everyone uses it.

Deep Burrow(DB) or Tunnel(TU)[edit]

Description: Tanks can burrow an entire tank height under the ground; can go under walls, avoid gm, etc, but cannot shoot

Reason:: Functionally the same as PZ.

warp (W)[edit]

Description: (Bad version) tank randomly teleports anywhere on the map then drops the flag.

Reason:: No On-Drop events.

Deafness (DE)[edit]

Description: You can't hear the audio generated by other tanks. The sound effects are muted. Wouldn't affect players who don't use speakers or headphones though.

Reason:: Pointless.

Two Tanks (TT)[edit]

Description: When you pick up this flag you see two of every tank out the window. The radar is not affected. The challenge is trying to figure out what tank is the real tank and what tank is the fake tank. To make it a little deceiving, the cloaked tank will move close to the real tank, but won't exactly mirror the real tank's moves. As stated before, the radar is not affected, so the player will have to use the radar will help in figuring out which tank is the real tank.

Reason:: Functionally the same as blindness.

Score Drain (SD)[edit]

Description: Shoots a normal bullet with a line (laser sprite) between it and the user tank. When it hits someone, the line attaches to them instead. The bullet vanishes. Then score goes continuously from the tank with higher score to the one with the lower score at a speed determined by the size of the difference of the scores (the larger the difference, the faster the score drains, and obviously it slows down as time passes) as well as server variables; it stops draining when the scores are equal. The tanks have full freedom of movement, but if they get out of range of each other ("range" being the range of a standard shot), or something (either a wall or a tank) gets between them, the line will disappear and the drainage will stop. The tank firing can only have one line out at once, even if it hasn't hit something yet. The range is reduced if the firing tank moves backward or to the side; the line cannot be longer than the range of a shot..

Reason:: Shots kill.

ShotGun (SG)[edit]

Description: What this does is shoots a single abnormally large shot using all of your shots. It has reduced range and speed and does not ricochet. When it hits anything, it does not do damage; it releases as many bullets as you have shots; they fly in random directions and are normal range. Server variables control whether they go out in set angles or random, and if they go at random/set/no vertical angles. Note that the big shot does NOT do damage directly; it explodes on contact, but does not kill, but the target usually dies from bursts..

Reason:: Shockwave.

Basic Invulnerability (BI)[edit]

Reason:: A server option not a flag.

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.

Fog Shield (FS)[edit]

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.

Cloaking Shield (CS)[edit]

Description: It generates a sphere of tank and shot invisibility that blocks Oscillation Overthruster, Phantom Zone, and Laser, and is specifically designed to counter Laser. The downside is the double-blindness of those in the shield; they can't see tanks or shots out-the-window. Radius defined by /set variable..

Reason:: Too complex.

RepulsorLift (RL)[edit]

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.

Jamming Shield (JS)[edit]

Description: Within a radius around the tank, no tank (not even allies or the user) can see on radar. Within this area, communications do not exist; if someone (except the server or observers, or using a non-/me command) says something, no tank in the area will hear it; and if one within the field chats, no one will hear it (except observers and loggers). Projectiles that can be guided (even when not guided as they enter the field) within the field will constantly lock on to random points and therefore be ineffective; but if they leave the field, they will return to their original targeting; if they weren't guided, they will just go straight.

Reason:: Too disrupting. no real gameplay advantage other then being a jerk to people.

Point Defense (PD)[edit]

Description: When a missile that has a lock (any team's missile, even allied, but not ones fired without locking on first) gets within a certain range of the tank, a laser shoots from the tank (preferably from the top of the tank, under the flag, but if that's too hard to implement, from the main muzzle) to the missile for exactly one frame and destroys the missile. There is a brief reload time between shots, say about double the reload time of MG. This flag is the perfect counter-flag to GM. And don't say Stealth is the counter to GM; it's NOT, it's only as effective against GM as anything else..

Reason:: Shield stops shots. Your brain is effective against GM

AirStrike (AS)[edit]

Description: Lock onto a player using right click; firing drops a bullet from the sky onto target. Similar to GM, but useful against people who camp on towers and can't be hit by normal means..

Reason:: Use GM.

