New Options
Posted: Wed Apr 16, 2008 11:14 pm
Not specific set options, but in game options, similar to changing the range of radar.
weapon modes- changing between them is the reload time for the flag currently used
-stun: shots stop tank movement for a short time (1 to 5 seconds?)
-push: non lethal shot the push a tank for the shots duration
-default: the shots that the current version of bz flag uses
-destroy: non lethal shots that explode on impact of a wall or the ground (ineffective with lasers, sw, and sb since they can not explode), the hole is the size of the one hemisphere of the shot
firing modes
-turret: tank becomes stationary and can pivot and elevate it's gun, there is reload time between entering and exiting this mode (can possibly be adapted from the observer's vertical camera adjustment)
-default: current bzflag mode
other
-decoy: sets off the explosion created when a tank dies, could rely on human error or release a small EMP
-flare: fires a team colored flare, possibly a distress signal on team chat as well
these would make some flags more powerful and weaken others. Both of the first options are good for avoiding a tk. In CTF stunning would sometimes be useful instead of having the guy respawn. Pushing would be useful for pinning someone to a wall, team mates could be shot into an enemy base with laser. The destroy mode makes the mg and gm a bit more powerful, although walls, structures and the ground may need a set time to heal and close back up, or instantly heal on a flag cap.
turrets could possibly bring rise to AA gunners, new campers, and orbital weapons(in the case of wings)
push shots could be available to observers as well ex: dislodge a camper who is ruining the game
what do you think?
Joe
weapon modes- changing between them is the reload time for the flag currently used
-stun: shots stop tank movement for a short time (1 to 5 seconds?)
-push: non lethal shot the push a tank for the shots duration
-default: the shots that the current version of bz flag uses
-destroy: non lethal shots that explode on impact of a wall or the ground (ineffective with lasers, sw, and sb since they can not explode), the hole is the size of the one hemisphere of the shot
firing modes
-turret: tank becomes stationary and can pivot and elevate it's gun, there is reload time between entering and exiting this mode (can possibly be adapted from the observer's vertical camera adjustment)
-default: current bzflag mode
other
-decoy: sets off the explosion created when a tank dies, could rely on human error or release a small EMP
-flare: fires a team colored flare, possibly a distress signal on team chat as well
these would make some flags more powerful and weaken others. Both of the first options are good for avoiding a tk. In CTF stunning would sometimes be useful instead of having the guy respawn. Pushing would be useful for pinning someone to a wall, team mates could be shot into an enemy base with laser. The destroy mode makes the mg and gm a bit more powerful, although walls, structures and the ground may need a set time to heal and close back up, or instantly heal on a flag cap.
turrets could possibly bring rise to AA gunners, new campers, and orbital weapons(in the case of wings)
push shots could be available to observers as well ex: dislodge a camper who is ruining the game
what do you think?
Joe