To-do list for KOTH.  If you want to implement something on this list,
please go right ahead :)

Priority of features runs from 1 (very important) ... 5 (daydreaming)

* (2) Feedback: who's turn it is (take turns mode) or who hasn't yet
set a shot to fire yet (simultaneous mode), and what mode it is (of
course).  current thinking is to draw little colored bars in
simultaneous mode to indicate who hasn't fired yet, or a big colored
square in turn-based mode to indicate who's turn it is.

* (2) start adding lots and lots of weapons "borrowed" off from
everything in earnest.  this will eventually be a main focus for
development.

* (2) 's' surrender key in-game (instead of quitting)

* (3) shields

* (3) manually support back-buffered drawing (what the X target does)
via memvis/Xblit for full-screen modes, so drawing behavior is more
predictable across targets (very important for portability) - also
centralize screen update for better performance or start using
"dirty rectangles".  Current X performance is "good enough" but really 
kinda sucks.

* (3) sound on the client (seems to be a popular request, got the
samples, just gotta write the code)

* (3) different/better explosions (like Scorch's plasma-fractal explosion)

* (3) guidance systems and other equipment (like parachutes, fuel for
moving?)

* (3) more AIs. degrees of intellegence from stupid (totally random
firing with random weapons) to semi-intellegent (refines firing over
time) to absolutly evil (can select firing angle, weapon, etc for
maximum carnage), or maybe even the mega-ultra-super-evil
multi-agent-coordination KOTH bot, that cooperates with the other AIs
to gang up on players :)

* (3) cool tank deaths.  this was a big part of scorched earth, not
only eye candy but tanks could affect things (sometimes quite a lot)
post-mortem.  (but who gets the points if a tank exploding kills
another tank?  The guy who killed the first tank, or the guy who
controled the tank that died?  both?  neither?)

* (3) tank movement (other than falling)

* (4) "robustify" server.  Currently should be -really- easy to crash
with out-of-range data (fortunatly the clients almost never produce
out of range data, so really this will only become important if/when
people start _maliciously_ taking down KOTH servers)

* (5) someone (not me) port to Windoze :)

* (5) social stuff - persistant accounts with passwords, player statistics,
rankings, teamplay