Bad Thief (BT)[edit]

Description: When you shoot a tank with this flag, the flag is transferred to that tank while a random flag (including bad flags) is transferred to you. If you don’t shoot someone in 1 minute, you die. You can only be killed by SB, L, SW, and GM with this flag..

Reason:: Lame thief, no timed flags.

Evil Tunneler (ET)[edit]

Description: With this flag, you tunnel completely under the ground and you can go up or down as well by pressing V or C, respectively. When you pick up the flag, you go below the ground to a default 50 world units and generates a 100 world units force field for 3 seconds that allows you to go below safely. Your shots travel straight up and if you are in a position that lets your shot travel above the ground (your shots underground have the same range as a regular bullet), you can shoot, and your shots travel straight upwards at a velocity equal to that of a normal bullet, pausing 20 world units above the ground or building it passes through, then traveling downwards at a speed equal to a Burrow tank going forward, and expiring when it hits the ground. You can’t be steamrolled while you have this flag but if a SB or L passes above you at any altitude you die. You can be shot by other ET tanks, if their shots pass within 10 world units of you, you die, and when a GM is fired within 100 world units of you, it goes underground towards you and expires normally, however, if that explodes below any tank, including teammates they die. Your shots show up on radar but they appear a stationery dot with altitude, if the altitude is below ground the entire square is colored purple or some other color like that. You cannot kill PZ or tanks with Wings. The maximum depth you can descend to is 3000 world units, so if you go any lower, you self-destruct. The maximum altitude (literally) you can reach is the same as a burrow tank and in that altitude you can be steamrolled, and as long as your muzzle is above ground you fire normal shots and can be steamrolled. PZ tanks can steamroll you at any altitude. When your shots expire, they explode in a cloud that tags all tanks caught in it with a 20-second time bomb and when the time’s up, the points go to you but only ½ rounded to the nearest even number, excluding 1. You can only fire half the shots allowed between reloads but reload is ½ server set time. Your tank controls are normal and normal speed. When you jump you go downwards instead of up at the server-set jump height, except reversed..

Reason:: Too complex, if your description is a full paragraph this isn't the game for you.

Ghost (GH)[edit]

Description: Combines Stealth and Cloak, but the player who picks up this flag will die in around 20-30 seconds, even if he drops the flag. Only useful if applied well..

Reason:: No flag combos, no timed flags.

Shot Shockwave (SS)[edit]

Description: Like SP, but you can only have one shot..

Reason:: Use Regular shockwave.

Dangerous Debris (DD)[edit]

Description: When you shoot a tank, their “debris” destroys all tanks they touch on the ground or in the air..

Reason:: A server option not a flag.

RaDiation (RD)[edit]

Description: For 10 seconds, your tank emits a “radiation” that kills all tanks within a 5 world unit radius..

Reason:: Shockwave, no timed flags.

Wind Shot (WS)[edit]

Description: Your shots deflect away from enemies when you have this flag. You cannot be shot by regular shots with this flag, and cannot kill any tanks (except PZ)..

Reason:: There is no way this is fun for anyone. Munchkin flag.

Jump and Stay (JS)[edit]

Description: You jump and when you reach the top of the jump, you stay at that level, but cannot jump further. You can still move and shoot..

Reason:: Wings.

CanYon (CY)[edit]

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.

Quantum Plane(QP)[edit]

Description:' Basically the bullet behaves like a quantum, where it starts off like a wave and has multiple locations, has the capability of tunneling through boundaries, and when encountered by a tank collapses into a particle resulting in that tank collapsing into a reality where that tank may or may not be killed (like Schrödinger's Cat). When a tank shoots, the shot does not have a specific location, but rather a probability distribution along a plane parallel to the ground at the same altitude the shot was made. This "quantum plane" would have the same color as a bullet, however it would be brighter and more opaque where the probability of the bullet's location is higher, and more translucent and not as bright where the probability is less, in other words it would look like a flat electron cloud. The Bullet would have zero probability of being in an object, so OO tanks are safe, however the bullet can be inside hollow areas closed off from the area where the tank shot the bullet (i.e. rooms), this allows for quantum tunneling. The probability distribution is determined by the boundaries formed from the cross section of the map in the quantum plane, in other words the wave has to be a standing wave that resonates within the boundaries, thus the particular probability distribution would be found by a partial differential equation. When a tank intersects the plane, the probability of that tank being hit by the bullet is calculated by a double integral, where the tank's cross section is the boundary. Then a random number generator determines if that tank is shot or not shot, and the chances of either way is determined by the the tank's probability of being shot. Once it is determined either way, that particular plane collapses for the tank that intersected with it, thus the plane does not affect that particular tank anymore nor does that tank see it, so to that tank the plane doesn't exist anymore, however it can still affect other tanks that have not collapsed the wave function. The Quantum Plane exists until all the tanks intersect with it, or until it expires after the amount of time it takes to reload a regular bullet. It is possible for more than one tank to be killed by the same Quantum Plane, however it is also possible for the QP holder's teamates and even the QP holder itself to be killed. In fact as soon as the QP holder fires, it collapses the Quantum Plane in its perspective, because the holder automatically intersects with the plane..

Reason:: The definition of too complex. A flag should not require a manual and a PHD. No unavoidable death.

Flame Thrower (FT))[edit]

Description: Firing a shot emits a short length of flame, which never ricochets. It should get wider as it leaves the barrel, have a duration of half a second or so and have a long reload time. If it could "snake" as the turret turns, even better! There should be a new sound to accompany the firing and some nice graphics for the flame. .

Reason:: Shockwave is used for Area Effects

Flag Drop (FD)[edit]

Description: Firing causes all tanks nearby to drop their flags. Cannot kill with this flag. .

Reason:: Shots kill, too mean.

ClimbinG (CG)[edit]

Description: Your tank can climb walls as a gecko. Sneak tower campers!.

Reason:: No climbing.

RadarUpgrade (RU)[edit]

Description: Your radar shows the direction tanks are facing with a small arrow pointing off of their tank in the direction of the barrel..

Reason:: A server option not a flag.

Shield (SH)[edit]

Description: It's an idea for the improvement of Shield, not a new flag entirely. The idea is that if a person with Shield is hit, they are briefly invincible, and possibly flicker and/or be unable to shoot. This would really help; I remember numerous times when I was hit while equipped with Shield, and was immediately killed anyway because the other guy launched a cluster of shots.

Reason:: A server option not a flag.

VerticalBullet (VB)[edit]

Description: Your bullets fall down slowly, as if actually pulled by gravity. They could skip across the ground if ricochet is on..

Reason:: A server option not a flag, can only work well if tanks could aim, and they can not.

Vertical Velocity(VV)[edit]

Description: Your shots will keep vertical velocity.

Reason:: A server option not a flag.

Temporary Shield(TS)[edit]

Description: Akin to the shield on the old Atari 2600/coin-op Asteroids game. "Fire" triggers shield, which remains in place until released, but enabling shield for too long (A short "reload" threshold, 2 seconds?) results in self-destruction. Shots at shielded player could be any of: pass-through, absorb, or deflect -- although the first one is more true to the original concept. Other notes:

  • Suggested limit of 3-5 uses per flag, although this would be set per-server.
  • This is an implicitly defensive flag -- there's no weaponry when using it -- but could be well suited for advancing a front in a CTF, etc.

Reason:: Too complex, just use the regular shield.

Sticky Jump (SJ)[edit]

Description: When you jump when you are under a building, your tank 'sticks' to the ceiling. Pressing jump again would cause you to end up on the top of the building. When a tank is stuck to the ceiling, it would be invincible to L; and have a form of GM that had 1/4 the range and only locked-on to targets below.

Reason:: No climbing, too complex.

Flat (FL)[edit]

Description: Like Narrow but the forward-backward dimension is where you are flat instead of the left-right dimension if you understand.

Reason:: Not different enough from Narrow.

Signal Decoder (SD)/Transmission Interceptor (TI)[edit]

Description: Any message sent on the server, even ones to a team or individual tank, are picked up. In the case of private messages, it will appear as [SendingTank->IntendedRecipient]. Also, commands show up, such as /set, /me, or /say, as well as their results. Good for detecting enemy strategies.

Reason:: Dosn't fit the game.

Carbonite Missile (CM)[edit]

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.

Pulse/Plasma Cannon (PC)[edit]

Description: Shoots a large, wave-like shot that is bigger and slower than normal shots. Alternately, two shots spiraling around each other. Either way, it hovers in front of you for a short time before going forward, and during that time you cannot fire. If it hits a building, all tanks inside that building via OO or PZ are killed, all shots inside it (such as SB or PZ) are disintegrated, all tanks touching the sides bounce away, and all tanks on top briefly are forced to jump rapidly, like on a trampoline that has a very low jump height.

Reason:: Use Shockwave

Mass Driver (MD)[edit]

Description: The bullet moves about twice as fast as a normal bullet, and has 1.5x range by default, and corresponding reduction in reload time. It kills shielded tanks, and keeps going if it hits a tank to hit other tanks. However, it never ricochets.

Possible addition: A server variable (binary/true or false/trinary) sets whether it shoots one shot from the tank's barrel, one shot alternating between left and right of the tank, or two shots from the left and right of the tank at once, in reference to the Canderous-class Assault Tank from Star Wars: Empire at War: Forces of Corruption.

Reason:: Laser.

Safe Thief(ST)[edit]

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.

Front+Rear fire (FR)[edit]

Description: Fires the default fire and additionally fires at the same time rear-shots.

Reason:: No double shot flags.

Long SB (LSB)[edit]

Description: SB-- range and speed of L, 2.5 times reload time of normal SB.

Reason:: A silly powerful version of Long Range.

Flag Changer (FC)[edit]

Description: You can give/take somebody bad/good flags. (Zoned flags too?).

Reason:: Use thief.

Flag Magnet (FM)[edit]

Description: When you shoot this, all nearby flags get pulled into it and disappear (Go to phantom zone?).

Reason:: Not fun for anyone.

Score Flags (SF)[edit]

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.

Bouncy Tank(BT)[edit]

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.

Reason:: Too hard to implement and control, also somewhat tame and pointless. More of a material property then a flag

Punch Bullet(PB)[edit]

Description: If your bullets hit tanks they are thrown some distance away in the direction of the bullet.

Reason:: Shots kill.

Dead Shot(LG)[edit]

Description: When you hit another tank they shoot 1 of your shots from there barrel just before dieing. If they hit one of there team mates the point goes to you, but its not a Team Kill for them.

Reason:: Too complex, why would your flag change how they die?.


Description: You will gain 1 shot for every 4 shots you have. You start with one shot gained.

Reason:: Same As extra shot.

Sonar (SO)[edit]

Description: When you pick this flag up, your radar is reduced in power. All tanks appear as rogues on the screen, and they are some five or ten bzunits from the actual location. However, you see a yellow marker on the screen wherever the tanks are, and it gets smaller as the target is further away. (A simpler way to do this is to make all tanks five or ten bzunits away from their real location on the radar. This is obviously a bad flag.) (This could be used on no-radar maps as a way to get radar, at the discretion of the map maker.).

Reason:: More of a graphical effect then a fun flag, sounds more like an optional mode for radar, for everyone at the same time.

No Shooting(NS)[edit]

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.


Description: Increased reload speed (say, same as Rapid Fire) and perhaps also increased range (devs should determine best balance); shots have a different color (much darker, or maybe even an "electric charge" crackle). On the other hand, hits don't actually kill, but only disables the target for some seconds (perhaps by server variable). Useful to freeze groups of enemies for instance during base invasion, but requires other team mates to actually finish the job. Shooting a disabled tank works as normal (that is, the shooter gets the point and the Disable-carrying tank gets nothing).

Reason:: Shots kill. simple as that. Tag is a mode, not a flag.

Low Jump(LJ)[edit]

Description: Tank won't jump to full height. Blessing and a curse; less time in the air is good in combat but tank can't reach areas designed for normal jumps.

Reason:: Same as High Gravity

No Ricochet (NR)[edit]

Description: Your shots don't bounce off objects that they would normally bounce off of.

Reason:: Too limited in scope, not all servers have rico.

No Vertical velocity(NV)[edit]

Description: Shots will not keep Vertical Velocity.

Reason:: This is a server option, not a flag.

Shoot Different (SD)[edit]

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.

Low Ammo(LA)[edit]

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.


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.

False Enemy (FE)[edit]

Description: The opposite of MQ; when you pick up this flag, your teammates see you as from another team.

Reason:: Too many color changing flags already.

SPinner (SP)[edit]

Description: If you turn when you have this flag you can't stop turning. Optional: If you leave the tank turning it slowly gets faster and faster, but probably only to a set speed otherwise it would get too fast.

Reason:: Bad flags should not make you uncontrollable.

Unsteady (US)[edit]

Description: When jumping, the tank gets a random angular momentum, like you accidentally moved your move while pressing jump.

Reason:: There are enough movement changing flags, not all servers have jump.

Crazy Color (CC)[edit]

Description: Your tank looks like a rogue on the hud, radar and scoreboard, but isn't. Prevents teams from knowing which side you're on.

Reason:: Too many color changing flags already, no clear disadvantage.

BadBullet (BB)[edit]

Description: Your bullets become guided missiles that loop around and hit you, if there are no enemies in the way (if they get hit they die). Does not kill teammates. Goes slow enough for you to outrun but goes through buildings. Has very long range and cannot travel out of the world. Stops after 3 minutes. Has large turning circle and ricochets off world borders and teleporters. Bad flag.

Reason:: Too complex, mean, and not fin in any way.

Extra Sight (ES)[edit]

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.

Teleport Shot(TS)[edit]

Description: You can only shoot one shot with this flag. When your shot expires, you appear where it expired. Shots don't kill.

Reason:: Shots kill. This sounds more like an ancillary function, it would be too complex as a flag

Rear Window (RW)[edit]

Description: View is split horizontally, bottom half is view out the back.

Reason:: Too hard in current engine. If done would be a mode for all

Collector (CO)[edit]

Description: Or cleaner (CR). Everything is normal except this tank can collect all the flags, without being able to use them. The moment he presses spacebar or dies all flags he holds return to the world.

Reason:: No multiple flags, munchkin

Bomber (BM)[edit]

Description: Like WG, but all shots go downwards. Speed is determined by _gravity. Useful for flying servers. When flying with BM the speed is slower than that of WG, but bombs shot will have a larger radius (can kill more things around them).

Reason:: No we don't do splash damage

Pole-aXed (PX)[edit]

Description: Tank cannot move forwards or backwards, can steer and jump (even on no jump servers,to be more fair). It's like being stuck on a pole.

Reason:: Pointless

Splash-Damage (SD)[edit]

Description: When one of your bullets hits an enemy, he explodes in a shockwave.

Reason:: No splash damage

PHase shift (PH)[edit]

Description: Oscillation Overthruster, but can backup, jump and shoot in walls. Shoots Super Bullets, and can be killed by Phantom Zone.}

Reason:: Combines OO, SB and more -- too powerful.

ASsassin (AS)[edit]

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

BoMb (BM)[edit]

Description: Can be transferred to someone by shooting them, also transfers the timer. When the bad flag timer (or another timer) is up, the holder dies and creates a shockwave.

Reason:: No death to owner.

Terrain Immunity (TI)[edit]

Description: User is invulnerable to, and can walk through, terrain hazards such as stuff that would normally be fatal to touch and conveyor belts.

Reason:: Too map specific

Charge Beam (CB)[edit]

Description: Hold mouse button to charge. Releasing shoots a laser that keeps firing for as long as you charged the beam for. (Maybe a limit on charge time, so there's a limit on how long you fire a laser for?)

Reason:: Laser

Gravitational Field (GF)[edit]

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.

Reason:: BZFlag is not a physics engine. Possible lag and sync nightmare.

Destroy Buildings (DB)[edit]

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

PLane (PL)[edit]

Description: Turns your tank into a plane. Planes have two guns, one on each wing. You can accelerate or decelerate by using scroll wheel up to accelerate, down to decelerate. Point the mouse in the direction you want to turn. If you are shot or touch a wall you turn back into a tank. ENEMY tanks get vertical lock-on on you, meaning if they shoot while you are within their view, then their shot is at an angle upward or downward so that it might hit you. You can get some flags as a plane. Shock wave drops a bomb straight down with the velocity of a shot, plus your velocity; Laser shoots a laser from your nose-cone; Rapid Fire, Super Bullet, Machine Gun, GM are the same as normal (but you still have wing guns); Cloaking, Stealth, and Masquerade are the same; Thief shoots from nose-cone; Black Hole shoots from nose-cone; OO lets you fly through walls (except floor and the surrounding wall, of course); PZ is same as normal; Galaga makes you wider, but you can shoot more shots; Charge Beam from nose-cone; Sensor Package is same as normal; No Ricochet prevents ricochet; etc.. If you drop a flag as a plane, it drops first the grabbed flag, then once you have no grabbed flag, turns you back into a tank. I realize this probably won't be implemented.

Reason:: Wings

Sensor Package (SP)[edit]

Description: In-game description: "Tank has upgraded sensors and can send locks to guided missiles and allies." Description here: You can see what flag an enemy has, you get those arrow things for enemy team flags as well as your own (and also vertical ones), all walls show up as green wireframe on black background; you get those "enemy in range, enemy to left/right" from Battle Zone when an enemy is in your range; you can lock on to enemies (but not allies) (as you do, all ENEMY missiles within the radius of a SW lock onto them, all ALLIES with GM lock onto them, but not their fired missiles), you also get notifications when you are within an enemy's line of sight and range, especially when you are within the blast radius of someone with shockwave, you can see what flag somebody has on the radar and HUD (letters over their head).

Reason:: Too powerful

Flak (FK)[edit]

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.

Reason:: Too complex

Improved Masquerade (IM)[edit]

Description: Your tank appears on the Radar and through the view finder as a friendly tank to the enemy, but not to right-clicks and identification through targeting. However, this lasts until your fire. When you fire, you immediately lose the flag. This is good for infiltrating another side, but as soon as someone right-clicks you in his targeting reticule, your identity is displayed.

Reason:: No, no on shot changes, and too complex

Oldschool (OS)[edit]

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.

Reason:: No, is not general enough, depends on other map setup

New Age (NA)[edit]

Description: Immune to regular bullets; can only be killed by lasers, missiles, super bullets, steamrolls, and shock waves. Opposite of Oldschool. Probably disabled on maps without easily accessible superweapon flags.

Reason:: No, is not general enough, depends on other map setup

Entanglement (QE)[edit]

Description: Whoever kills you gets destroyed by the server.

Reason:: No unavoidable death

Laser Tripwire (LT)[edit]

Description: Shot travels until it strikes a wall, then generates a (non-ricocheting) laser beam along the direction of the surface normal until it reaches another surface. Beam remains until touched by a tank, which is destroyed. If player fires another tripwire, the existing tripwire is deleted. Player may drop the flag to leave the most recent tripwire in place. Shockwave will delete any tripwire it touches (if not too difficult to code).

Reason:: Laser

Shotgun (SG) (Different to other one)[edit]

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.

Reason:: No, too much like MG, same as the other ShotGun suggestion

Air Safe (AS)[edit]

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.

Reason:: No, GM already has a counter flag: ST

SHort tank (SH)[edit]

Description: Makes tank short. Exactly like burrow except that it allows you to be on buildings and jump.

Reason:: No, simply make a server option to make burrow jump

Communications Disruption (CD)[edit]

Description: You cannot send team messages. You can still send PMs, Admin messages and public messages.

Reason:: No, too specific to a play style

Double Shot (DS)[edit]

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.

Super Shield (SS)[edit]

Description: You have to be shot a set amount of times to die. A bit like shield BUT different types of shots damage the tank more. (Say a tanks picks up the SS flag and he/she has to be hit 5 times to die, but SW takes off 4 hits so he only has to be hit 2 times with SW to die). This could also work with Double Shot (DS) where when the shot splits it only makes half the damage of a normal shot. (He/she would now have to be hit 10 times with split bullets to die). Maybe put a health bar over the players tank that shows how many times YOU have to hit the tank with your bullets. (P1 gets SS flag and has to be hit 4 times to die, P2 gets GM (which takes off 2 hits) and he looks at P1 and it has the health bar and a number saying 2 (P2 has to hit P1 with the GM that he has 2 times) then P3 gets a SW flag and the health bar says 1 (because SW takes off 4 points and P1 only has 4 health points). If the health bar is too hard then i think that you could just have the SS without a health bar.

Reason:: No, too complex

ShotGun (SG)[edit]

Description: Shots split and go off in different directions.

Reason:: No multi-shot.

Rear Shot (RS)[edit]

Description: Shoots both in front and behind (if available shots)

Reason:: No Multi-shot.

Tether Ball(TB)[edit]

Description: A ball appears behind the tank attached by a tether and can be swung along the ground by sharp turns. If a tank (even your own) hits either the tether or the ball it is destroyed. Reason:: Shockwave.

Dumbfire Missile (DM)[edit]

Description: A missile that can not be locked on, but has an actual blast area (miniature shock-wave, but without affecting PZ players). Possible alternative: Full size SW, but flag is 'used' (dropped for a long time, like the shield flag) when fired.

Reason:: No combo flags.

MultiFlag (MF)=[edit]

Description: Tank can hold two other flags at the same time.

Reason:: No Combo flags.

Flag Launcher(FL)[edit]

Description: Gives tank the same attributes as TH but can pick up a second flag without being affected, and fire it at another tank. If it misses you keep the flag but if it hits the tank is forced to give up any currently held flags and pick up the launched flag. Good with LE.

Reason:: No multiple flags.

Radar Scout (RS)[edit]

Description: Your tank becomes a radar-equipped scout (you can still shoot). In a certain radius around you, all tanks (except you) look obese (due to increased radar) and can be shot like obese tank (hitting is easier); they still fit through teleporters. In addition, cloaked and stealthed tanks and shots also become visible. Every tank on the play field can see and shoot the obese and cloaked tanks, so you have the advantages that

Tanks are more likely to shoot at each other, since you are normal in size, the others are obese Others will think twice before destroying you since you provide them with a targeting aid

Reason:: Seer.

TurreT (TT)[edit]

Description: Turns your tank into a turret. Same as Burrow + Machine Gun + Angular Velocity, but your tank can't move at all.

Reason:: No combo flags.

AnnoYance (AY)[edit]

Description: Tank is very large and fast, can't shoot, and invincible. Can distract enemies while friendlies go in for the kill.

Reason:: No god flags.

AntiMatter (AM)[edit]

Description: Tank cannot be hit except for SB/SW. 50% increased reload time, can be steamrolled by any tank, colliding with buildings results in death too

Reason:: No, needs more thought for vertical worlds/ complex.

Targeting Computer (TC)[edit]

Description: HUD shows where to aim for lead-ahead based on dead reckoning

Reason:: More of a cheat then a feature.

StraFe (SF)[edit]

Description: Modifier key makes turning strafe

Reason:: No, will not be a flag feature if ever implemented.

ECCM (um...)[edit]

Description: When firing from ECCM equipped tank, other tanks in front of it, 20/30 degrees, have for a while both not working radar and communication (excluding admins).

Reason:: Shockwave.

HeadAche (HA)[edit]

Description: All colors (not just tank colors) are inverted. Causes confusion for player, should have time limit. Submitted by ThatGuySpencer

Reason:: pointless.

X-ray Vision(XV)[edit]

Description: Can see through buildings, but not drive through them. Either they are completely invisible (making out-the window driving fun) or they show up like with OO. Makes it possible to surprise others who are behind objects, and who are depending only on radar to know where you are.

Reason:: A cheat.

SNiper (SN)[edit]

Description: Tank has one, invisible, shot that lasts until it hits something/someone. Never ricochets. Blam!

Reason:: Laser.

PariaH (PH)[edit]

Description: Tank is identified in all ways as each other player's nemesis.

Reason:: pointless.

Clone (CN)[edit]

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

Reason:: Thief

Lemur mode (LM)[edit]

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

Reason:: Weird.

Cattle Prod (CP)[edit]

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.

Reason:: Steamroller

MiRage (MR)[edit]

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

Reason:: Blind

Wormhole Bullet(WB)[edit]

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?).

Reason:: Kill them.


Description: 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)[edit]

Description: 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)[edit]

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)

Reason:: no combo flags.

French Fries (FF)[edit]

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.

Reason:: Too complex, kinda lame.

Time Displacement(TD)[edit]

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.

Reason:: Pointless.


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.

Reason:: Pointless.

Fly by Wire (FW)[edit]

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

Reason:: GM mode, not new flag

KamikaZe (KZ)[edit]

Description: 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)[edit]

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

Reason:: Server Mode.

Air Burst (AB)[edit]

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.

Reason:: No On drop events.

Heat Seeker (HS)[edit]

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

Reason:: GM.

HoloGram (HG)[edit]

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

Reason:: Shield.

Grappling Beam (GB)[edit]

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).

Reason:: Shots Kill.

ILlusion (IL)[edit]

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?).

Reason:: Too complex/powerful

SNake (SN)[edit]

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.

Reason:: WTF?.

Kill or be Killed (KK)[edit]

Description: 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)[edit]

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

Reason:: Shockwave.


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)[edit]

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

Reason:: Laser.

Flash Bang (FB)[edit]

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)[edit]

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.


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

Reason:: No dynamic worlds.

Gravity Bullet (GB)[edit]

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)[edit]

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)[edit]

Description: Bullets are attracted to player's tank.

Reason:: Mean.

Force Field (FF)[edit]

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

Reason:: Shield.

Boomerang Bullet (BB)[edit]

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

Reason:: No real usable advantage.

ZigZag (ZZ)[edit]

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)[edit]

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

Reason:: A game mode, not a flag.

Shock Ring (??)[edit]

Description: Shockwave in a horizontal ring pattern

Reason:: Shockwave.

RemoteControl (RC)[edit]

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)[edit]

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

Reason:: Complex, mean.

SwiM (SM)[edit]

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:: Too complex.

Proximity Drop (PD)[edit]

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

Reason:: Thief

Lightning Bolt (LB)[edit]

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)[edit]

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)[edit]

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.


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

Reason:: Shield.

WaveFront (WF)[edit]

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

Reason:: Shockwave.

Dud Shot (DS)[edit]

Description: Not all of your bullets work

Reason:: Pointless and mean.

MortarBomb (MB)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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

Reason:: Just use CL

Klingon Cloak (KC)[edit]

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)[edit]

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

Reason:: Server Mode.

TagYourit (TY)[edit]

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)[edit]

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)[edit]

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)[edit]

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.


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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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.

Glue Bomb (GB)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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

Reason:: Blind/Jam combo

Big Bullet (BB)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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

Reason:: Use SR and just kill them.

Remote Mines (RM)[edit]

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)[edit]

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)[edit]

Description: Out of window view is upside-down

Reason: Not really different from reverse controls..

EarthQuake (EQ)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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.


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)[edit]

Description: Launches a cow along a parabolic trajector.

Reason: Pointless.

ConFusion (CF)[edit]

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.


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

Reason: Pointless.


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

Reason: Pointless

BUckler (BU)[edit]

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)[edit]

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)[edit]

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)[edit]

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

Reason: Tanks don't tilt.

Tac Nuke (TN)[edit]

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.

Glue Trail (GT)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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

Reason: Use Wings, it's better.

ToRnado (TR)[edit]

Description: You jump and spin uncontrollably

Reason: Not all servers have jump.

GhostS (GS)/SPawn (SP)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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.

Invisible Objects (IO)[edit]

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

Reason: No different then blindness.

Meatloaf Launcher(ML)[edit]

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

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

Bent Turret (BT)[edit]

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)[edit]

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

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

Missile Jammer (MJ)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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.


Description: bullets ricochet off your tank for a limited time

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

Blink (BK)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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)[edit]

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

SuperTank (Sp)[edit]

Description Tank can not be killed by a tank with a super flag. but is still vulnerable to reguler shots. (I think I need to work on the name)

Reason: too powerful, basically god mode